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			# Conflicts: # examples/allegro5_example/main.cpp # examples/directx10_example/main.cpp # examples/directx11_example/main.cpp # examples/directx9_example/main.cpp # examples/marmalade_example/main.cpp # examples/opengl2_example/main.cpp # examples/opengl3_example/main.cpp # examples/sdl_opengl2_example/main.cpp # examples/sdl_opengl3_example/main.cpp # examples/vulkan_example/main.cpp
		
			
				
	
	
		
			450 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			450 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // ImGui GLFW binding with OpenGL3 + shaders
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| // (GLFW 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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| // Implemented features:
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| //  [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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| //  [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'.
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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_glfw_gl3.h"
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| 
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| // GL3W/GLFW
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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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| #include <GLFW/glfw3.h>
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| #ifdef _WIN32
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| #undef APIENTRY
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| #define GLFW_EXPOSE_NATIVE_WIN32
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| #define GLFW_EXPOSE_NATIVE_WGL
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| #include <GLFW/glfw3native.h>
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| #endif
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| 
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| // Data
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| static GLFWwindow*  g_Window = NULL;
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| static double       g_Time = 0.0f;
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| static bool         g_MouseJustPressed[3] = { false, false, false };
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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_ImplGlfwGL3_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_ImplGlfwGL3_GetClipboardText(void* user_data)
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| {
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|     return glfwGetClipboardString((GLFWwindow*)user_data);
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| }
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| 
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| static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text)
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| {
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|     glfwSetClipboardString((GLFWwindow*)user_data, text);
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| }
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| 
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| void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
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| {
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|     if (action == GLFW_PRESS && button >= 0 && button < 3)
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|         g_MouseJustPressed[button] = true;
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| }
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| 
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| void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
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| {
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|     ImGuiIO& io = ImGui::GetIO();
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|     io.MouseWheelH += (float)xoffset;
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|     io.MouseWheel += (float)yoffset;
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| }
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| 
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| void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
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| {
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|     ImGuiIO& io = ImGui::GetIO();
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|     if (action == GLFW_PRESS)
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|         io.KeysDown[key] = true;
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|     if (action == GLFW_RELEASE)
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|         io.KeysDown[key] = false;
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| 
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|     (void)mods; // Modifiers are not reliable across systems
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|     io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
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|     io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
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|     io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
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|     io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
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| }
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| 
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| void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow*, unsigned int c)
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| {
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|     ImGuiIO& io = ImGui::GetIO();
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|     if (c > 0 && c < 0x10000)
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|         io.AddInputCharacter((unsigned short)c);
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| }
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| 
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| bool ImGui_ImplGlfwGL3_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 (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.
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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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|     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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|     return true;
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| }
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| 
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| bool ImGui_ImplGlfwGL3_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 150\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 150\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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|     glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
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|     glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
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|     glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
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| 
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|     ImGui_ImplGlfwGL3_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_ImplGlfwGL3_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_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
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| {
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|     g_Window = window;
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| 
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|     ImGuiIO& io = ImGui::GetIO();
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|     io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;                         // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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|     io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
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|     io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
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|     io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
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|     io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
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|     io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
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|     io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
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|     io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
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|     io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
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|     io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
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|     io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
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|     io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
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|     io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
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|     io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
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|     io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
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|     io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
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|     io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
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|     io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
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|     io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
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|     io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
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|     io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
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| 
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|     io.RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists;       // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
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|     io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
 | |
|     io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
 | |
|     io.ClipboardUserData = g_Window;
 | |
| #ifdef _WIN32
 | |
|     io.ImeWindowHandle = glfwGetWin32Window(g_Window);
 | |
| #endif
 | |
| 
 | |
|     if (install_callbacks)
 | |
|     {
 | |
|         glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL3_MouseButtonCallback);
 | |
|         glfwSetScrollCallback(window, ImGui_ImplGlfwGL3_ScrollCallback);
 | |
|         glfwSetKeyCallback(window, ImGui_ImplGlfwGL3_KeyCallback);
 | |
|         glfwSetCharCallback(window, ImGui_ImplGlfwGL3_CharCallback);
 | |
|     }
 | |
| 
 | |
|     return true;
 | |
| }
 | |
| 
 | |
| void ImGui_ImplGlfwGL3_Shutdown()
 | |
| {
 | |
|     ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
 | |
| }
 | |
| 
 | |
| void ImGui_ImplGlfwGL3_NewFrame()
 | |
| {
 | |
|     if (!g_FontTexture)
 | |
|         ImGui_ImplGlfwGL3_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))
 | |
|     {
 | |
|         if (io.WantMoveMouse)
 | |
|         {
 | |
|             glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y);   // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
 | |
|         }
 | |
|         else
 | |
|         {
 | |
|             double mouse_x, mouse_y;
 | |
|             glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
 | |
|             io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
 | |
|         }
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
 | |
|     }
 | |
| 
 | |
|     for (int i = 0; i < 3; i++)
 | |
|     {
 | |
|         // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
 | |
|         g_MouseJustPressed[i] = false;
 | |
|     }
 | |
| 
 | |
|     // Hide OS mouse cursor if ImGui is drawing it
 | |
|     glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
 | |
| 
 | |
|     // Gamepad navigation mapping [BETA]
 | |
|     memset(io.NavInputs, 0, sizeof(io.NavInputs));
 | |
|     if (io.NavFlags & ImGuiNavFlags_EnableGamepad)
 | |
|     {
 | |
|         // Update gamepad inputs
 | |
|         #define MAP_BUTTON(NAV_NO, BUTTON_NO)       { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
 | |
|         #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; }
 | |
|         int axes_count = 0, buttons_count = 0;
 | |
|         const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
 | |
|         const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
 | |
|         MAP_BUTTON(ImGuiNavInput_Activate,   0);     // Cross / A
 | |
|         MAP_BUTTON(ImGuiNavInput_Cancel,     1);     // Circle / B
 | |
|         MAP_BUTTON(ImGuiNavInput_Menu,       2);     // Square / X
 | |
|         MAP_BUTTON(ImGuiNavInput_Input,      3);     // Triangle / Y
 | |
|         MAP_BUTTON(ImGuiNavInput_DpadLeft,   13);    // D-Pad Left
 | |
|         MAP_BUTTON(ImGuiNavInput_DpadRight,  11);    // D-Pad Right
 | |
|         MAP_BUTTON(ImGuiNavInput_DpadUp,     10);    // D-Pad Up
 | |
|         MAP_BUTTON(ImGuiNavInput_DpadDown,   12);    // D-Pad Down
 | |
|         MAP_BUTTON(ImGuiNavInput_FocusPrev,  4);     // L1 / LB
 | |
|         MAP_BUTTON(ImGuiNavInput_FocusNext,  5);     // R1 / RB
 | |
|         MAP_BUTTON(ImGuiNavInput_TweakSlow,  4);     // L1 / LB
 | |
|         MAP_BUTTON(ImGuiNavInput_TweakFast,  5);     // R1 / RB
 | |
|         MAP_ANALOG(ImGuiNavInput_LStickLeft, 0,  -0.3f,  -0.9f);
 | |
|         MAP_ANALOG(ImGuiNavInput_LStickRight,0,  +0.3f,  +0.9f);
 | |
|         MAP_ANALOG(ImGuiNavInput_LStickUp,   1,  +0.3f,  +0.9f);
 | |
|         MAP_ANALOG(ImGuiNavInput_LStickDown, 1,  -0.3f,  -0.9f);
 | |
|         #undef MAP_BUTTON
 | |
|         #undef MAP_ANALOG
 | |
|     }
 | |
| 
 | |
|     // 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();
 | |
| }
 |