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// 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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// 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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# include "imgui.h"
# include "imgui_impl_sdl_gl3.h"
// SDL,GL3W
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# include <SDL.h>
# include <SDL_syswm.h>
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# include <GL/gl3w.h>
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// Data
static SDL_Window * g_Window = NULL ;
static double g_Time = 0.0f ;
static bool g_MousePressed [ 3 ] = { false , false , false } ;
static float g_MouseWheel = 0.0f ;
static GLuint g_FontTexture = 0 ;
static int g_ShaderHandle = 0 , g_VertHandle = 0 , g_FragHandle = 0 ;
static int g_AttribLocationTex = 0 , g_AttribLocationProjMtx = 0 ;
static int g_AttribLocationPosition = 0 , g_AttribLocationUV = 0 , g_AttribLocationColor = 0 ;
static unsigned int g_VboHandle = 0 , g_VaoHandle = 0 , g_ElementsHandle = 0 ;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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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)
ImGuiIO & io = ImGui : : GetIO ( ) ;
int fb_width = ( int ) ( io . DisplaySize . x * io . DisplayFramebufferScale . x ) ;
int fb_height = ( int ) ( io . DisplaySize . y * io . DisplayFramebufferScale . y ) ;
if ( fb_width = = 0 | | fb_height = = 0 )
return ;
draw_data - > ScaleClipRects ( io . DisplayFramebufferScale ) ;
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// Backup GL state
GLint last_program ; glGetIntegerv ( GL_CURRENT_PROGRAM , & last_program ) ;
GLint last_texture ; glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture ) ;
GLint last_array_buffer ; glGetIntegerv ( GL_ARRAY_BUFFER_BINDING , & last_array_buffer ) ;
GLint last_element_array_buffer ; glGetIntegerv ( GL_ELEMENT_ARRAY_BUFFER_BINDING , & last_element_array_buffer ) ;
GLint last_vertex_array ; glGetIntegerv ( GL_VERTEX_ARRAY_BINDING , & last_vertex_array ) ;
GLint last_blend_src ; glGetIntegerv ( GL_BLEND_SRC , & last_blend_src ) ;
GLint last_blend_dst ; glGetIntegerv ( GL_BLEND_DST , & last_blend_dst ) ;
GLint last_blend_equation_rgb ; glGetIntegerv ( GL_BLEND_EQUATION_RGB , & last_blend_equation_rgb ) ;
GLint last_blend_equation_alpha ; glGetIntegerv ( GL_BLEND_EQUATION_ALPHA , & last_blend_equation_alpha ) ;
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GLint last_viewport [ 4 ] ; glGetIntegerv ( GL_VIEWPORT , last_viewport ) ;
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GLboolean last_enable_blend = glIsEnabled ( GL_BLEND ) ;
GLboolean last_enable_cull_face = glIsEnabled ( GL_CULL_FACE ) ;
GLboolean last_enable_depth_test = glIsEnabled ( GL_DEPTH_TEST ) ;
GLboolean last_enable_scissor_test = glIsEnabled ( GL_SCISSOR_TEST ) ;
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
glEnable ( GL_BLEND ) ;
glBlendEquation ( GL_FUNC_ADD ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glEnable ( GL_SCISSOR_TEST ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
// Setup 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 ] =
{
{ 2.0f / io . DisplaySize . x , 0.0f , 0.0f , 0.0f } ,
{ 0.0f , 2.0f / - io . DisplaySize . y , 0.0f , 0.0f } ,
{ 0.0f , 0.0f , - 1.0f , 0.0f } ,
{ - 1.0f , 1.0f , 0.0f , 1.0f } ,
} ;
glUseProgram ( g_ShaderHandle ) ;
glUniform1i ( g_AttribLocationTex , 0 ) ;
glUniformMatrix4fv ( g_AttribLocationProjMtx , 1 , GL_FALSE , & ortho_projection [ 0 ] [ 0 ] ) ;
glBindVertexArray ( g_VaoHandle ) ;
for ( int n = 0 ; n < draw_data - > CmdListsCount ; n + + )
{
const ImDrawList * cmd_list = draw_data - > CmdLists [ n ] ;
const ImDrawIdx * idx_buffer_offset = 0 ;
glBindBuffer ( GL_ARRAY_BUFFER , g_VboHandle ) ;
glBufferData ( GL_ARRAY_BUFFER , ( GLsizeiptr ) cmd_list - > VtxBuffer . size ( ) * sizeof ( ImDrawVert ) , ( GLvoid * ) & cmd_list - > VtxBuffer . front ( ) , GL_STREAM_DRAW ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , g_ElementsHandle ) ;
glBufferData ( GL_ELEMENT_ARRAY_BUFFER , ( GLsizeiptr ) cmd_list - > IdxBuffer . size ( ) * sizeof ( ImDrawIdx ) , ( GLvoid * ) & cmd_list - > IdxBuffer . front ( ) , GL_STREAM_DRAW ) ;
for ( const ImDrawCmd * pcmd = cmd_list - > CmdBuffer . begin ( ) ; pcmd ! = cmd_list - > CmdBuffer . end ( ) ; pcmd + + )
{
if ( pcmd - > UserCallback )
{
pcmd - > UserCallback ( cmd_list , pcmd ) ;
}
else
{
glBindTexture ( GL_TEXTURE_2D , ( GLuint ) ( intptr_t ) pcmd - > TextureId ) ;
glScissor ( ( int ) pcmd - > ClipRect . x , ( int ) ( fb_height - pcmd - > ClipRect . w ) , ( int ) ( pcmd - > ClipRect . z - pcmd - > ClipRect . x ) , ( int ) ( pcmd - > ClipRect . w - pcmd - > ClipRect . y ) ) ;
glDrawElements ( GL_TRIANGLES , ( GLsizei ) pcmd - > ElemCount , sizeof ( ImDrawIdx ) = = 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT , idx_buffer_offset ) ;
}
idx_buffer_offset + = pcmd - > ElemCount ;
}
}
// Restore modified GL state
glUseProgram ( last_program ) ;
glBindTexture ( GL_TEXTURE_2D , last_texture ) ;
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glBindVertexArray ( last_vertex_array ) ;
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glBindBuffer ( GL_ARRAY_BUFFER , last_array_buffer ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , last_element_array_buffer ) ;
glBlendEquationSeparate ( last_blend_equation_rgb , last_blend_equation_alpha ) ;
glBlendFunc ( last_blend_src , last_blend_dst ) ;
if ( last_enable_blend ) glEnable ( GL_BLEND ) ; else glDisable ( GL_BLEND ) ;
if ( last_enable_cull_face ) glEnable ( GL_CULL_FACE ) ; else glDisable ( GL_CULL_FACE ) ;
if ( last_enable_depth_test ) glEnable ( GL_DEPTH_TEST ) ; else glDisable ( GL_DEPTH_TEST ) ;
if ( last_enable_scissor_test ) glEnable ( GL_SCISSOR_TEST ) ; else glDisable ( GL_SCISSOR_TEST ) ;
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glViewport ( last_viewport [ 0 ] , last_viewport [ 1 ] , ( GLsizei ) last_viewport [ 2 ] , ( GLsizei ) last_viewport [ 3 ] ) ;
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}
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static const char * ImGui_ImplSdlGL3_GetClipboardText ( )
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{
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return SDL_GetClipboardText ( ) ;
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}
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static void ImGui_ImplSdlGL3_SetClipboardText ( const char * text )
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{
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SDL_SetClipboardText ( text ) ;
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}
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bool ImGui_ImplSdlGL3_ProcessEvent ( SDL_Event * event )
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{
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ImGuiIO & io = ImGui : : GetIO ( ) ;
switch ( event - > type )
{
case SDL_MOUSEWHEEL :
{
if ( event - > wheel . y > 0 )
g_MouseWheel = 1 ;
if ( event - > wheel . y < 0 )
g_MouseWheel = - 1 ;
return true ;
}
case SDL_MOUSEBUTTONDOWN :
{
if ( event - > button . button = = SDL_BUTTON_LEFT ) g_MousePressed [ 0 ] = true ;
if ( event - > button . button = = SDL_BUTTON_RIGHT ) g_MousePressed [ 1 ] = true ;
if ( event - > button . button = = SDL_BUTTON_MIDDLE ) g_MousePressed [ 2 ] = true ;
return true ;
}
case SDL_TEXTINPUT :
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . AddInputCharactersUTF8 ( event - > text . text ) ;
return true ;
}
case SDL_KEYDOWN :
case SDL_KEYUP :
{
int key = event - > key . keysym . sym & ~ SDLK_SCANCODE_MASK ;
io . KeysDown [ key ] = ( event - > type = = SDL_KEYDOWN ) ;
io . KeyShift = ( ( SDL_GetModState ( ) & KMOD_SHIFT ) ! = 0 ) ;
io . KeyCtrl = ( ( SDL_GetModState ( ) & KMOD_CTRL ) ! = 0 ) ;
io . KeyAlt = ( ( SDL_GetModState ( ) & KMOD_ALT ) ! = 0 ) ;
return true ;
}
}
return false ;
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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 ;
int width , height ;
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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// Upload texture to graphics system
GLint last_texture ;
glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture ) ;
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glGenTextures ( 1 , & g_FontTexture ) ;
glBindTexture ( GL_TEXTURE_2D , g_FontTexture ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , width , height , 0 , GL_RGBA , GL_UNSIGNED_BYTE , pixels ) ;
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// Store our identifier
io . Fonts - > TexID = ( void * ) ( intptr_t ) g_FontTexture ;
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// Restore state
glBindTexture ( GL_TEXTURE_2D , last_texture ) ;
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}
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bool ImGui_ImplSdlGL3_CreateDeviceObjects ( )
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{
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// Backup GL state
GLint last_texture , last_array_buffer , last_vertex_array ;
glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture ) ;
glGetIntegerv ( GL_ARRAY_BUFFER_BINDING , & last_array_buffer ) ;
glGetIntegerv ( GL_VERTEX_ARRAY_BINDING , & last_vertex_array ) ;
const GLchar * vertex_shader =
" #version 330 \n "
" uniform mat4 ProjMtx; \n "
" in vec2 Position; \n "
" in vec2 UV; \n "
" in vec4 Color; \n "
" out vec2 Frag_UV; \n "
" out vec4 Frag_Color; \n "
" void main() \n "
" { \n "
" Frag_UV = UV; \n "
" Frag_Color = Color; \n "
" gl_Position = ProjMtx * vec4(Position.xy,0,1); \n "
" } \n " ;
const GLchar * fragment_shader =
" #version 330 \n "
" uniform sampler2D Texture; \n "
" in vec2 Frag_UV; \n "
" in vec4 Frag_Color; \n "
" out vec4 Out_Color; \n "
" void main() \n "
" { \n "
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st); \n "
" } \n " ;
g_ShaderHandle = glCreateProgram ( ) ;
g_VertHandle = glCreateShader ( GL_VERTEX_SHADER ) ;
g_FragHandle = glCreateShader ( GL_FRAGMENT_SHADER ) ;
glShaderSource ( g_VertHandle , 1 , & vertex_shader , 0 ) ;
glShaderSource ( g_FragHandle , 1 , & fragment_shader , 0 ) ;
glCompileShader ( g_VertHandle ) ;
glCompileShader ( g_FragHandle ) ;
glAttachShader ( g_ShaderHandle , g_VertHandle ) ;
glAttachShader ( g_ShaderHandle , g_FragHandle ) ;
glLinkProgram ( g_ShaderHandle ) ;
g_AttribLocationTex = glGetUniformLocation ( g_ShaderHandle , " Texture " ) ;
g_AttribLocationProjMtx = glGetUniformLocation ( g_ShaderHandle , " ProjMtx " ) ;
g_AttribLocationPosition = glGetAttribLocation ( g_ShaderHandle , " Position " ) ;
g_AttribLocationUV = glGetAttribLocation ( g_ShaderHandle , " UV " ) ;
g_AttribLocationColor = glGetAttribLocation ( g_ShaderHandle , " Color " ) ;
glGenBuffers ( 1 , & g_VboHandle ) ;
glGenBuffers ( 1 , & g_ElementsHandle ) ;
glGenVertexArrays ( 1 , & g_VaoHandle ) ;
glBindVertexArray ( g_VaoHandle ) ;
glBindBuffer ( GL_ARRAY_BUFFER , g_VboHandle ) ;
glEnableVertexAttribArray ( g_AttribLocationPosition ) ;
glEnableVertexAttribArray ( g_AttribLocationUV ) ;
glEnableVertexAttribArray ( g_AttribLocationColor ) ;
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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 ) ) ;
glVertexAttribPointer ( g_AttribLocationUV , 2 , GL_FLOAT , GL_FALSE , sizeof ( ImDrawVert ) , ( GLvoid * ) OFFSETOF ( ImDrawVert , uv ) ) ;
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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ImGui_ImplSdlGL3_CreateFontsTexture ( ) ;
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// Restore modified GL state
glBindTexture ( GL_TEXTURE_2D , last_texture ) ;
glBindBuffer ( GL_ARRAY_BUFFER , last_array_buffer ) ;
glBindVertexArray ( last_vertex_array ) ;
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return true ;
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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 ) ;
if ( g_VboHandle ) glDeleteBuffers ( 1 , & g_VboHandle ) ;
if ( g_ElementsHandle ) glDeleteBuffers ( 1 , & g_ElementsHandle ) ;
g_VaoHandle = g_VboHandle = g_ElementsHandle = 0 ;
glDetachShader ( g_ShaderHandle , g_VertHandle ) ;
glDeleteShader ( g_VertHandle ) ;
g_VertHandle = 0 ;
glDetachShader ( g_ShaderHandle , g_FragHandle ) ;
glDeleteShader ( g_FragHandle ) ;
g_FragHandle = 0 ;
glDeleteProgram ( g_ShaderHandle ) ;
g_ShaderHandle = 0 ;
if ( g_FontTexture )
{
glDeleteTextures ( 1 , & g_FontTexture ) ;
ImGui : : GetIO ( ) . Fonts - > TexID = 0 ;
g_FontTexture = 0 ;
}
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}
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bool ImGui_ImplSdlGL3_Init ( SDL_Window * window )
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{
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g_Window = window ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . KeyMap [ ImGuiKey_Tab ] = SDLK_TAB ; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io . KeyMap [ ImGuiKey_LeftArrow ] = SDL_SCANCODE_LEFT ;
io . KeyMap [ ImGuiKey_RightArrow ] = SDL_SCANCODE_RIGHT ;
io . KeyMap [ ImGuiKey_UpArrow ] = SDL_SCANCODE_UP ;
io . KeyMap [ ImGuiKey_DownArrow ] = SDL_SCANCODE_DOWN ;
io . KeyMap [ ImGuiKey_PageUp ] = SDL_SCANCODE_PAGEUP ;
io . KeyMap [ ImGuiKey_PageDown ] = SDL_SCANCODE_PAGEDOWN ;
io . KeyMap [ ImGuiKey_Home ] = SDL_SCANCODE_HOME ;
io . KeyMap [ ImGuiKey_End ] = SDL_SCANCODE_END ;
io . KeyMap [ ImGuiKey_Delete ] = SDLK_DELETE ;
io . KeyMap [ ImGuiKey_Backspace ] = SDLK_BACKSPACE ;
io . KeyMap [ ImGuiKey_Enter ] = SDLK_RETURN ;
io . KeyMap [ ImGuiKey_Escape ] = SDLK_ESCAPE ;
io . KeyMap [ ImGuiKey_A ] = SDLK_a ;
io . KeyMap [ ImGuiKey_C ] = SDLK_c ;
io . KeyMap [ ImGuiKey_V ] = SDLK_v ;
io . KeyMap [ ImGuiKey_X ] = SDLK_x ;
io . KeyMap [ ImGuiKey_Y ] = SDLK_y ;
io . KeyMap [ ImGuiKey_Z ] = SDLK_z ;
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.
io . SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText ;
io . GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText ;
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# ifdef _WIN32
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SDL_SysWMinfo wmInfo ;
SDL_VERSION ( & wmInfo . version ) ;
SDL_GetWindowWMInfo ( window , & wmInfo ) ;
io . ImeWindowHandle = wmInfo . info . win . window ;
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# endif
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return true ;
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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 ( )
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{
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if ( ! g_FontTexture )
ImGui_ImplSdlGL3_CreateDeviceObjects ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
// Setup display size (every frame to accommodate for window resizing)
int w , h ;
SDL_GetWindowSize ( g_Window , & w , & h ) ;
io . DisplaySize = ImVec2 ( ( float ) w , ( float ) h ) ;
io . DisplayFramebufferScale = ImVec2 ( 1.0f , 1.0f ) ;
// 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 ;
// 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 ( g_Window ) & SDL_WINDOW_MOUSE_FOCUS )
io . MousePos = ImVec2 ( ( float ) mx , ( float ) my ) ; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
else
io . MousePos = ImVec2 ( - 1 , - 1 ) ;
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
SDL_ShowCursor ( io . MouseDrawCursor ? 0 : 1 ) ;
// Start the frame
ImGui : : NewFrame ( ) ;
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}