mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-25 13:07:01 +00:00
commit
3e647d86aa
@ -4,7 +4,7 @@
|
||||
# brew install glfw3
|
||||
#
|
||||
|
||||
CXXFLAGS=-framework OpenGL -framework Cocoa -framework IOKit
|
||||
CXXFLAGS=-framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
|
||||
CXXFLAGS+=-I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/Cellar/glfw3/3.0.4/include
|
||||
CXXFLAGS+=-L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/Cellar/glfw3/3.0.4/lib
|
||||
CXXFLAGS+=-lglew -lglfw3
|
||||
|
@ -10,6 +10,7 @@
|
||||
|
||||
static GLFWwindow* window;
|
||||
static GLuint fontTex;
|
||||
static float content_scale[2] = {1.0f, 1.0f};
|
||||
|
||||
// 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:
|
||||
@ -146,10 +147,15 @@ void InitGL()
|
||||
void InitImGui()
|
||||
{
|
||||
int w, h;
|
||||
int fb_w, fb_h;
|
||||
glfwGetWindowSize(window, &w, &h);
|
||||
glfwGetFramebufferSize(window, &fb_w, &fb_h);
|
||||
|
||||
content_scale[0] = fb_w / w;
|
||||
content_scale[1] = fb_h / h;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.DisplaySize = ImVec2((float)w, (float)h); // Display size, in pixels. For clamping windows positions.
|
||||
io.DisplaySize = ImVec2((float)fb_w, (float)fb_h); // Display size, in pixels. For clamping windows positions.
|
||||
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)
|
||||
io.PixelCenterOffset = 0.0f; // Align OpenGL texels
|
||||
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||
@ -202,7 +208,7 @@ void UpdateImGui()
|
||||
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
||||
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
||||
io.MousePos = ImVec2((float)mouse_x * content_scale[0], (float)mouse_y * content_scale[1]); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
||||
io.MouseDown[0] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0;
|
||||
io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user