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	Examples: Refactored opengl_example into a glfw specific file that can be copied and pasted.
Other examples will follow.
This commit is contained in:
		| @@ -1,6 +1,5 @@ | ||||
| # | ||||
| # Cross Platform Make file | ||||
| # | ||||
| # Cross Platform Makefile | ||||
| # Compatible with Ubuntu 14.04.1 and Mac OS X | ||||
| # | ||||
| # | ||||
|   | ||||
| @@ -1,6 +1,5 @@ | ||||
| # | ||||
| # Cross Platform Make file | ||||
| # | ||||
| # Cross Platform Makefile | ||||
| # Compatible with Ubuntu 14.04.1 and Mac OS X | ||||
| # | ||||
| # | ||||
| @@ -11,7 +10,7 @@ | ||||
|  | ||||
| #CXX = g++ | ||||
|  | ||||
| OBJS = main.o | ||||
| OBJS = main.o imgui_impl_glfw.o | ||||
| OBJS += ../../imgui.o | ||||
|  | ||||
| UNAME_S := $(shell uname -s) | ||||
|   | ||||
							
								
								
									
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								examples/opengl_example/imgui_impl_glfw.cpp
									
									
									
									
									
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								examples/opengl_example/imgui_impl_glfw.cpp
									
									
									
									
									
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							| @@ -0,0 +1,236 @@ | ||||
| // ImGui GLFW bindings | ||||
| // https://github.com/ocornut/imgui | ||||
|  | ||||
| #include <imgui.h> | ||||
| #include "imgui_impl_glfw.h" | ||||
|  | ||||
| // GLFW | ||||
| #include <GLFW/glfw3.h> | ||||
| #ifdef _MSC_VER | ||||
| #undef APIENTRY | ||||
| #define GLFW_EXPOSE_NATIVE_WIN32 | ||||
| #define GLFW_EXPOSE_NATIVE_WGL | ||||
| #include <GLFW/glfw3native.h> | ||||
| #endif | ||||
|  | ||||
| static GLFWwindow*  GWindow = NULL; | ||||
| static bool         GMousePressed[3] = { false, false, false }; | ||||
| static double       GTime = 0.0f; | ||||
| static bool         GFontTextureLoaded; | ||||
|  | ||||
| // 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) | ||||
| static void ImGui_ImplGlfw_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) | ||||
| { | ||||
|     if (cmd_lists_count == 0) | ||||
|         return; | ||||
|  | ||||
|     // We are using the OpenGL fixed pipeline to make the example code simpler to read! | ||||
|     // A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer. | ||||
|     // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers. | ||||
|     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); | ||||
|  | ||||
|     // Setup orthographic projection matrix | ||||
|     const float width = ImGui::GetIO().DisplaySize.x; | ||||
|     const float height = ImGui::GetIO().DisplaySize.y; | ||||
|     glMatrixMode(GL_PROJECTION); | ||||
|     glPushMatrix(); | ||||
|     glLoadIdentity(); | ||||
|     glOrtho(0.0f, width, height, 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 < cmd_lists_count; n++) | ||||
|     { | ||||
|         const ImDrawList* cmd_list = cmd_lists[n]; | ||||
|         const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.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))); | ||||
|  | ||||
|         int vtx_offset = 0; | ||||
|         for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++) | ||||
|         { | ||||
|             const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; | ||||
|             glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id); | ||||
|             glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y)); | ||||
|             glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count); | ||||
|             vtx_offset += pcmd->vtx_count; | ||||
|         } | ||||
|     } | ||||
|     #undef OFFSETOF | ||||
|  | ||||
|     // Restore modified state | ||||
|     glDisableClientState(GL_COLOR_ARRAY); | ||||
|     glDisableClientState(GL_TEXTURE_COORD_ARRAY); | ||||
|     glDisableClientState(GL_VERTEX_ARRAY); | ||||
|     glMatrixMode(GL_MODELVIEW); | ||||
|     glPopMatrix(); | ||||
|     glMatrixMode(GL_PROJECTION); | ||||
|     glPopMatrix(); | ||||
|     glPopAttrib(); | ||||
| } | ||||
|  | ||||
| static const char* ImGui_ImplGlfw_GetClipboardText() | ||||
| { | ||||
|     return glfwGetClipboardString(GWindow); | ||||
| } | ||||
|  | ||||
| static void ImGui_ImplGlfw_SetClipboardText(const char* text) | ||||
| { | ||||
|     glfwSetClipboardString(GWindow, text); | ||||
| } | ||||
|  | ||||
| void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) | ||||
| { | ||||
|     if (action == GLFW_PRESS && button >= 0 && button < 3) | ||||
|         GMousePressed[button] = true; | ||||
| } | ||||
|  | ||||
| void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) | ||||
| { | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|     io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines. | ||||
| } | ||||
|  | ||||
| void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) | ||||
| { | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|     if (action == GLFW_PRESS) | ||||
|         io.KeysDown[key] = true; | ||||
|     if (action == GLFW_RELEASE) | ||||
|         io.KeysDown[key] = false; | ||||
|     io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0; | ||||
|     io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0; | ||||
| } | ||||
|  | ||||
| void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) | ||||
| { | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|     if (c > 0 && c < 0x10000) | ||||
|         io.AddInputCharacter((unsigned short)c); | ||||
| } | ||||
|  | ||||
| void ImGui_ImplGlfw_LoadFontsTexture() | ||||
| { | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|  | ||||
|     unsigned char* pixels; | ||||
|     int width, height; | ||||
|     io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height); | ||||
|  | ||||
|     GLuint tex_id; | ||||
|     glGenTextures(1, &tex_id); | ||||
|     glBindTexture(GL_TEXTURE_2D, tex_id); | ||||
|     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)tex_id; | ||||
|  | ||||
|     GFontTextureLoaded = true; | ||||
| } | ||||
|  | ||||
| bool    ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) | ||||
| { | ||||
|     GWindow = 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_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; | ||||
|     io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; | ||||
|     io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; | ||||
| #ifdef _MSC_VER | ||||
|     io.ImeWindowHandle = glfwGetWin32Window(GWindow); | ||||
| #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() | ||||
| { | ||||
|     GLuint tex_id = (GLuint)ImGui::GetIO().Fonts->TexID; | ||||
|     if (tex_id) | ||||
|     { | ||||
|         glDeleteTextures(1, &tex_id); | ||||
|         ImGui::GetIO().Fonts->TexID = 0; | ||||
|     } | ||||
|     ImGui::Shutdown(); | ||||
| } | ||||
|  | ||||
| void ImGui_ImplGlfw_NewFrame() | ||||
| { | ||||
|     if (!GFontTextureLoaded) | ||||
|         ImGui_ImplGlfw_LoadFontsTexture(); | ||||
|  | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|  | ||||
|     // Setup display size (every frame to accommodate for window resizing) | ||||
|     int w, h; | ||||
|     int display_w, display_h; | ||||
|     glfwGetWindowSize(GWindow, &w, &h); | ||||
|     glfwGetFramebufferSize(GWindow, &display_w, &display_h); | ||||
|     io.DisplaySize = ImVec2((float)display_w, (float)display_h); | ||||
|  | ||||
|     // Setup time step | ||||
|     double current_time =  glfwGetTime(); | ||||
|     io.DeltaTime = GTime > 0.0 ? (float)(current_time - GTime) : (float)(1.0f/60.0f); | ||||
|     GTime = current_time; | ||||
|  | ||||
|     // Setup inputs | ||||
|     // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) | ||||
|     double mouse_x, mouse_y; | ||||
|     glfwGetCursorPos(GWindow, &mouse_x, &mouse_y); | ||||
|     mouse_x *= (float)display_w / w;                                                                    // Convert mouse coordinates to pixels | ||||
|     mouse_y *= (float)display_h / h; | ||||
|     io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);                                               // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) | ||||
|  | ||||
|     io.MouseDown[0] = GMousePressed[0] || glfwGetMouseButton(GWindow, GLFW_MOUSE_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. | ||||
|     io.MouseDown[1] = GMousePressed[1] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_RIGHT) != 0; | ||||
|     io.MouseDown[2] = GMousePressed[2] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_MIDDLE) != 0; | ||||
|     GMousePressed[0] = false; | ||||
|     GMousePressed[1] = false; | ||||
|     GMousePressed[2] = false; | ||||
|  | ||||
|     // Start the frame | ||||
|     ImGui::NewFrame(); | ||||
| } | ||||
							
								
								
									
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							| @@ -0,0 +1,16 @@ | ||||
| // ImGui GLFW bindings | ||||
| // https://github.com/ocornut/imgui | ||||
|  | ||||
| struct GLFWwindow; | ||||
|  | ||||
| bool        ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); | ||||
| void        ImGui_ImplGlfw_Shutdown(); | ||||
| void        ImGui_ImplGlfw_LoadFontsTexture(); | ||||
| void        ImGui_ImplGlfw_NewFrame(); | ||||
|  | ||||
| // GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) | ||||
| // Provide here if you want to chain callbacks | ||||
| void        ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); | ||||
| void        ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); | ||||
| void        ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); | ||||
| void        ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); | ||||
| @@ -1,256 +1,41 @@ | ||||
| // ImGui - standalone example application for OpenGL 2, using fixed pipeline | ||||
| // ImGui - standalone example application for Glfw + OpenGL 2, using fixed pipeline | ||||
|  | ||||
| #ifdef _MSC_VER | ||||
| #pragma warning (disable: 4996)                        // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen | ||||
| #endif | ||||
| #ifdef __clang__ | ||||
| #pragma clang diagnostic ignored "-Wunused-function"   // warning: unused function | ||||
| #endif | ||||
|  | ||||
| #include "../../imgui.h" | ||||
| #include <imgui.h> | ||||
| #include "imgui_impl_glfw.h" | ||||
| #include <stdio.h> | ||||
|  | ||||
| // GLFW | ||||
| #include <GLFW/glfw3.h> | ||||
| #ifdef _MSC_VER | ||||
| #undef APIENTRY | ||||
| #define GLFW_EXPOSE_NATIVE_WIN32 | ||||
| #define GLFW_EXPOSE_NATIVE_WGL | ||||
| #include <GLFW/glfw3native.h> | ||||
| #endif | ||||
|  | ||||
| static GLFWwindow* window; | ||||
| static bool mousePressed[2] = { false, false }; | ||||
|  | ||||
| #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) | ||||
|  | ||||
| // 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) | ||||
| static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) | ||||
| static void error_callback(int error, const char* description) | ||||
| { | ||||
|     if (cmd_lists_count == 0) | ||||
|         return; | ||||
|  | ||||
|     // We are using the OpenGL fixed pipeline to make the example code simpler to read! | ||||
|     // A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer. | ||||
|     // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers. | ||||
|     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); | ||||
|  | ||||
|     // Setup orthographic projection matrix | ||||
|     const float width = ImGui::GetIO().DisplaySize.x; | ||||
|     const float height = ImGui::GetIO().DisplaySize.y; | ||||
|     glMatrixMode(GL_PROJECTION); | ||||
|     glPushMatrix(); | ||||
|     glLoadIdentity(); | ||||
|     glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f); | ||||
|     glMatrixMode(GL_MODELVIEW); | ||||
|     glPushMatrix(); | ||||
|     glLoadIdentity(); | ||||
|  | ||||
|     // Render command lists | ||||
|     for (int n = 0; n < cmd_lists_count; n++) | ||||
|     { | ||||
|         const ImDrawList* cmd_list = cmd_lists[n]; | ||||
|         const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.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))); | ||||
|  | ||||
|         int vtx_offset = 0; | ||||
|         for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++) | ||||
|         { | ||||
|             const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; | ||||
|             glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id); | ||||
|             glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y)); | ||||
|             glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count); | ||||
|             vtx_offset += pcmd->vtx_count; | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     // Restore modified state | ||||
|     glDisableClientState(GL_COLOR_ARRAY); | ||||
|     glDisableClientState(GL_TEXTURE_COORD_ARRAY); | ||||
|     glDisableClientState(GL_VERTEX_ARRAY); | ||||
|     glMatrixMode(GL_MODELVIEW); | ||||
|     glPopMatrix(); | ||||
|     glMatrixMode(GL_PROJECTION); | ||||
|     glPopMatrix(); | ||||
|     glPopAttrib(); | ||||
|     fprintf(stderr, "Error: %s\n", description); | ||||
| } | ||||
|  | ||||
| // NB: ImGui already provide OS clipboard support for Windows so this isn't needed if you are using Windows only. | ||||
| static const char* ImImpl_GetClipboardTextFn() | ||||
| int main(int argc, char** argv) | ||||
| { | ||||
|     return glfwGetClipboardString(window); | ||||
| } | ||||
|  | ||||
| static void ImImpl_SetClipboardTextFn(const char* text) | ||||
| { | ||||
|     glfwSetClipboardString(window, text); | ||||
| } | ||||
|  | ||||
| // GLFW callbacks | ||||
| static void glfw_error_callback(int error, const char* description) | ||||
| { | ||||
|     fputs(description, stderr); | ||||
| } | ||||
|  | ||||
| static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods) | ||||
| { | ||||
|     if (action == GLFW_PRESS && button >= 0 && button < 2) | ||||
|         mousePressed[button] = true; | ||||
| } | ||||
|  | ||||
| static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset) | ||||
| { | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|     io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines. | ||||
| } | ||||
|  | ||||
| static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) | ||||
| { | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|     if (action == GLFW_PRESS) | ||||
|         io.KeysDown[key] = true; | ||||
|     if (action == GLFW_RELEASE) | ||||
|         io.KeysDown[key] = false; | ||||
|     io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0; | ||||
|     io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0; | ||||
| } | ||||
|  | ||||
| static void glfw_char_callback(GLFWwindow* window, unsigned int c) | ||||
| { | ||||
|     if (c > 0 && c < 0x10000) | ||||
|         ImGui::GetIO().AddInputCharacter((unsigned short)c); | ||||
| } | ||||
|  | ||||
| void InitGL() | ||||
| { | ||||
|     glfwSetErrorCallback(glfw_error_callback); | ||||
|     glfwSetErrorCallback(error_callback); | ||||
|     if (!glfwInit()) | ||||
|         exit(1); | ||||
|  | ||||
|     window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL); | ||||
|     GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL); | ||||
|     glfwMakeContextCurrent(window); | ||||
|     glfwSetKeyCallback(window, glfw_key_callback); | ||||
|     glfwSetMouseButtonCallback(window, glfw_mouse_button_callback); | ||||
|     glfwSetScrollCallback(window, glfw_scroll_callback); | ||||
|     glfwSetCharCallback(window, glfw_char_callback); | ||||
| } | ||||
|  | ||||
| void LoadFontsTexture() | ||||
| { | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|     ImGui_ImplGlfw_Init(window, true); | ||||
|     //ImGuiIO& io = ImGui::GetIO(); | ||||
|     //ImFont* my_font1 = io.Fonts->AddFontDefault(); | ||||
|     //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f); | ||||
|     //ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1; | ||||
|     //ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1; | ||||
|     //ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese()); | ||||
|  | ||||
|     unsigned char* pixels; | ||||
|     int width, height; | ||||
|     io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height); | ||||
|  | ||||
|     GLuint tex_id; | ||||
|     glGenTextures(1, &tex_id); | ||||
|     glBindTexture(GL_TEXTURE_2D, tex_id); | ||||
|     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)tex_id; | ||||
| } | ||||
|  | ||||
| void InitImGui() | ||||
| { | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|     io.DeltaTime = 1.0f/60.0f;                                    // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable) | ||||
|     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_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 = ImImpl_RenderDrawLists; | ||||
|     io.SetClipboardTextFn = ImImpl_SetClipboardTextFn; | ||||
|     io.GetClipboardTextFn = ImImpl_GetClipboardTextFn; | ||||
| #ifdef _MSC_VER | ||||
|     io.ImeWindowHandle = glfwGetWin32Window(window); | ||||
| #endif | ||||
|  | ||||
|     LoadFontsTexture(); | ||||
| } | ||||
|  | ||||
| void UpdateImGui() | ||||
| { | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|  | ||||
|     // Setup resolution (every frame to accommodate for window resizing) | ||||
|     int w, h; | ||||
|     int display_w, display_h; | ||||
|     glfwGetWindowSize(window, &w, &h); | ||||
|     glfwGetFramebufferSize(window, &display_w, &display_h); | ||||
|     io.DisplaySize = ImVec2((float)display_w, (float)display_h);                                   // Display size, in pixels. For clamping windows positions. | ||||
|  | ||||
|     // Setup time step | ||||
|     static double time = 0.0f; | ||||
|     const double current_time =  glfwGetTime(); | ||||
|     io.DeltaTime = (float)(current_time - time); | ||||
|     time = current_time; | ||||
|  | ||||
|     // Setup inputs | ||||
|     // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) | ||||
|     double mouse_x, mouse_y; | ||||
|     glfwGetCursorPos(window, &mouse_x, &mouse_y); | ||||
|     mouse_x *= (float)display_w / w;                                                               // Convert mouse coordinates to pixels | ||||
|     mouse_y *= (float)display_h / h; | ||||
|     io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);                                          // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) | ||||
|     io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_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. | ||||
|     io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0; | ||||
|  | ||||
|     // Start the frame | ||||
|     ImGui::NewFrame(); | ||||
| } | ||||
|  | ||||
| // Application code | ||||
| int main(int argc, char** argv) | ||||
| { | ||||
|     InitGL(); | ||||
|     InitImGui(); | ||||
|     ImGui_ImplGlfw_LoadFontsTexture(); | ||||
|  | ||||
|     bool show_test_window = true; | ||||
|     bool show_another_window = false; | ||||
|     ImVec4 clear_col = ImColor(114, 144, 154); | ||||
|     ImVec4 clear_color = ImColor(114, 144, 154); | ||||
|  | ||||
|     while (!glfwWindowShouldClose(window)) | ||||
|     { | ||||
|         ImGuiIO& io = ImGui::GetIO(); | ||||
|         mousePressed[0] = mousePressed[1] = false; | ||||
|         glfwPollEvents(); | ||||
|         UpdateImGui(); | ||||
|         ImGui_ImplGlfw_NewFrame(); | ||||
|  | ||||
|         // 1. Show a simple window | ||||
|         // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" | ||||
| @@ -258,7 +43,7 @@ int main(int argc, char** argv) | ||||
|             static float f; | ||||
|             ImGui::Text("Hello, world!"); | ||||
|             ImGui::SliderFloat("float", &f, 0.0f, 1.0f); | ||||
|             ImGui::ColorEdit3("clear color", (float*)&clear_col); | ||||
|             ImGui::ColorEdit3("clear color", (float*)&clear_color); | ||||
|             if (ImGui::Button("Test Window")) show_test_window ^= 1; | ||||
|             if (ImGui::Button("Another Window")) show_another_window ^= 1; | ||||
|             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); | ||||
| @@ -280,15 +65,15 @@ int main(int argc, char** argv) | ||||
|         } | ||||
|  | ||||
|         // Rendering | ||||
|         glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); | ||||
|         glClearColor(clear_col.x, clear_col.y, clear_col.z, clear_col.w); | ||||
|         glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y); | ||||
|         glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); | ||||
|         glClear(GL_COLOR_BUFFER_BIT); | ||||
|         ImGui::Render(); | ||||
|         glfwSwapBuffers(window); | ||||
|     } | ||||
|  | ||||
|     // Cleanup | ||||
|     ImGui::Shutdown(); | ||||
|     ImGui_ImplGlfw_Shutdown(); | ||||
|     glfwTerminate(); | ||||
|  | ||||
|     return 0; | ||||
|   | ||||
| @@ -39,10 +39,12 @@ | ||||
|   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> | ||||
|     <OutDir>$(ProjectDir)$(Configuration)\</OutDir> | ||||
|     <IntDir>$(ProjectDir)$(Configuration)\</IntDir> | ||||
|     <IncludePath>../..;$(IncludePath)</IncludePath> | ||||
|   </PropertyGroup> | ||||
|   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> | ||||
|     <OutDir>$(ProjectDir)$(Configuration)\</OutDir> | ||||
|     <IntDir>$(ProjectDir)$(Configuration)\</IntDir> | ||||
|     <IncludePath>../..;$(IncludePath)</IncludePath> | ||||
|   </PropertyGroup> | ||||
|   <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> | ||||
|     <ClCompile> | ||||
| @@ -79,11 +81,13 @@ | ||||
|   </ItemDefinitionGroup> | ||||
|   <ItemGroup> | ||||
|     <ClCompile Include="..\..\imgui.cpp" /> | ||||
|     <ClCompile Include="imgui_impl_glfw.cpp" /> | ||||
|     <ClCompile Include="main.cpp" /> | ||||
|   </ItemGroup> | ||||
|   <ItemGroup> | ||||
|     <ClInclude Include="..\..\imconfig.h" /> | ||||
|     <ClInclude Include="..\..\imgui.h" /> | ||||
|     <ClInclude Include="imgui_impl_glfw.h" /> | ||||
|   </ItemGroup> | ||||
|   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> | ||||
|   <ImportGroup Label="ExtensionTargets"> | ||||
|   | ||||
| @@ -16,6 +16,9 @@ | ||||
|     <ClCompile Include="..\..\imgui.cpp"> | ||||
|       <Filter>imgui</Filter> | ||||
|     </ClCompile> | ||||
|     <ClCompile Include="imgui_impl_glfw.cpp"> | ||||
|       <Filter>sources</Filter> | ||||
|     </ClCompile> | ||||
|   </ItemGroup> | ||||
|   <ItemGroup> | ||||
|     <ClInclude Include="..\..\imconfig.h"> | ||||
| @@ -24,5 +27,8 @@ | ||||
|     <ClInclude Include="..\..\imgui.h"> | ||||
|       <Filter>imgui</Filter> | ||||
|     </ClInclude> | ||||
|     <ClInclude Include="imgui_impl_glfw.h"> | ||||
|       <Filter>sources</Filter> | ||||
|     </ClInclude> | ||||
|   </ItemGroup> | ||||
| </Project> | ||||
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