mirror of
				https://github.com/ocornut/imgui.git
				synced 2025-10-26 12:27:30 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			293 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			293 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // ImGui GLFW binding with OpenGL
 | |
| // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
 | |
| 
 | |
| // If your context or own usage of OpenGL involve anything GL3/GL4, prefer using the code in opengl3_example.
 | |
| // If you are not sure what that means, prefer using the code in opengl3_example.
 | |
| // You *might* use this code with a GL3/GL4 context but make sure you disable the programmable pipeline by calling "glUseProgram(0)" before ImGui::Render().
 | |
| // We cannot do that from GL2 code because the function doesn't exist. Mixing GL2 calls and GL3/GL4 calls is giving trouble to many librairies/drivers.
 | |
| 
 | |
| // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 | |
| // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 | |
| // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
 | |
| // 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)
 | |
| {
 | |
|     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
 | |
|     ImGuiIO& io = ImGui::GetIO();
 | |
|     int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
 | |
|     int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
 | |
|     if (fb_width == 0 || fb_height == 0)
 | |
|         return;
 | |
|     draw_data->ScaleClipRects(io.DisplayFramebufferScale);
 | |
| 
 | |
|     // 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);
 | |
|     GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); 
 | |
|     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 where shaders may be bound
 | |
| 
 | |
|     // Setup viewport, orthographic projection matrix
 | |
|     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
 | |
|     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 ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
 | |
|         const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
 | |
|         glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, pos)));
 | |
|         glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, uv)));
 | |
|         glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)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, (GLuint)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]);
 | |
|     glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
 | |
| }
 | |
| 
 | |
| static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
 | |
| {
 | |
|     return glfwGetClipboardString((GLFWwindow*)user_data);
 | |
| }
 | |
| 
 | |
| static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
 | |
| {
 | |
|     glfwSetClipboardString((GLFWwindow*)user_data, 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];
 | |
|     io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
 | |
| }
 | |
| 
 | |
| 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()
 | |
| {
 | |
|     // Build texture atlas
 | |
|     ImGuiIO& io = ImGui::GetIO();
 | |
|     unsigned char* pixels;
 | |
|     int width, height;
 | |
|     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.
 | |
| 
 | |
|     // Upload texture to graphics system
 | |
|     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_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
 | |
| 
 | |
|     // Store our identifier
 | |
|     io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
 | |
| 
 | |
|     // Restore state
 | |
|     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;
 | |
|     io.ClipboardUserData = g_Window;
 | |
| #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(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
 | |
| 
 | |
|     // 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();
 | |
| }
 | 
