Examples: GLFW + OpenGL3: Initial attempt at implementing the viewport/platform api. (WIP/test API) (#1542)

This commit is contained in:
omar 2018-02-27 23:27:41 +01:00
parent 25349b31d7
commit 4cee46f909
3 changed files with 270 additions and 29 deletions

View File

@ -12,6 +12,7 @@
// 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: Platform: Added support for multiple windows via the ImGuiPlatformInterface
// 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.
// 2018-02-06: 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.
@ -24,6 +25,7 @@
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_glfw.h" #include "imgui_impl_glfw.h"
#include "imgui_internal.h" // FIXME-PLATFORM
// GLFW // GLFW
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
@ -39,6 +41,10 @@ static double g_Time = 0.0f;
static bool g_MouseJustPressed[5] = { false, false, 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 };
// Forward Declarations
static void ImGui_ImplGlfw_InitPlatformInterface();
static void ImGui_ImplGlfw_ShutdownPlatformInterface();
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
{ {
return glfwGetClipboardString((GLFWwindow*)user_data); return glfwGetClipboardString((GLFWwindow*)user_data);
@ -137,11 +143,19 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
if (install_callbacks) if (install_callbacks)
ImGui_ImplGlfw_InstallCallbacks(window); ImGui_ImplGlfw_InstallCallbacks(window);
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)g_Window;
if (io.ConfigFlags & ImGuiConfigFlags_MultiViewports)
ImGui_ImplGlfw_InitPlatformInterface();
return true; return true;
} }
void ImGui_ImplGlfw_Shutdown() void ImGui_ImplGlfw_Shutdown()
{ {
ImGui_ImplGlfw_ShutdownPlatformInterface();
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++) for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
{ {
glfwDestroyCursor(g_MouseCursors[cursor_n]); glfwDestroyCursor(g_MouseCursors[cursor_n]);
@ -149,8 +163,18 @@ void ImGui_ImplGlfw_Shutdown()
} }
} }
static void ImGui_ImplGlfw_UpdateMousePosButtons() static void ImGui_ImplGlfw_UpdateMouse()
{ {
#if 0
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)
#endif
ImGuiIO& io = ImGui::GetIO();
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
io.MousePosViewport = 0;
io.MouseHoveredViewport = 0;
// Update buttons // Update buttons
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
{ {
@ -159,25 +183,40 @@ static void ImGui_ImplGlfw_UpdateMousePosButtons()
g_MouseJustPressed[i] = false; g_MouseJustPressed[i] = false;
} }
// Update mouse position const ImVector<ImGuiViewport*>& viewports = ImGui::GetViewports();
if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) for (int n = 0; n < viewports.Size; n++)
{ {
if (io.WantMoveMouse) ImGuiViewport* viewport = viewports[n];
{ GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
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) IM_ASSERT(window != NULL);
} if (glfwGetWindowAttrib(window, GLFW_FOCUSED))
else
{ {
double mouse_x, mouse_y; double mouse_x, mouse_y;
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); glfwGetCursorPos(window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); io.MousePos = ImVec2((float)mouse_x + viewport->Pos.x, (float)mouse_y + viewport->Pos.y);
io.MousePosViewport = viewport->ID;
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
} }
#if GLFW_HAS_GLFW_HOVERED
io.ConfigFlags |= ImGuiConfigFlags_PlatformHasMouseHoveredViewport;
if (glfwGetWindowAttrib(data->Window, GLFW_HOVERED) && !(viewport->Flags & ImGuiViewportFlags_NoInputs))
io.MouseHoveredViewport = viewport->ID;
#endif
}
// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
{
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
} }
else else
{ {
io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
} }
} }
void ImGui_ImplGlfw_NewFrame() void ImGui_ImplGlfw_NewFrame()
@ -194,23 +233,11 @@ void ImGui_ImplGlfw_NewFrame()
io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
// Setup time step // Setup time step
double current_time = glfwGetTime(); double current_time = glfwGetTime();
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;
ImGui_ImplGlfw_UpdateMousePosButtons(); ImGui_ImplGlfw_UpdateMouse();
// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
{
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
}
else
{
glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
// Gamepad navigation mapping [BETA] // Gamepad navigation mapping [BETA]
memset(io.NavInputs, 0, sizeof(io.NavInputs)); memset(io.NavInputs, 0, sizeof(io.NavInputs));
@ -245,3 +272,177 @@ void ImGui_ImplGlfw_NewFrame()
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
ImGui::NewFrame(); ImGui::NewFrame();
} }
// --------------------------------------------------------------------------------------------------------
// Platform Windows
// --------------------------------------------------------------------------------------------------------
struct ImGuiPlatformDataGlfw
{
GLFWwindow* Window;
bool WindowOwned;
ImGuiPlatformDataGlfw() { Window = NULL; WindowOwned = false; }
~ImGuiPlatformDataGlfw() { IM_ASSERT(Window == NULL); }
};
static void ImGui_ImplGlfw_CreateViewport(ImGuiViewport* viewport)
{
ImGuiPlatformDataGlfw* data = IM_NEW(ImGuiPlatformDataGlfw)();
viewport->PlatformUserData = data;
// GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
glfwWindowHint(GLFW_VISIBLE, false);
glfwWindowHint(GLFW_FOCUSED, false);
glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, g_Window);
data->WindowOwned = true;
viewport->PlatformHandle = (void*)data->Window;
viewport->Name = NULL;
ImGui_ImplGlfw_InstallCallbacks(data->Window);
}
static void ImGui_ImplGlfw_DestroyViewport(ImGuiViewport* viewport)
{
if (ImGuiPlatformDataGlfw* data = (ImGuiPlatformDataGlfw*)viewport->PlatformUserData)
{
#if GLFW_HAS_GLFW_HOVERED
HWND hwnd = glfwGetWin32Window(data->Window);
::RemovePropA(hwnd, "IMGUI_VIEWPORT");
#endif
if (data->Window && data->WindowOwned)
glfwDestroyWindow(data->Window);
data->Window = NULL;
IM_DELETE(data);
}
viewport->PlatformUserData = viewport->PlatformHandle = NULL;
}
#if defined(_WIN32) && GLFW_HAS_GLFW_HOVERED
static WNDPROC g_GlfwWndProc = NULL;
static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (msg == WM_NCHITTEST)
{
ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
if (viewport->Flags & ImGuiViewportFlags_NoInputs)
return HTTRANSPARENT;
}
return ::CallWindowProc(g_GlfwWndProc, hWnd, msg, wParam, lParam);
}
#endif
static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
{
ImGuiPlatformDataGlfw* data = (ImGuiPlatformDataGlfw*)viewport->PlatformUserData;
#if defined(_WIN32)
// GLFW hack: Hide icon from task bar
HWND hwnd = glfwGetWin32Window(data->Window);
if (viewport->Flags & ImGuiViewportFlags_NoDecoration)
{
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
ex_style &= ~WS_EX_APPWINDOW;
ex_style |= WS_EX_TOOLWINDOW;
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
}
// GLFW hack: install hook for WM_NCHITTEST message handler
#if GLFW_HAS_GLFW_HOVERED
::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
if (g_GlfwWndProc == NULL)
g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC);
::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs);
#endif
// GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
// The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3. See https://github.com/glfw/glfw/issues/1179
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
{
::ShowWindow(hwnd, SW_SHOWNA);
return;
}
#endif
glfwShowWindow(data->Window);
}
static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
{
ImGuiPlatformDataGlfw* data = (ImGuiPlatformDataGlfw*)viewport->PlatformUserData;
int x = 0, y = 0;
glfwGetWindowPos(data->Window, &x, &y);
return ImVec2((float)x, (float)y);
}
static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGuiPlatformDataGlfw* data = (ImGuiPlatformDataGlfw*)viewport->PlatformUserData;
glfwSetWindowPos(data->Window, (int)pos.x, (int)pos.y);
}
static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
{
ImGuiPlatformDataGlfw* data = (ImGuiPlatformDataGlfw*)viewport->PlatformUserData;
int w = 0, h = 0;
glfwGetWindowSize(data->Window, &w, &h);
return ImVec2((float)w, (float)h);
}
static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGuiPlatformDataGlfw* data = (ImGuiPlatformDataGlfw*)viewport->PlatformUserData;
glfwSetWindowSize(data->Window, (int)size.x, (int)size.y);
}
static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
ImGuiPlatformDataGlfw* data = (ImGuiPlatformDataGlfw*)viewport->PlatformUserData;
glfwSetWindowTitle(data->Window, title);
}
static void ImGui_ImplGlfw_RenderViewport(ImGuiViewport* viewport)
{
ImGuiPlatformDataGlfw* data = (ImGuiPlatformDataGlfw*)viewport->PlatformUserData;
glfwMakeContextCurrent(data->Window);
if (glfwWindowShouldClose(data->Window))
viewport->PlatformRequestClose = true;
}
static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport)
{
ImGuiPlatformDataGlfw* data = (ImGuiPlatformDataGlfw*)viewport->PlatformUserData;
glfwSwapBuffers(data->Window);
}
static void ImGui_ImplGlfw_InitPlatformInterface()
{
// Register platform interface (will be coupled with a renderer interface)
ImGuiIO& io = ImGui::GetIO();
io.PlatformInterface.CreateViewport = ImGui_ImplGlfw_CreateViewport;
io.PlatformInterface.DestroyViewport = ImGui_ImplGlfw_DestroyViewport;
io.PlatformInterface.ShowWindow = ImGui_ImplGlfw_ShowWindow;
io.PlatformInterface.SetWindowPos = ImGui_ImplGlfw_SetWindowPos;
io.PlatformInterface.GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
io.PlatformInterface.SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
io.PlatformInterface.GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
io.PlatformInterface.SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
io.PlatformInterface.RenderViewport = ImGui_ImplGlfw_RenderViewport;
io.PlatformInterface.SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
// Register main window handle
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGuiPlatformDataGlfw* data = IM_NEW(ImGuiPlatformDataGlfw)();
data->Window = g_Window;
data->WindowOwned = false;
main_viewport->PlatformUserData = data;
}
static void ImGui_ImplGlfw_ShutdownPlatformInterface()
{
ImGuiIO& io = ImGui::GetIO();
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = NULL;
memset(&io.PlatformInterface, 0, sizeof(io.PlatformInterface));
}

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@ -25,14 +25,20 @@ static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
// Forward Declarations
static void ImGui_ImplOpenGL3_InitPlatformInterface();
static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
// Functions // Functions
bool ImGui_ImplOpenGL3_Init() bool ImGui_ImplOpenGL3_Init()
{ {
ImGui_ImplOpenGL3_InitPlatformInterface();
return true; return true;
} }
void ImGui_ImplOpenGL3_Shutdown() void ImGui_ImplOpenGL3_Shutdown()
{ {
ImGui_ImplOpenGL3_ShutdownPlatformInterface();
ImGui_ImplOpenGL3_DestroyDeviceObjects(); ImGui_ImplOpenGL3_DestroyDeviceObjects();
} }
@ -298,3 +304,29 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
ImGui_ImplOpenGL3_DestroyFontsTexture(); ImGui_ImplOpenGL3_DestroyFontsTexture();
} }
// --------------------------------------------------------------------------------------------------------
// Platform Windows
// --------------------------------------------------------------------------------------------------------
#include "imgui_internal.h" // ImGuiViewport
static void ImGui_ImplOpenGL3_RenderViewport(ImGuiViewport* viewport)
{
ImVec4 clear_color = ImGui::GetStyle().Colors[ImGuiCol_WindowBg];
glClearColor(clear_color.x, clear_color.y, clear_color.z, 1.0f); // FIXME-PLATFORM
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(&viewport->DrawData);
}
void ImGui_ImplOpenGL3_InitPlatformInterface()
{
ImGuiIO& io = ImGui::GetIO();
io.RendererInterface.RenderViewport = ImGui_ImplOpenGL3_RenderViewport;
}
void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
{
ImGuiIO& io = ImGui::GetIO();
memset(&io.RendererInterface, 0, sizeof(io.RendererInterface));
}

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@ -34,12 +34,14 @@ int main(int, char**)
// Setup ImGui binding // Setup ImGui binding
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_Init(window, true); io.ConfigFlags |= ImGuiConfigFlags_MultiViewports;
ImGui_ImplOpenGL3_Init();
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
//io.NavFlags |= ImGuiNavFlags_EnableGamepad; // Enable Gamepad Controls //io.NavFlags |= ImGuiNavFlags_EnableGamepad; // Enable Gamepad Controls
ImGui_ImplGlfw_Init(window, true);
ImGui_ImplOpenGL3_Init();
// Setup style // Setup style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic(); //ImGui::StyleColorsClassic();
@ -113,12 +115,18 @@ int main(int, char**)
// Rendering // Rendering
int display_w, display_h; int display_w, display_h;
glfwMakeContextCurrent(window);
glfwGetFramebufferSize(window, &display_w, &display_h); glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h); glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
ImGui::Render(); ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindows();
glfwMakeContextCurrent(window);
glfwSwapBuffers(window); glfwSwapBuffers(window);
} }