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			408 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			408 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // ImGui SDL2 binding with OpenGL3
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| // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
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| // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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| // (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.)
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| 
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| // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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| // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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| // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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| // https://github.com/ocornut/imgui
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| 
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| #include "imgui.h"
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| #include "imgui_impl_sdl_gl3.h"
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| 
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| // SDL,GL3W
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| #include <SDL.h>
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| #include <SDL_syswm.h>
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| #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.
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| 
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| // Data
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| static double       g_Time = 0.0f;
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| static bool         g_MousePressed[3] = { false, false, false };
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| static float        g_MouseWheel = 0.0f;
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| static GLuint       g_FontTexture = 0;
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| static int          g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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| static int          g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
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| static int          g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
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| static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
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| 
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| // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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| // 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. 
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| // 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)
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| void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
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| {
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|     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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|     ImGuiIO& io = ImGui::GetIO();
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|     int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
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|     int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
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|     if (fb_width == 0 || fb_height == 0)
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|         return;
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|     draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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| 
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|     // Backup GL state
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|     GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
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|     glActiveTexture(GL_TEXTURE0);
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|     GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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|     GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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|     GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
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|     GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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|     GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
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|     GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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|     GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
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|     GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
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|     GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
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|     GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
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|     GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
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|     GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
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|     GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
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|     GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
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|     GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
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|     GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
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|     GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
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|     GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
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|     GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
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| 
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|     // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
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|     glEnable(GL_BLEND);
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|     glBlendEquation(GL_FUNC_ADD);
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|     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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|     glDisable(GL_CULL_FACE);
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|     glDisable(GL_DEPTH_TEST);
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|     glEnable(GL_SCISSOR_TEST);
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|     glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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| 
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|     // Setup viewport, orthographic projection matrix
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|     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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|     const float ortho_projection[4][4] =
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|     {
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|         { 2.0f/io.DisplaySize.x, 0.0f,                   0.0f, 0.0f },
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|         { 0.0f,                  2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
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|         { 0.0f,                  0.0f,                  -1.0f, 0.0f },
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|         {-1.0f,                  1.0f,                   0.0f, 1.0f },
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|     };
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|     glUseProgram(g_ShaderHandle);
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|     glUniform1i(g_AttribLocationTex, 0);
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|     glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
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|     glBindVertexArray(g_VaoHandle);
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|     glBindSampler(0, 0); // Rely on combined texture/sampler state.
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| 
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|     for (int n = 0; n < draw_data->CmdListsCount; n++)
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|     {
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|         const ImDrawList* cmd_list = draw_data->CmdLists[n];
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|         const ImDrawIdx* idx_buffer_offset = 0;
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| 
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|         glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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|         glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
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| 
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|         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
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|         glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
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| 
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|         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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|         {
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|             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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|             if (pcmd->UserCallback)
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|             {
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|                 pcmd->UserCallback(cmd_list, pcmd);
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|             }
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|             else
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|             {
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|                 glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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|                 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));
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|                 glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
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|             }
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|             idx_buffer_offset += pcmd->ElemCount;
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|         }
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|     }
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| 
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|     // Restore modified GL state
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|     glUseProgram(last_program);
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|     glBindTexture(GL_TEXTURE_2D, last_texture);
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|     glBindSampler(0, last_sampler);
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|     glActiveTexture(last_active_texture);
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|     glBindVertexArray(last_vertex_array);
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|     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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|     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
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|     glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
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|     glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
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|     if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
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|     if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
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|     if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
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|     if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
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|     glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]);
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|     glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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|     glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
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| }
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| 
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| static const char* ImGui_ImplSdlGL3_GetClipboardText(void*)
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| {
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|     return SDL_GetClipboardText();
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| }
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| 
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| static void ImGui_ImplSdlGL3_SetClipboardText(void*, const char* text)
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| {
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|     SDL_SetClipboardText(text);
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| }
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| 
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| // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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| // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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| // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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| // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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| bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
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| {
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|     ImGuiIO& io = ImGui::GetIO();
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|     switch (event->type)
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|     {
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|     case SDL_MOUSEWHEEL:
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|         {
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|             if (event->wheel.y > 0)
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|                 g_MouseWheel = 1;
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|             if (event->wheel.y < 0)
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|                 g_MouseWheel = -1;
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|             return true;
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|         }
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|     case SDL_MOUSEBUTTONDOWN:
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|         {
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|             if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
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|             if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
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|             if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
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|             return true;
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|         }
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|     case SDL_TEXTINPUT:
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|         {
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|             io.AddInputCharactersUTF8(event->text.text);
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|             return true;
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|         }
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|     case SDL_KEYDOWN:
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|     case SDL_KEYUP:
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|         {
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|             int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
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|             io.KeysDown[key] = (event->type == SDL_KEYDOWN);
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|             io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
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|             io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
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|             io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
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|             io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
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|             return true;
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|         }
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|     }
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|     return false;
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| }
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| 
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| void ImGui_ImplSdlGL3_CreateFontsTexture()
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| {
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|     // Build texture atlas
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|     ImGuiIO& io = ImGui::GetIO();
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|     unsigned char* pixels;
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|     int width, height;
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|     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
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| 
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|     // Upload texture to graphics system
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|     GLint last_texture;
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|     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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|     glGenTextures(1, &g_FontTexture);
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|     glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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|     glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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|     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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| 
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|     // Store our identifier
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|     io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
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| 
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|     // Restore state
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|     glBindTexture(GL_TEXTURE_2D, last_texture);
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| }
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| 
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| bool ImGui_ImplSdlGL3_CreateDeviceObjects()
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| {
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|     // Backup GL state
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|     GLint last_texture, last_array_buffer, last_vertex_array;
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|     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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|     glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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|     glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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| 
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|     const GLchar *vertex_shader =
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|         "#version 330\n"
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|         "uniform mat4 ProjMtx;\n"
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|         "in vec2 Position;\n"
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|         "in vec2 UV;\n"
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|         "in vec4 Color;\n"
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|         "out vec2 Frag_UV;\n"
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|         "out vec4 Frag_Color;\n"
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|         "void main()\n"
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|         "{\n"
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|         "	Frag_UV = UV;\n"
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|         "	Frag_Color = Color;\n"
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|         "	gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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|         "}\n";
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| 
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|     const GLchar* fragment_shader =
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|         "#version 330\n"
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|         "uniform sampler2D Texture;\n"
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|         "in vec2 Frag_UV;\n"
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|         "in vec4 Frag_Color;\n"
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|         "out vec4 Out_Color;\n"
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|         "void main()\n"
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|         "{\n"
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|         "	Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
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|         "}\n";
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| 
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|     g_ShaderHandle = glCreateProgram();
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|     g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
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|     g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
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|     glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
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|     glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
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|     glCompileShader(g_VertHandle);
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|     glCompileShader(g_FragHandle);
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|     glAttachShader(g_ShaderHandle, g_VertHandle);
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|     glAttachShader(g_ShaderHandle, g_FragHandle);
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|     glLinkProgram(g_ShaderHandle);
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| 
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|     g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
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|     g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
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|     g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
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|     g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
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|     g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
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| 
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|     glGenBuffers(1, &g_VboHandle);
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|     glGenBuffers(1, &g_ElementsHandle);
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| 
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|     glGenVertexArrays(1, &g_VaoHandle);
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|     glBindVertexArray(g_VaoHandle);
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|     glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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|     glEnableVertexAttribArray(g_AttribLocationPosition);
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|     glEnableVertexAttribArray(g_AttribLocationUV);
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|     glEnableVertexAttribArray(g_AttribLocationColor);
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| 
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| #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
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|     glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
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|     glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
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|     glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
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| #undef OFFSETOF
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| 
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|     ImGui_ImplSdlGL3_CreateFontsTexture();
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| 
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|     // Restore modified GL state
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|     glBindTexture(GL_TEXTURE_2D, last_texture);
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|     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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|     glBindVertexArray(last_vertex_array);
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| 
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|     return true;
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| }
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| 
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| void    ImGui_ImplSdlGL3_InvalidateDeviceObjects()
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| {
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|     if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
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|     if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
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|     if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
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|     g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
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| 
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|     if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
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|     if (g_VertHandle) glDeleteShader(g_VertHandle);
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|     g_VertHandle = 0;
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| 
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|     if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
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|     if (g_FragHandle) glDeleteShader(g_FragHandle);
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|     g_FragHandle = 0;
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| 
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|     if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
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|     g_ShaderHandle = 0;
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| 
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|     if (g_FontTexture)
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|     {
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|         glDeleteTextures(1, &g_FontTexture);
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|         ImGui::GetIO().Fonts->TexID = 0;
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|         g_FontTexture = 0;
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|     }
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| }
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| 
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| bool    ImGui_ImplSdlGL3_Init(SDL_Window* window)
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| {
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|     ImGuiIO& io = ImGui::GetIO();
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|     io.KeyMap[ImGuiKey_Tab] = SDLK_TAB;                     // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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|     io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
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|     io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
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|     io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
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|     io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
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|     io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
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|     io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
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|     io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
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|     io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
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|     io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
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|     io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
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|     io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
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|     io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
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|     io.KeyMap[ImGuiKey_A] = SDLK_a;
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|     io.KeyMap[ImGuiKey_C] = SDLK_c;
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|     io.KeyMap[ImGuiKey_V] = SDLK_v;
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|     io.KeyMap[ImGuiKey_X] = SDLK_x;
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|     io.KeyMap[ImGuiKey_Y] = SDLK_y;
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|     io.KeyMap[ImGuiKey_Z] = SDLK_z;
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| 
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|     io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists;   // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
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|     io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;
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|     io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
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|     io.ClipboardUserData = NULL;
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| 
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| #ifdef _WIN32
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|     SDL_SysWMinfo wmInfo;
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|     SDL_VERSION(&wmInfo.version);
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|     SDL_GetWindowWMInfo(window, &wmInfo);
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|     io.ImeWindowHandle = wmInfo.info.win.window;
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| #else
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|     (void)window;
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| #endif
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| 
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|     return true;
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| }
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| 
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| void ImGui_ImplSdlGL3_Shutdown()
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| {
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|     ImGui_ImplSdlGL3_InvalidateDeviceObjects();
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|     ImGui::Shutdown();
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| }
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| 
 | |
| void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
 | |
| {
 | |
|     if (!g_FontTexture)
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|         ImGui_ImplSdlGL3_CreateDeviceObjects();
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| 
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|     ImGuiIO& io = ImGui::GetIO();
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| 
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|     // Setup display size (every frame to accommodate for window resizing)
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|     int w, h;
 | |
|     int display_w, display_h;
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|     SDL_GetWindowSize(window, &w, &h);
 | |
|     SDL_GL_GetDrawableSize(window, &display_w, &display_h);
 | |
|     io.DisplaySize = ImVec2((float)w, (float)h);
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|     io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
 | |
| 
 | |
|     // Setup time step
 | |
|     Uint32	time = SDL_GetTicks();
 | |
|     double current_time = time / 1000.0;
 | |
|     io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
 | |
|     g_Time = current_time;
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| 
 | |
|     // Setup inputs
 | |
|     // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
 | |
|     int mx, my;
 | |
|     Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
 | |
|     if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
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|         io.MousePos = ImVec2((float)mx, (float)my);   // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
 | |
|     else
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|         io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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| 
 | |
|     io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_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] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
 | |
|     io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
 | |
|     g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
 | |
| 
 | |
|     io.MouseWheel = g_MouseWheel;
 | |
|     g_MouseWheel = 0.0f;
 | |
| 
 | |
|     // Hide OS mouse cursor if ImGui is drawing it
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|     SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
 | |
| 
 | |
|     // 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.
 | |
|     ImGui::NewFrame();
 | |
| }
 | 
