mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-19 06:26:35 +00:00
Examples: Misc tweaks/fixes.
This commit is contained in:
parent
3f335b0d42
commit
29510fcb83
@ -13,7 +13,6 @@
|
|||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
// 2018-XX-XX: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
|
// 2018-XX-XX: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
|
||||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself.
|
|
||||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||||
// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set.
|
// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set.
|
||||||
@ -26,7 +25,7 @@
|
|||||||
#include "imgui.h"
|
#include "imgui.h"
|
||||||
#include "imgui_impl_glfw.h"
|
#include "imgui_impl_glfw.h"
|
||||||
|
|
||||||
// GL3W/GLFW
|
// GLFW
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#ifdef _WIN32
|
#ifdef _WIN32
|
||||||
#undef APIENTRY
|
#undef APIENTRY
|
||||||
@ -37,22 +36,22 @@
|
|||||||
// Data
|
// Data
|
||||||
static GLFWwindow* g_Window = NULL;
|
static GLFWwindow* g_Window = NULL;
|
||||||
static double g_Time = 0.0f;
|
static double g_Time = 0.0f;
|
||||||
static bool g_MouseJustPressed[3] = { false, false, false };
|
static bool g_MouseJustPressed[5] = { false, false, false, false, false };
|
||||||
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 };
|
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 };
|
||||||
|
|
||||||
static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data)
|
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
|
||||||
{
|
{
|
||||||
return glfwGetClipboardString((GLFWwindow*)user_data);
|
return glfwGetClipboardString((GLFWwindow*)user_data);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text)
|
static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
|
||||||
{
|
{
|
||||||
glfwSetClipboardString((GLFWwindow*)user_data, text);
|
glfwSetClipboardString((GLFWwindow*)user_data, text);
|
||||||
}
|
}
|
||||||
|
|
||||||
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
|
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
|
||||||
{
|
{
|
||||||
if (action == GLFW_PRESS && button >= 0 && button < 3)
|
if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
|
||||||
g_MouseJustPressed[button] = true;
|
g_MouseJustPressed[button] = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -85,6 +84,14 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
|
|||||||
io.AddInputCharacter((unsigned short)c);
|
io.AddInputCharacter((unsigned short)c);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
||||||
|
glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
||||||
|
glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
||||||
|
glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
|
||||||
|
}
|
||||||
|
|
||||||
bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
|
bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
|
||||||
{
|
{
|
||||||
g_Window = window;
|
g_Window = window;
|
||||||
@ -112,8 +119,8 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
|
|||||||
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
|
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
|
||||||
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
|
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
|
||||||
|
|
||||||
io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
|
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
|
||||||
io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
|
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
|
||||||
io.ClipboardUserData = g_Window;
|
io.ClipboardUserData = g_Window;
|
||||||
#ifdef _WIN32
|
#ifdef _WIN32
|
||||||
io.ImeWindowHandle = glfwGetWin32Window(g_Window);
|
io.ImeWindowHandle = glfwGetWin32Window(g_Window);
|
||||||
@ -128,12 +135,7 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
|
|||||||
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
|
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
|
||||||
|
|
||||||
if (install_callbacks)
|
if (install_callbacks)
|
||||||
{
|
ImGui_ImplGlfw_InstallCallbacks(window);
|
||||||
glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
|
||||||
glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
|
||||||
glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
|
||||||
glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
|
|
||||||
}
|
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@ -147,6 +149,37 @@ void ImGui_ImplGlfw_Shutdown()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static void ImGui_ImplGlfw_UpdateMousePosButtons()
|
||||||
|
{
|
||||||
|
// Update buttons
|
||||||
|
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
|
||||||
|
{
|
||||||
|
// 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
|
||||||
|
g_MouseJustPressed[i] = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update mouse position
|
||||||
|
if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
|
||||||
|
{
|
||||||
|
if (io.WantMoveMouse)
|
||||||
|
{
|
||||||
|
glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
double mouse_x, mouse_y;
|
||||||
|
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
|
||||||
|
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
void ImGui_ImplGlfw_NewFrame()
|
void ImGui_ImplGlfw_NewFrame()
|
||||||
{
|
{
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
@ -165,34 +198,9 @@ void ImGui_ImplGlfw_NewFrame()
|
|||||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
|
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
|
||||||
g_Time = current_time;
|
g_Time = current_time;
|
||||||
|
|
||||||
// Setup inputs
|
ImGui_ImplGlfw_UpdateMousePosButtons();
|
||||||
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
|
|
||||||
if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
|
|
||||||
{
|
|
||||||
if (io.WantMoveMouse)
|
|
||||||
{
|
|
||||||
glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
double mouse_x, mouse_y;
|
|
||||||
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
|
|
||||||
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int i = 0; i < 3; i++)
|
// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
|
||||||
{
|
|
||||||
// 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
|
|
||||||
g_MouseJustPressed[i] = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Hide OS mouse cursor if ImGui is drawing it
|
|
||||||
ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
|
ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
|
||||||
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
|
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
|
||||||
{
|
{
|
||||||
@ -200,8 +208,8 @@ void ImGui_ImplGlfw_NewFrame()
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||||
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||||
glfwSetCursor(g_Window, g_MouseCursors[cursor]);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Gamepad navigation mapping [BETA]
|
// Gamepad navigation mapping [BETA]
|
||||||
|
@ -26,7 +26,7 @@
|
|||||||
#include "imgui.h"
|
#include "imgui.h"
|
||||||
#include "imgui_impl_sdl2.h"
|
#include "imgui_impl_sdl2.h"
|
||||||
|
|
||||||
// SDL,GL3W
|
// SDL
|
||||||
#include <SDL.h>
|
#include <SDL.h>
|
||||||
#include <SDL_syswm.h>
|
#include <SDL_syswm.h>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@ IMGUI_API void ImGui_ImplWin32_NewFrame();
|
|||||||
|
|
||||||
// Handler for Win32 messages, update mouse/keyboard data.
|
// Handler for Win32 messages, update mouse/keyboard data.
|
||||||
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
|
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
|
||||||
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
|
// Intentionally commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
|
||||||
/*
|
/*
|
||||||
IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||||
*/
|
*/
|
||||||
|
Loading…
Reference in New Issue
Block a user