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OpenGL example: allow resizing window.
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@ -17,7 +17,6 @@
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static GLFWwindow* window;
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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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// Shader variables
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static int shader_handle, vert_handle, frag_handle;
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@ -162,7 +161,6 @@ void InitGL()
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if (!glfwInit())
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exit(1);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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@ -243,15 +241,7 @@ void InitGL()
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void InitImGui()
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{
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int w, h;
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int display_w, display_h;
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glfwGetWindowSize(window, &w, &h);
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glfwGetFramebufferSize(window, &display_w, &display_h);
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mousePosScale.x = (float)display_w / w; // Some screens e.g. Retina display have framebuffer size != from window size, and mouse inputs are given in window/screen coordinates.
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mousePosScale.y = (float)display_h / h;
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)display_w, (float)display_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 = 0.5f; // 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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@ -294,7 +284,14 @@ void UpdateImGui()
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{
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ImGuiIO& io = ImGui::GetIO();
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// Setup timestep
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// Setup resolution (every frame to accommodate for window resizing)
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int w, h;
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int display_w, display_h;
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glfwGetWindowSize(window, &w, &h);
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glfwGetFramebufferSize(window, &display_w, &display_h);
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io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
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// Setup time step
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static double time = 0.0f;
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const double current_time = glfwGetTime();
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io.DeltaTime = (float)(current_time - time);
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@ -304,7 +301,9 @@ void UpdateImGui()
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// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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double mouse_x, mouse_y;
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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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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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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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@ -17,7 +17,6 @@
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static GLFWwindow* window;
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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)
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// If text or lines are blurry when integrating ImGui in your engine:
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@ -140,7 +139,6 @@ void InitGL()
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if (!glfwInit())
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exit(1);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
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glfwMakeContextCurrent(window);
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glfwSetKeyCallback(window, glfw_key_callback);
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@ -153,15 +151,7 @@ void InitGL()
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void InitImGui()
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{
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int w, h;
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int display_w, display_h;
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glfwGetWindowSize(window, &w, &h);
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glfwGetFramebufferSize(window, &display_w, &display_h);
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mousePosScale.x = (float)display_w / w; // Some screens e.g. Retina display have framebuffer size != from window size, and mouse inputs are given in window/screen coordinates.
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mousePosScale.y = (float)display_h / h;
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)display_w, (float)display_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 time step 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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@ -228,6 +218,13 @@ void UpdateImGui()
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{
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ImGuiIO& io = ImGui::GetIO();
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// Setup resolution (every frame to accommodate for window resizing)
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int w, h;
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int display_w, display_h;
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glfwGetWindowSize(window, &w, &h);
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glfwGetFramebufferSize(window, &display_w, &display_h);
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io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
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// Setup time step
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static double time = 0.0f;
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const double current_time = glfwGetTime();
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@ -238,7 +235,9 @@ void UpdateImGui()
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// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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double mouse_x, mouse_y;
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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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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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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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