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// ImGui SDL2 binding with OpenGL (legacy, fixed pipeline)
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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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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in the sdl_opengl3_example/ folder**
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
// confuse your GPU driver.
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// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
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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 <SDL.h>
# include <SDL_syswm.h>
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# include <SDL_opengl.h>
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# include "imgui.h"
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# include "imgui_impl_sdl_gl2.h"
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// Data
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static Uint64 g_Time = 0 ;
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static bool g_MousePressed [ 3 ] = { false , false , false } ;
static GLuint g_FontTexture = 0 ;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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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.
// 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_ImplSdlGL2_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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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
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GLint last_texture ; glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture ) ;
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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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glPushAttrib ( GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT ) ;
glEnable ( GL_BLEND ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glEnable ( GL_SCISSOR_TEST ) ;
glEnableClientState ( GL_VERTEX_ARRAY ) ;
glEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
glEnableClientState ( GL_COLOR_ARRAY ) ;
glEnable ( GL_TEXTURE_2D ) ;
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glPolygonMode ( GL_FRONT_AND_BACK , GL_FILL ) ;
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
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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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glMatrixMode ( GL_PROJECTION ) ;
glPushMatrix ( ) ;
glLoadIdentity ( ) ;
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glOrtho ( 0.0f , io . DisplaySize . x , io . DisplaySize . y , 0.0f , - 1.0f , + 1.0f ) ;
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glMatrixMode ( GL_MODELVIEW ) ;
glPushMatrix ( ) ;
glLoadIdentity ( ) ;
// Render command lists
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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 ImDrawVert * vtx_buffer = cmd_list - > VtxBuffer . Data ;
const ImDrawIdx * idx_buffer = cmd_list - > IdxBuffer . Data ;
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glVertexPointer ( 2 , GL_FLOAT , sizeof ( ImDrawVert ) , ( const GLvoid * ) ( ( const char * ) vtx_buffer + IM_OFFSETOF ( ImDrawVert , pos ) ) ) ;
glTexCoordPointer ( 2 , GL_FLOAT , sizeof ( ImDrawVert ) , ( const GLvoid * ) ( ( const char * ) vtx_buffer + IM_OFFSETOF ( ImDrawVert , uv ) ) ) ;
glColorPointer ( 4 , GL_UNSIGNED_BYTE , sizeof ( ImDrawVert ) , ( const GLvoid * ) ( ( const char * ) vtx_buffer + IM_OFFSETOF ( ImDrawVert , col ) ) ) ;
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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 ] ;
if ( pcmd - > UserCallback )
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{
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pcmd - > UserCallback ( cmd_list , pcmd ) ;
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}
else
{
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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 ) ;
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}
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idx_buffer + = pcmd - > ElemCount ;
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}
}
// Restore modified state
glDisableClientState ( GL_COLOR_ARRAY ) ;
glDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
glDisableClientState ( GL_VERTEX_ARRAY ) ;
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glBindTexture ( GL_TEXTURE_2D , ( GLuint ) last_texture ) ;
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glMatrixMode ( GL_MODELVIEW ) ;
glPopMatrix ( ) ;
glMatrixMode ( GL_PROJECTION ) ;
glPopMatrix ( ) ;
glPopAttrib ( ) ;
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glPolygonMode ( GL_FRONT , last_polygon_mode [ 0 ] ) ; glPolygonMode ( GL_BACK , last_polygon_mode [ 1 ] ) ;
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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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static const char * ImGui_ImplSdlGL2_GetClipboardText ( void * )
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{
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return SDL_GetClipboardText ( ) ;
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}
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static void ImGui_ImplSdlGL2_SetClipboardText ( void * , const char * text )
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{
SDL_SetClipboardText ( text ) ;
}
Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// 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_ImplSdlGL2_ProcessEvent ( SDL_Event * event )
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{
ImGuiIO & io = ImGui : : GetIO ( ) ;
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switch ( event - > type )
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{
case SDL_MOUSEWHEEL :
{
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if ( event - > wheel . x > 0 ) io . MouseWheelH + = 1 ;
if ( event - > wheel . x < 0 ) io . MouseWheelH - = 1 ;
if ( event - > wheel . y > 0 ) io . MouseWheel + = 1 ;
if ( event - > wheel . y < 0 ) io . MouseWheel - = 1 ;
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return true ;
}
case SDL_MOUSEBUTTONDOWN :
{
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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 ;
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return true ;
}
case SDL_TEXTINPUT :
{
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io . AddInputCharactersUTF8 ( event - > text . text ) ;
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return true ;
}
case SDL_KEYDOWN :
case SDL_KEYUP :
{
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int key = event - > key . keysym . scancode ;
IM_ASSERT ( key > = 0 & & key < IM_ARRAYSIZE ( io . KeysDown ) ) ;
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io . KeysDown [ key ] = ( event - > type = = SDL_KEYDOWN ) ;
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io . KeyShift = ( ( SDL_GetModState ( ) & KMOD_SHIFT ) ! = 0 ) ;
io . KeyCtrl = ( ( SDL_GetModState ( ) & KMOD_CTRL ) ! = 0 ) ;
io . KeyAlt = ( ( SDL_GetModState ( ) & KMOD_ALT ) ! = 0 ) ;
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io . KeySuper = ( ( SDL_GetModState ( ) & KMOD_GUI ) ! = 0 ) ;
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return true ;
}
}
return false ;
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}
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bool ImGui_ImplSdlGL2_CreateDeviceObjects ( )
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{
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// Build texture atlas
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ImGuiIO & io = ImGui : : GetIO ( ) ;
unsigned char * pixels ;
int width , height ;
io . Fonts - > GetTexDataAsAlpha8 ( & pixels , & width , & height ) ;
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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 ) ;
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glPixelStorei ( GL_UNPACK_ROW_LENGTH , 0 ) ;
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glTexImage2D ( GL_TEXTURE_2D , 0 , GL_ALPHA , width , height , 0 , GL_ALPHA , GL_UNSIGNED_BYTE , pixels ) ;
// 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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return true ;
}
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void ImGui_ImplSdlGL2_InvalidateDeviceObjects ( )
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{
if ( g_FontTexture )
{
glDeleteTextures ( 1 , & g_FontTexture ) ;
ImGui : : GetIO ( ) . Fonts - > TexID = 0 ;
g_FontTexture = 0 ;
}
}
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bool ImGui_ImplSdlGL2_Init ( SDL_Window * window )
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{
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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io . KeyMap [ ImGuiKey_Tab ] = SDL_SCANCODE_TAB ;
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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 ;
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io . KeyMap [ ImGuiKey_PageUp ] = SDL_SCANCODE_PAGEUP ;
io . KeyMap [ ImGuiKey_PageDown ] = SDL_SCANCODE_PAGEDOWN ;
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io . KeyMap [ ImGuiKey_Home ] = SDL_SCANCODE_HOME ;
io . KeyMap [ ImGuiKey_End ] = SDL_SCANCODE_END ;
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io . KeyMap [ ImGuiKey_Insert ] = SDL_SCANCODE_INSERT ;
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io . KeyMap [ ImGuiKey_Delete ] = SDL_SCANCODE_DELETE ;
io . KeyMap [ ImGuiKey_Backspace ] = SDL_SCANCODE_BACKSPACE ;
io . KeyMap [ ImGuiKey_Enter ] = SDL_SCANCODE_RETURN ;
io . KeyMap [ ImGuiKey_Escape ] = SDL_SCANCODE_ESCAPE ;
io . KeyMap [ ImGuiKey_A ] = SDL_SCANCODE_A ;
io . KeyMap [ ImGuiKey_C ] = SDL_SCANCODE_C ;
io . KeyMap [ ImGuiKey_V ] = SDL_SCANCODE_V ;
io . KeyMap [ ImGuiKey_X ] = SDL_SCANCODE_X ;
io . KeyMap [ ImGuiKey_Y ] = SDL_SCANCODE_Y ;
io . KeyMap [ ImGuiKey_Z ] = SDL_SCANCODE_Z ;
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io . RenderDrawListsFn = ImGui_ImplSdlGL2_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_ImplSdlGL2_SetClipboardText ;
io . GetClipboardTextFn = ImGui_ImplSdlGL2_GetClipboardText ;
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io . ClipboardUserData = NULL ;
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# ifdef _WIN32
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SDL_SysWMinfo wmInfo ;
SDL_VERSION ( & wmInfo . version ) ;
SDL_GetWindowWMInfo ( window , & wmInfo ) ;
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io . ImeWindowHandle = wmInfo . info . win . window ;
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# else
( void ) window ;
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# endif
return true ;
}
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void ImGui_ImplSdlGL2_Shutdown ( )
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{
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ImGui_ImplSdlGL2_InvalidateDeviceObjects ( ) ;
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ImGui : : Shutdown ( ) ;
}
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void ImGui_ImplSdlGL2_NewFrame ( SDL_Window * window )
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{
if ( ! g_FontTexture )
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ImGui_ImplSdlGL2_CreateDeviceObjects ( ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
// Setup display size (every frame to accommodate for window resizing)
int w , h ;
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int display_w , display_h ;
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SDL_GetWindowSize ( window , & w , & h ) ;
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SDL_GL_GetDrawableSize ( window , & display_w , & display_h ) ;
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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 ) ;
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// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
static Uint64 frequency = SDL_GetPerformanceFrequency ( ) ;
Uint64 current_time = SDL_GetPerformanceCounter ( ) ;
io . DeltaTime = g_Time > 0 ? ( float ) ( ( double ) ( current_time - g_Time ) / frequency ) : ( float ) ( 1.0f / 60.0f ) ;
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g_Time = current_time ;
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// Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)
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int mx , my ;
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Uint32 mouse_buttons = SDL_GetMouseState ( & mx , & my ) ;
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io . MousePos = ImVec2 ( - FLT_MAX , - FLT_MAX ) ;
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io . MouseDown [ 0 ] = g_MousePressed [ 0 ] | | ( mouse_buttons & 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 ] | | ( mouse_buttons & SDL_BUTTON ( SDL_BUTTON_RIGHT ) ) ! = 0 ;
io . MouseDown [ 2 ] = g_MousePressed [ 2 ] | | ( mouse_buttons & SDL_BUTTON ( SDL_BUTTON_MIDDLE ) ) ! = 0 ;
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g_MousePressed [ 0 ] = g_MousePressed [ 1 ] = g_MousePressed [ 2 ] = false ;
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// We need to use SDL_CaptureMouse() to easily retrieve mouse coordinates outside of the client area. This is only supported from SDL 2.0.4 (released Jan 2016)
# if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)
if ( ( SDL_GetWindowFlags ( window ) & ( SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE ) ) ! = 0 )
io . MousePos = ImVec2 ( ( float ) mx , ( float ) my ) ;
bool any_mouse_button_down = false ;
for ( int n = 0 ; n < IM_ARRAYSIZE ( io . MouseDown ) ; n + + )
any_mouse_button_down | = io . MouseDown [ n ] ;
if ( any_mouse_button_down & & ( SDL_GetWindowFlags ( window ) & SDL_WINDOW_MOUSE_CAPTURE ) = = 0 )
SDL_CaptureMouse ( SDL_TRUE ) ;
if ( ! any_mouse_button_down & & ( SDL_GetWindowFlags ( window ) & SDL_WINDOW_MOUSE_CAPTURE ) ! = 0 )
SDL_CaptureMouse ( SDL_FALSE ) ;
# else
if ( ( SDL_GetWindowFlags ( window ) & SDL_WINDOW_INPUT_FOCUS ) ! = 0 )
io . MousePos = ImVec2 ( ( float ) mx , ( float ) my ) ;
# endif
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// Hide OS mouse cursor if ImGui is drawing it
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SDL_ShowCursor ( io . MouseDrawCursor ? 0 : 1 ) ;
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Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
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// 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.
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ImGui : : NewFrame ( ) ;
}