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Examples: GLFW*: Renamed GLFW callbacks exposed in .h to not include GL2/GL3/Vulkan in their name.
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@ -19,6 +19,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL2 in their name.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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@ -144,20 +145,20 @@ static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text
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glfwSetClipboardString((GLFWwindow*)user_data, text);
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}
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void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
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void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
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{
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if (action == GLFW_PRESS && button >= 0 && button < 3)
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g_MouseJustPressed[button] = true;
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}
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void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
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void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.MouseWheelH += (float)xoffset;
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io.MouseWheel += (float)yoffset;
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}
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void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
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void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
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{
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ImGuiIO& io = ImGui::GetIO();
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if (action == GLFW_PRESS)
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@ -172,7 +173,7 @@ void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mo
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io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
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}
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void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c)
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void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
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{
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ImGuiIO& io = ImGui::GetIO();
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if (c > 0 && c < 0x10000)
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@ -216,6 +217,14 @@ void ImGui_ImplGlfwGL2_InvalidateDeviceObjects()
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}
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}
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static void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
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{
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glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
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glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
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glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
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glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
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}
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bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks)
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{
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g_Window = window;
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@ -251,12 +260,7 @@ bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks)
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#endif
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if (install_callbacks)
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{
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glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback);
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glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback);
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glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback);
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glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback);
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}
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ImGui_ImplGlfw_InstallCallbacks(window);
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return true;
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}
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@ -26,7 +26,7 @@ IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects();
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// GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization)
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// Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference.
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IMGUI_API void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
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IMGUI_API void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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IMGUI_API void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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IMGUI_API void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c);
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IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
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IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
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