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# ifdef _MSC_VER
# pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
# include <Windows.h>
# include <Imm.h>
# endif
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# define STB_IMAGE_IMPLEMENTATION
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# include "stb_image.h" // for .png loading
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# include "../../imgui.h"
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// glew & glfw
# define GLEW_STATIC
# include <GL/glew.h>
# include <GLFW/glfw3.h>
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# ifdef _MSC_VER
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# define GLFW_EXPOSE_NATIVE_WIN32
# define GLFW_EXPOSE_NATIVE_WGL
# include <GLFW/glfw3native.h>
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# endif
static GLFWwindow * window ;
static GLuint fontTex ;
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static bool mousePressed [ 2 ] = { false , false } ;
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static ImVec2 mousePosScale ( 1.0f , 1.0f ) ;
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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)
// 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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// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
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static void ImImpl_RenderDrawLists ( ImDrawList * * const cmd_lists , int cmd_lists_count )
{
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if ( cmd_lists_count = = 0 )
return ;
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
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glPushAttrib ( GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT ) ;
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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 ) ;
// Setup texture
glBindTexture ( GL_TEXTURE_2D , fontTex ) ;
glEnable ( GL_TEXTURE_2D ) ;
// Setup orthographic projection matrix
const float width = ImGui : : GetIO ( ) . DisplaySize . x ;
const float height = ImGui : : GetIO ( ) . DisplaySize . y ;
glMatrixMode ( GL_PROJECTION ) ;
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glPushMatrix ( ) ;
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glLoadIdentity ( ) ;
glOrtho ( 0.0f , width , height , 0.0f , - 1.0f , + 1.0f ) ;
glMatrixMode ( GL_MODELVIEW ) ;
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glPushMatrix ( ) ;
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glLoadIdentity ( ) ;
// Render command lists
for ( int n = 0 ; n < cmd_lists_count ; n + + )
{
const ImDrawList * cmd_list = cmd_lists [ n ] ;
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const unsigned char * vtx_buffer = ( const unsigned char * ) & cmd_list - > vtx_buffer . front ( ) ;
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glVertexPointer ( 2 , GL_FLOAT , sizeof ( ImDrawVert ) , ( void * ) ( vtx_buffer + offsetof ( ImDrawVert , pos ) ) ) ;
glTexCoordPointer ( 2 , GL_FLOAT , sizeof ( ImDrawVert ) , ( void * ) ( vtx_buffer + offsetof ( ImDrawVert , uv ) ) ) ;
glColorPointer ( 4 , GL_UNSIGNED_BYTE , sizeof ( ImDrawVert ) , ( void * ) ( vtx_buffer + offsetof ( ImDrawVert , col ) ) ) ;
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int vtx_offset = 0 ;
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for ( size_t cmd_i = 0 ; cmd_i < cmd_list - > commands . size ( ) ; cmd_i + + )
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{
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const ImDrawCmd * pcmd = & cmd_list - > commands [ cmd_i ] ;
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glScissor ( ( int ) pcmd - > clip_rect . x , ( int ) ( height - pcmd - > clip_rect . w ) , ( int ) ( pcmd - > clip_rect . z - pcmd - > clip_rect . x ) , ( int ) ( pcmd - > clip_rect . w - pcmd - > clip_rect . y ) ) ;
glDrawArrays ( GL_TRIANGLES , vtx_offset , pcmd - > vtx_count ) ;
vtx_offset + = pcmd - > vtx_count ;
}
}
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glDisableClientState ( GL_COLOR_ARRAY ) ;
glDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
glDisableClientState ( GL_VERTEX_ARRAY ) ;
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// Restore modified state
glMatrixMode ( GL_MODELVIEW ) ;
glPopMatrix ( ) ;
glMatrixMode ( GL_PROJECTION ) ;
glPopMatrix ( ) ;
glPopAttrib ( ) ;
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}
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// NB: ImGui already provide OS clipboard support for Windows so this isn't needed if you are using Windows only.
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static const char * ImImpl_GetClipboardTextFn ( )
{
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return glfwGetClipboardString ( window ) ;
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}
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static void ImImpl_SetClipboardTextFn ( const char * text )
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{
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glfwSetClipboardString ( window , text ) ;
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}
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# ifdef _MSC_VER
// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
static void ImImpl_ImeSetInputScreenPosFn ( int x , int y )
{
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HWND hwnd = glfwGetWin32Window ( window ) ;
if ( HIMC himc = ImmGetContext ( hwnd ) )
{
COMPOSITIONFORM cf ;
cf . ptCurrentPos . x = x ;
cf . ptCurrentPos . y = y ;
cf . dwStyle = CFS_FORCE_POSITION ;
ImmSetCompositionWindow ( himc , & cf ) ;
}
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}
# endif
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// GLFW callbacks to get events
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static void glfw_error_callback ( int error , const char * description )
{
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fputs ( description , stderr ) ;
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}
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static void glfw_mouse_button_callback ( GLFWwindow * window , int button , int action , int mods )
{
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if ( action = = GLFW_PRESS & & button > = 0 & & button < 2 )
mousePressed [ button ] = true ;
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}
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static void glfw_scroll_callback ( GLFWwindow * window , double xoffset , double yoffset )
{
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ImGuiIO & io = ImGui : : GetIO ( ) ;
io . MouseWheel = ( yoffset ! = 0.0f ) ? yoffset > 0.0f ? 1 : - 1 : 0 ; // Mouse wheel: -1,0,+1
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}
static void glfw_key_callback ( GLFWwindow * window , int key , int scancode , int action , int mods )
{
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ImGuiIO & io = ImGui : : GetIO ( ) ;
if ( action = = GLFW_PRESS )
io . KeysDown [ key ] = true ;
if ( action = = GLFW_RELEASE )
io . KeysDown [ key ] = false ;
io . KeyCtrl = ( mods & GLFW_MOD_CONTROL ) ! = 0 ;
io . KeyShift = ( mods & GLFW_MOD_SHIFT ) ! = 0 ;
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}
static void glfw_char_callback ( GLFWwindow * window , unsigned int c )
{
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if ( c > 0 & & c < 0x10000 )
ImGui : : GetIO ( ) . AddInputCharacter ( ( unsigned short ) c ) ;
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}
// OpenGL code based on http://open.gl tutorials
void InitGL ( )
{
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glfwSetErrorCallback ( glfw_error_callback ) ;
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if ( ! glfwInit ( ) )
exit ( 1 ) ;
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glfwWindowHint ( GLFW_RESIZABLE , GL_FALSE ) ;
window = glfwCreateWindow ( 1280 , 720 , " ImGui OpenGL example " , NULL , NULL ) ;
glfwMakeContextCurrent ( window ) ;
glfwSetKeyCallback ( window , glfw_key_callback ) ;
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glfwSetMouseButtonCallback ( window , glfw_mouse_button_callback ) ;
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glfwSetScrollCallback ( window , glfw_scroll_callback ) ;
glfwSetCharCallback ( window , glfw_char_callback ) ;
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glewInit ( ) ;
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}
void InitImGui ( )
{
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int w , h ;
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int fb_w , fb_h ;
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glfwGetWindowSize ( window , & w , & h ) ;
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glfwGetFramebufferSize ( window , & fb_w , & fb_h ) ;
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mousePosScale . x = ( float ) fb_w / w ; // Some screens e.g. Retina display have framebuffer size != from window size, and mouse inputs are given in window/screen coordinates.
mousePosScale . y = ( float ) fb_h / h ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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io . DisplaySize = ImVec2 ( ( float ) fb_w , ( float ) fb_h ) ; // Display size, in pixels. For clamping windows positions.
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io . DeltaTime = 1.0f / 60.0f ; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
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io . PixelCenterOffset = 0.0f ; // Align OpenGL texels
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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 ;
io . KeyMap [ ImGuiKey_RightArrow ] = GLFW_KEY_RIGHT ;
io . KeyMap [ ImGuiKey_UpArrow ] = GLFW_KEY_UP ;
io . KeyMap [ ImGuiKey_DownArrow ] = GLFW_KEY_DOWN ;
io . KeyMap [ ImGuiKey_Home ] = GLFW_KEY_HOME ;
io . KeyMap [ ImGuiKey_End ] = GLFW_KEY_END ;
io . KeyMap [ ImGuiKey_Delete ] = GLFW_KEY_DELETE ;
io . KeyMap [ ImGuiKey_Backspace ] = GLFW_KEY_BACKSPACE ;
io . KeyMap [ ImGuiKey_Enter ] = GLFW_KEY_ENTER ;
io . KeyMap [ ImGuiKey_Escape ] = GLFW_KEY_ESCAPE ;
io . KeyMap [ ImGuiKey_A ] = GLFW_KEY_A ;
io . KeyMap [ ImGuiKey_C ] = GLFW_KEY_C ;
io . KeyMap [ ImGuiKey_V ] = GLFW_KEY_V ;
io . KeyMap [ ImGuiKey_X ] = GLFW_KEY_X ;
io . KeyMap [ ImGuiKey_Y ] = GLFW_KEY_Y ;
io . KeyMap [ ImGuiKey_Z ] = GLFW_KEY_Z ;
io . RenderDrawListsFn = ImImpl_RenderDrawLists ;
io . SetClipboardTextFn = ImImpl_SetClipboardTextFn ;
io . GetClipboardTextFn = ImImpl_GetClipboardTextFn ;
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# ifdef _MSC_VER
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io . ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn ;
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# endif
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// Load font texture
glGenTextures ( 1 , & fontTex ) ;
glBindTexture ( GL_TEXTURE_2D , fontTex ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ;
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# if 1
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// Default font (embedded in code)
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const void * png_data ;
unsigned int png_size ;
ImGui : : GetDefaultFontData ( NULL , NULL , & png_data , & png_size ) ;
int tex_x , tex_y , tex_comp ;
void * tex_data = stbi_load_from_memory ( ( const unsigned char * ) png_data , ( int ) png_size , & tex_x , & tex_y , & tex_comp , 0 ) ;
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IM_ASSERT ( tex_data ! = NULL ) ;
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# else
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// Custom font from filesystem
io . Font = new ImBitmapFont ( ) ;
io . Font - > LoadFromFile ( " ../../extra_fonts/mplus-2m-medium_18.fnt " ) ;
IM_ASSERT ( io . Font - > IsLoaded ( ) ) ;
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int tex_x , tex_y , tex_comp ;
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void * tex_data = stbi_load ( " ../../extra_fonts/mplus-2m-medium_18.png " , & tex_x , & tex_y , & tex_comp , 0 ) ;
IM_ASSERT ( tex_data ! = NULL ) ;
// Automatically find white pixel from the texture we just loaded
// (io.FontTexUvForWhite needs to contains UV coordinates pointing to a white pixel in order to render solid objects)
for ( int tex_data_off = 0 ; tex_data_off < tex_x * tex_y ; tex_data_off + + )
if ( ( ( unsigned int * ) tex_data ) [ tex_data_off ] = = 0xffffffff )
{
io . FontTexUvForWhite = ImVec2 ( ( float ) ( tex_data_off % tex_x ) / ( tex_x ) , ( float ) ( tex_data_off / tex_x ) / ( tex_y ) ) ;
break ;
}
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# endif
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glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , tex_x , tex_y , 0 , GL_RGBA , GL_UNSIGNED_BYTE , tex_data ) ;
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stbi_image_free ( tex_data ) ;
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}
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void UpdateImGui ( )
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{
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ImGuiIO & io = ImGui : : GetIO ( ) ;
// Setup timestep
static double time = 0.0f ;
const double current_time = glfwGetTime ( ) ;
io . DeltaTime = ( float ) ( current_time - time ) ;
time = current_time ;
// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
double mouse_x , mouse_y ;
glfwGetCursorPos ( window , & mouse_x , & mouse_y ) ;
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io . MousePos = ImVec2 ( ( float ) mouse_x * mousePosScale . x , ( float ) mouse_y * mousePosScale . y ) ; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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io . MouseDown [ 0 ] = mousePressed [ 0 ] | | glfwGetMouseButton ( window , GLFW_MOUSE_BUTTON_LEFT ) ! = 0 ; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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io . MouseDown [ 1 ] = mousePressed [ 1 ] | | glfwGetMouseButton ( window , GLFW_MOUSE_BUTTON_RIGHT ) ! = 0 ;
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// Start the frame
ImGui : : NewFrame ( ) ;
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}
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// Application code
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int main ( int argc , char * * argv )
{
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InitGL ( ) ;
InitImGui ( ) ;
while ( ! glfwWindowShouldClose ( window ) )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
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mousePressed [ 0 ] = mousePressed [ 1 ] = false ;
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io . MouseWheel = 0 ;
glfwPollEvents ( ) ;
UpdateImGui ( ) ;
static bool show_test_window = true ;
static bool show_another_window = false ;
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// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
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{
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static float f ;
ImGui : : Text ( " Hello, world! " ) ;
ImGui : : SliderFloat ( " float " , & f , 0.0f , 1.0f ) ;
show_test_window ^ = ImGui : : Button ( " Test Window " ) ;
show_another_window ^ = ImGui : : Button ( " Another Window " ) ;
// Calculate and show framerate
static float ms_per_frame [ 120 ] = { 0 } ;
static int ms_per_frame_idx = 0 ;
static float ms_per_frame_accum = 0.0f ;
ms_per_frame_accum - = ms_per_frame [ ms_per_frame_idx ] ;
ms_per_frame [ ms_per_frame_idx ] = ImGui : : GetIO ( ) . DeltaTime * 1000.0f ;
ms_per_frame_accum + = ms_per_frame [ ms_per_frame_idx ] ;
ms_per_frame_idx = ( ms_per_frame_idx + 1 ) % 120 ;
const float ms_per_frame_avg = ms_per_frame_accum / 120 ;
ImGui : : Text ( " Application average %.3f ms/frame (%.1f FPS) " , ms_per_frame_avg , 1000.0f / ms_per_frame_avg ) ;
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}
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// 2. Show another simple window, this time using an explicit Begin/End pair
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if ( show_another_window )
{
ImGui : : Begin ( " Another Window " , & show_another_window , ImVec2 ( 200 , 100 ) ) ;
ImGui : : Text ( " Hello " ) ;
ImGui : : End ( ) ;
}
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// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if ( show_test_window )
{
ImGui : : SetNewWindowDefaultPos ( ImVec2 ( 650 , 20 ) ) ; // Normally user code doesn't need/want to call this, because positions are saved in .ini file. Here we just want to make the demo initial state a bit more friendly!
ImGui : : ShowTestWindow ( & show_test_window ) ;
}
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// Rendering
glViewport ( 0 , 0 , ( int ) io . DisplaySize . x , ( int ) io . DisplaySize . y ) ;
glClearColor ( 0.8f , 0.6f , 0.6f , 1.0f ) ;
glClear ( GL_COLOR_BUFFER_BIT ) ;
ImGui : : Render ( ) ;
glfwSwapBuffers ( window ) ;
}
ImGui : : Shutdown ( ) ;
glfwTerminate ( ) ;
return 0 ;
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}