mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-22 11:57:00 +00:00
OpenGL/DirectX examples: support for international text input in UTF-8 + implement ImeSetInputScreenPosFn on Windows.
This commit is contained in:
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@ -46,7 +46,7 @@
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<Link>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;user32.lib</AdditionalDependencies>
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<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib</AdditionalDependencies>
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<SubSystem>
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<SubSystem>
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</SubSystem>
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</SubSystem>
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</Link>
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</Link>
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@ -64,7 +64,7 @@
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<OptimizeReferences>true</OptimizeReferences>
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<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;user32.lib</AdditionalDependencies>
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<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib</AdditionalDependencies>
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<SubSystem>
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<SubSystem>
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</SubSystem>
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</SubSystem>
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</Link>
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</Link>
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@ -1,4 +1,5 @@
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#include <windows.h>
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#include <windows.h>
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#include <imm.h>
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#include <mmsystem.h>
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#include <mmsystem.h>
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#include <d3dx9.h>
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#include <d3dx9.h>
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#define DIRECTINPUT_VERSION 0x0800
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#define DIRECTINPUT_VERSION 0x0800
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@ -163,8 +164,8 @@ LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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return true;
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return true;
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case WM_CHAR:
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case WM_CHAR:
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
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if (wParam > 1 && wParam < 256)
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if (wParam > 0 && wParam < 0x10000)
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io.AddInputCharacter((char)wParam);
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io.AddInputCharacter((unsigned short)wParam);
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return true;
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return true;
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case WM_DESTROY:
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case WM_DESTROY:
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{
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{
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@ -176,6 +177,19 @@ LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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return DefWindowProc(hWnd, msg, wParam, lParam);
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return DefWindowProc(hWnd, msg, wParam, lParam);
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}
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}
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// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
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static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
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{
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if (HIMC himc = ImmGetContext(hWnd))
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{
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COMPOSITIONFORM cf;
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cf.ptCurrentPos.x = x;
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cf.ptCurrentPos.y = y;
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cf.dwStyle = CFS_FORCE_POSITION;
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ImmSetCompositionWindow(himc, &cf);
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}
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}
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void InitImGui()
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void InitImGui()
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{
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{
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RECT rect;
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RECT rect;
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@ -204,6 +218,7 @@ void InitImGui()
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io.KeyMap[ImGuiKey_Z] = 'Z';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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io.RenderDrawListsFn = ImImpl_RenderDrawLists;
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io.RenderDrawListsFn = ImImpl_RenderDrawLists;
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io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
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// Create the vertex buffer
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// Create the vertex buffer
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if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
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if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
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@ -1,11 +1,20 @@
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#define GLEW_STATIC
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#ifdef _MSC_VER
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#include <GL/glew.h>
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#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
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#include <GLFW/glfw3.h>
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#include <Windows.h>
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#include <Imm.h>
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#endif
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#define STB_IMAGE_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h" // for .png loading
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#include "stb_image.h" // for .png loading
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#include "../../imgui.h"
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#include "../../imgui.h"
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// glew & glfw
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#define GLEW_STATIC
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#ifdef _MSC_VER
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#ifdef _MSC_VER
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#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
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#define GLFW_EXPOSE_NATIVE_WIN32
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#define GLFW_EXPOSE_NATIVE_WGL
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#include <GLFW/glfw3native.h>
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#endif
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#endif
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static GLFWwindow* window;
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static GLFWwindow* window;
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@ -70,32 +79,32 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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}
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// NB: ImGui already provide OS clipboard support for Windows so this isn't needed if you are using Windows only.
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static const char* ImImpl_GetClipboardTextFn()
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static const char* ImImpl_GetClipboardTextFn()
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{
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{
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return glfwGetClipboardString(window);
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return glfwGetClipboardString(window);
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}
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}
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static void ImImpl_SetClipboardTextFn(const char* text, const char* text_end)
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static void ImImpl_SetClipboardTextFn(const char* text)
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{
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{
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if (!text_end)
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text_end = text + strlen(text);
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if (*text_end == 0)
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{
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// Already got a zero-terminator at 'text_end', we don't need to add one
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glfwSetClipboardString(window, text);
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glfwSetClipboardString(window, text);
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}
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else
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{
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// Add a zero-terminator because glfw function doesn't take a size
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char* buf = (char*)malloc(text_end - text + 1);
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memcpy(buf, text, text_end-text);
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buf[text_end-text] = '\0';
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glfwSetClipboardString(window, buf);
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free(buf);
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}
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}
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}
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#ifdef _MSC_VER
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// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
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static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
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{
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HWND hwnd = glfwGetWin32Window(window);
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if (HIMC himc = ImmGetContext(hwnd))
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{
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COMPOSITIONFORM cf;
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cf.ptCurrentPos.x = x;
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cf.ptCurrentPos.y = y;
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cf.dwStyle = CFS_FORCE_POSITION;
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ImmSetCompositionWindow(himc, &cf);
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}
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}
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#endif
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// GLFW callbacks to get events
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// GLFW callbacks to get events
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static void glfw_error_callback(int error, const char* description)
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static void glfw_error_callback(int error, const char* description)
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@ -122,8 +131,8 @@ static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int act
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static void glfw_char_callback(GLFWwindow* window, unsigned int c)
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static void glfw_char_callback(GLFWwindow* window, unsigned int c)
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{
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{
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if (c > 0 && c <= 255)
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if (c > 0 && c < 0x10000)
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ImGui::GetIO().AddInputCharacter((char)c);
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ImGui::GetIO().AddInputCharacter((unsigned short)c);
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}
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}
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// OpenGL code based on http://open.gl tutorials
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// OpenGL code based on http://open.gl tutorials
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@ -178,6 +187,9 @@ void InitImGui()
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io.RenderDrawListsFn = ImImpl_RenderDrawLists;
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io.RenderDrawListsFn = ImImpl_RenderDrawLists;
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io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
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io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
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io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
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io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
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#ifdef _MSC_VER
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io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
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#endif
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// Load font texture
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// Load font texture
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glGenTextures(1, &fontTex);
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glGenTextures(1, &fontTex);
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@ -46,7 +46,7 @@
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<Link>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalLibraryDirectories>$(SolutionDir)\glfw\lib-msvc100;$(SolutionDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<AdditionalLibraryDirectories>$(SolutionDir)\glfw\lib-msvc100;$(SolutionDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<AdditionalDependencies>opengl32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<SubSystem>NotSet</SubSystem>
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<SubSystem>NotSet</SubSystem>
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</Link>
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</Link>
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</ItemDefinitionGroup>
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</ItemDefinitionGroup>
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@ -63,7 +63,7 @@
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<OptimizeReferences>true</OptimizeReferences>
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<AdditionalLibraryDirectories>$(SolutionDir)\glfw\lib-msvc100;$(SolutionDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<AdditionalLibraryDirectories>$(SolutionDir)\glfw\lib-msvc100;$(SolutionDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<AdditionalDependencies>opengl32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<SubSystem>NotSet</SubSystem>
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<SubSystem>NotSet</SubSystem>
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</Link>
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</Link>
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</ItemDefinitionGroup>
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</ItemDefinitionGroup>
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