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// ImGui GLFW binding with OpenGL
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// https://github.com/ocornut/imgui
# include <imgui.h>
# include "imgui_impl_glfw.h"
// GLFW
# include <GLFW/glfw3.h>
# ifdef _MSC_VER
# undef APIENTRY
# define GLFW_EXPOSE_NATIVE_WIN32
# define GLFW_EXPOSE_NATIVE_WGL
# include <GLFW/glfw3native.h>
# endif
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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_MousePressed [ 3 ] = { false , false , false } ;
static float g_MouseWheel = 0.0f ;
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static GLuint g_FontTexture = 0 ;
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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)
static void ImGui_ImplGlfw_RenderDrawLists ( ImDrawList * * const cmd_lists , int cmd_lists_count )
{
if ( cmd_lists_count = = 0 )
return ;
// 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.
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
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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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
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// Setup orthographic projection matrix
const float width = ImGui : : GetIO ( ) . DisplaySize . x ;
const float height = ImGui : : GetIO ( ) . DisplaySize . y ;
glMatrixMode ( GL_PROJECTION ) ;
glPushMatrix ( ) ;
glLoadIdentity ( ) ;
glOrtho ( 0.0f , width , height , 0.0f , - 1.0f , + 1.0f ) ;
glMatrixMode ( GL_MODELVIEW ) ;
glPushMatrix ( ) ;
glLoadIdentity ( ) ;
// Render command lists
# define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
for ( int n = 0 ; n < cmd_lists_count ; n + + )
{
const ImDrawList * cmd_list = cmd_lists [ n ] ;
const unsigned char * vtx_buffer = ( const unsigned char * ) & cmd_list - > vtx_buffer . front ( ) ;
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 ) ) ) ;
int vtx_offset = 0 ;
for ( size_t cmd_i = 0 ; cmd_i < cmd_list - > commands . size ( ) ; cmd_i + + )
{
const ImDrawCmd * pcmd = & cmd_list - > commands [ cmd_i ] ;
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if ( pcmd - > user_callback )
{
pcmd - > user_callback ( cmd_list , pcmd ) ;
}
else
{
glBindTexture ( GL_TEXTURE_2D , ( GLuint ) ( intptr_t ) pcmd - > texture_id ) ;
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 ) ;
}
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vtx_offset + = pcmd - > vtx_count ;
}
}
# undef OFFSETOF
// Restore modified state
glDisableClientState ( GL_COLOR_ARRAY ) ;
glDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
glDisableClientState ( GL_VERTEX_ARRAY ) ;
glMatrixMode ( GL_MODELVIEW ) ;
glPopMatrix ( ) ;
glMatrixMode ( GL_PROJECTION ) ;
glPopMatrix ( ) ;
glPopAttrib ( ) ;
}
static const char * ImGui_ImplGlfw_GetClipboardText ( )
{
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return glfwGetClipboardString ( g_Window ) ;
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}
static void ImGui_ImplGlfw_SetClipboardText ( const char * text )
{
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glfwSetClipboardString ( g_Window , text ) ;
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}
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void ImGui_ImplGlfw_MouseButtonCallback ( GLFWwindow * , int button , int action , int /*mods*/ )
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{
if ( action = = GLFW_PRESS & & button > = 0 & & button < 3 )
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g_MousePressed [ button ] = true ;
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}
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void ImGui_ImplGlfw_ScrollCallback ( GLFWwindow * , double /*xoffset*/ , double yoffset )
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{
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g_MouseWheel + = ( float ) yoffset ; // Use fractional mouse wheel, 1.0 unit 5 lines.
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}
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void ImGui_ImplGlFw_KeyCallback ( GLFWwindow * , int key , int , 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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io . KeyAlt = ( mods & GLFW_MOD_ALT ) ! = 0 ;
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}
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void ImGui_ImplGlfw_CharCallback ( GLFWwindow * , unsigned int c )
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{
ImGuiIO & io = ImGui : : GetIO ( ) ;
if ( c > 0 & & c < 0x10000 )
io . AddInputCharacter ( ( unsigned short ) c ) ;
}
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bool ImGui_ImplGlfw_CreateDeviceObjects ( )
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{
ImGuiIO & io = ImGui : : GetIO ( ) ;
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// Build texture
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unsigned char * pixels ;
int width , height ;
io . Fonts - > GetTexDataAsAlpha8 ( & pixels , & width , & height ) ;
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// Create texture
glGenTextures ( 1 , & g_FontTexture ) ;
glBindTexture ( GL_TEXTURE_2D , g_FontTexture ) ;
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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_ALPHA , width , height , 0 , GL_ALPHA , GL_UNSIGNED_BYTE , pixels ) ;
// Store our identifier
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io . Fonts - > TexID = ( void * ) ( intptr_t ) g_FontTexture ;
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return true ;
}
void ImGui_ImplGlfw_InvalidateDeviceObjects ( )
{
if ( g_FontTexture )
{
glDeleteTextures ( 1 , & g_FontTexture ) ;
ImGui : : GetIO ( ) . Fonts - > TexID = 0 ;
g_FontTexture = 0 ;
}
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}
bool ImGui_ImplGlfw_Init ( GLFWwindow * window , bool install_callbacks )
{
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g_Window = window ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
io . KeyMap [ ImGuiKey_Tab ] = GLFW_KEY_TAB ; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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 = ImGui_ImplGlfw_RenderDrawLists ;
io . SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText ;
io . GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText ;
# ifdef _MSC_VER
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io . ImeWindowHandle = glfwGetWin32Window ( g_Window ) ;
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# endif
if ( install_callbacks )
{
glfwSetMouseButtonCallback ( window , ImGui_ImplGlfw_MouseButtonCallback ) ;
glfwSetScrollCallback ( window , ImGui_ImplGlfw_ScrollCallback ) ;
glfwSetKeyCallback ( window , ImGui_ImplGlFw_KeyCallback ) ;
glfwSetCharCallback ( window , ImGui_ImplGlfw_CharCallback ) ;
}
return true ;
}
void ImGui_ImplGlfw_Shutdown ( )
{
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ImGui_ImplGlfw_InvalidateDeviceObjects ( ) ;
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ImGui : : Shutdown ( ) ;
}
void ImGui_ImplGlfw_NewFrame ( )
{
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if ( ! g_FontTexture )
ImGui_ImplGlfw_CreateDeviceObjects ( ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
// Setup display size (every frame to accommodate for window resizing)
int w , h ;
int display_w , display_h ;
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glfwGetWindowSize ( g_Window , & w , & h ) ;
glfwGetFramebufferSize ( g_Window , & display_w , & display_h ) ;
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io . DisplaySize = ImVec2 ( ( float ) display_w , ( float ) display_h ) ;
// Setup time step
double current_time = glfwGetTime ( ) ;
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io . DeltaTime = g_Time > 0.0 ? ( float ) ( current_time - g_Time ) : ( float ) ( 1.0f / 60.0f ) ;
g_Time = current_time ;
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// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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if ( glfwGetWindowAttrib ( g_Window , GLFW_FOCUSED ) )
{
double mouse_x , mouse_y ;
glfwGetCursorPos ( g_Window , & mouse_x , & mouse_y ) ;
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mouse_x * = ( float ) display_w / w ; // Convert mouse coordinates to pixels
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mouse_y * = ( float ) display_h / h ;
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io . MousePos = ImVec2 ( ( float ) mouse_x , ( float ) mouse_y ) ; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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}
else
{
io . MousePos = ImVec2 ( - 1 , - 1 ) ;
}
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for ( int i = 0 ; i < 3 ; i + + )
{
io . MouseDown [ i ] = g_MousePressed [ i ] | | glfwGetMouseButton ( g_Window , i ) ! = 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.
g_MousePressed [ i ] = false ;
}
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io . MouseWheel = g_MouseWheel ;
g_MouseWheel = 0.0f ;
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// Hide/show hardware mouse cursor
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glfwSetInputMode ( g_Window , GLFW_CURSOR , io . MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL ) ;
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// Start the frame
ImGui : : NewFrame ( ) ;
}