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Examples: GLFW + OpenGL3: Initial attempt at implementing the viewport/platform api. (WIP/test API) (#1542)
This commit is contained in:
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25349b31d7
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@ -12,6 +12,7 @@
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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-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformInterface
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// 2018-XX-XX: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
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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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@ -24,6 +25,7 @@
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_internal.h" // FIXME-PLATFORM
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// GLFW
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#include <GLFW/glfw3.h>
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@ -39,6 +41,10 @@ static double g_Time = 0.0f;
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static bool g_MouseJustPressed[5] = { false, false, false, false, false };
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static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 };
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// Forward Declarations
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static void ImGui_ImplGlfw_InitPlatformInterface();
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static void ImGui_ImplGlfw_ShutdownPlatformInterface();
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static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
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{
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return glfwGetClipboardString((GLFWwindow*)user_data);
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@ -137,11 +143,19 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
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if (install_callbacks)
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ImGui_ImplGlfw_InstallCallbacks(window);
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)g_Window;
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if (io.ConfigFlags & ImGuiConfigFlags_MultiViewports)
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ImGui_ImplGlfw_InitPlatformInterface();
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return true;
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}
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void ImGui_ImplGlfw_Shutdown()
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{
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ImGui_ImplGlfw_ShutdownPlatformInterface();
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
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{
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glfwDestroyCursor(g_MouseCursors[cursor_n]);
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@ -149,8 +163,18 @@ void ImGui_ImplGlfw_Shutdown()
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}
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}
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static void ImGui_ImplGlfw_UpdateMousePosButtons()
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static void ImGui_ImplGlfw_UpdateMouse()
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{
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#if 0
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if (io.WantMoveMouse)
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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)
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#endif
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ImGuiIO& io = ImGui::GetIO();
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MousePosViewport = 0;
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io.MouseHoveredViewport = 0;
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// Update buttons
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for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
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{
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@ -159,25 +183,40 @@ static void ImGui_ImplGlfw_UpdateMousePosButtons()
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g_MouseJustPressed[i] = false;
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}
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// Update mouse position
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if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
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const ImVector<ImGuiViewport*>& viewports = ImGui::GetViewports();
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for (int n = 0; n < viewports.Size; n++)
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{
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if (io.WantMoveMouse)
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{
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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)
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}
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else
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ImGuiViewport* viewport = viewports[n];
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GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
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IM_ASSERT(window != NULL);
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if (glfwGetWindowAttrib(window, GLFW_FOCUSED))
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{
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double mouse_x, mouse_y;
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glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
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io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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io.MousePos = ImVec2((float)mouse_x + viewport->Pos.x, (float)mouse_y + viewport->Pos.y);
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io.MousePosViewport = viewport->ID;
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for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
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io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
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}
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#if GLFW_HAS_GLFW_HOVERED
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io.ConfigFlags |= ImGuiConfigFlags_PlatformHasMouseHoveredViewport;
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if (glfwGetWindowAttrib(data->Window, GLFW_HOVERED) && !(viewport->Flags & ImGuiViewportFlags_NoInputs))
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io.MouseHoveredViewport = viewport->ID;
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#endif
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}
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// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
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ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
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if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
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{
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glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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}
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else
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{
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io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
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glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
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glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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}
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}
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void ImGui_ImplGlfw_NewFrame()
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@ -198,19 +237,7 @@ void ImGui_ImplGlfw_NewFrame()
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io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
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g_Time = current_time;
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ImGui_ImplGlfw_UpdateMousePosButtons();
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// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
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ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
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if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
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{
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glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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}
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else
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{
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glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
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glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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}
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ImGui_ImplGlfw_UpdateMouse();
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// Gamepad navigation mapping [BETA]
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memset(io.NavInputs, 0, sizeof(io.NavInputs));
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@ -245,3 +272,177 @@ void ImGui_ImplGlfw_NewFrame()
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// 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.
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ImGui::NewFrame();
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}
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// --------------------------------------------------------------------------------------------------------
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// Platform Windows
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// --------------------------------------------------------------------------------------------------------
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struct ImGuiPlatformDataGlfw
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{
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GLFWwindow* Window;
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bool WindowOwned;
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ImGuiPlatformDataGlfw() { Window = NULL; WindowOwned = false; }
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~ImGuiPlatformDataGlfw() { IM_ASSERT(Window == NULL); }
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};
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static void ImGui_ImplGlfw_CreateViewport(ImGuiViewport* viewport)
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{
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ImGuiPlatformDataGlfw* data = IM_NEW(ImGuiPlatformDataGlfw)();
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viewport->PlatformUserData = data;
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// GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
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glfwWindowHint(GLFW_VISIBLE, false);
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glfwWindowHint(GLFW_FOCUSED, false);
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glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
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data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, g_Window);
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data->WindowOwned = true;
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viewport->PlatformHandle = (void*)data->Window;
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viewport->Name = NULL;
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ImGui_ImplGlfw_InstallCallbacks(data->Window);
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}
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static void ImGui_ImplGlfw_DestroyViewport(ImGuiViewport* viewport)
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{
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if (ImGuiPlatformDataGlfw* data = (ImGuiPlatformDataGlfw*)viewport->PlatformUserData)
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{
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#if GLFW_HAS_GLFW_HOVERED
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HWND hwnd = glfwGetWin32Window(data->Window);
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::RemovePropA(hwnd, "IMGUI_VIEWPORT");
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#endif
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if (data->Window && data->WindowOwned)
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glfwDestroyWindow(data->Window);
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data->Window = NULL;
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IM_DELETE(data);
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}
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viewport->PlatformUserData = viewport->PlatformHandle = NULL;
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}
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#if defined(_WIN32) && GLFW_HAS_GLFW_HOVERED
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static WNDPROC g_GlfwWndProc = NULL;
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static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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if (msg == WM_NCHITTEST)
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{
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ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
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if (viewport->Flags & ImGuiViewportFlags_NoInputs)
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return HTTRANSPARENT;
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}
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return ::CallWindowProc(g_GlfwWndProc, hWnd, msg, wParam, lParam);
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}
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#endif
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static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
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{
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ImGuiPlatformDataGlfw* data = (ImGuiPlatformDataGlfw*)viewport->PlatformUserData;
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#if defined(_WIN32)
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// GLFW hack: Hide icon from task bar
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HWND hwnd = glfwGetWin32Window(data->Window);
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if (viewport->Flags & ImGuiViewportFlags_NoDecoration)
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{
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LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
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ex_style &= ~WS_EX_APPWINDOW;
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ex_style |= WS_EX_TOOLWINDOW;
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::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
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}
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// GLFW hack: install hook for WM_NCHITTEST message handler
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#if GLFW_HAS_GLFW_HOVERED
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::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
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if (g_GlfwWndProc == NULL)
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g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC);
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::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs);
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#endif
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// GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
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// 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
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if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
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{
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::ShowWindow(hwnd, SW_SHOWNA);
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return;
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}
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#endif
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glfwShowWindow(data->Window);
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}
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static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
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{
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ImGuiPlatformDataGlfw* data = (ImGuiPlatformDataGlfw*)viewport->PlatformUserData;
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int x = 0, y = 0;
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glfwGetWindowPos(data->Window, &x, &y);
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return ImVec2((float)x, (float)y);
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}
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static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
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{
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ImGuiPlatformDataGlfw* data = (ImGuiPlatformDataGlfw*)viewport->PlatformUserData;
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glfwSetWindowPos(data->Window, (int)pos.x, (int)pos.y);
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}
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static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
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{
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ImGuiPlatformDataGlfw* data = (ImGuiPlatformDataGlfw*)viewport->PlatformUserData;
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int w = 0, h = 0;
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glfwGetWindowSize(data->Window, &w, &h);
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return ImVec2((float)w, (float)h);
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}
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static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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{
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ImGuiPlatformDataGlfw* data = (ImGuiPlatformDataGlfw*)viewport->PlatformUserData;
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glfwSetWindowSize(data->Window, (int)size.x, (int)size.y);
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}
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static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
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{
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ImGuiPlatformDataGlfw* data = (ImGuiPlatformDataGlfw*)viewport->PlatformUserData;
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glfwSetWindowTitle(data->Window, title);
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}
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static void ImGui_ImplGlfw_RenderViewport(ImGuiViewport* viewport)
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{
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ImGuiPlatformDataGlfw* data = (ImGuiPlatformDataGlfw*)viewport->PlatformUserData;
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glfwMakeContextCurrent(data->Window);
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if (glfwWindowShouldClose(data->Window))
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viewport->PlatformRequestClose = true;
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}
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static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport)
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{
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ImGuiPlatformDataGlfw* data = (ImGuiPlatformDataGlfw*)viewport->PlatformUserData;
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glfwSwapBuffers(data->Window);
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}
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static void ImGui_ImplGlfw_InitPlatformInterface()
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{
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// Register platform interface (will be coupled with a renderer interface)
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ImGuiIO& io = ImGui::GetIO();
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io.PlatformInterface.CreateViewport = ImGui_ImplGlfw_CreateViewport;
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io.PlatformInterface.DestroyViewport = ImGui_ImplGlfw_DestroyViewport;
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io.PlatformInterface.ShowWindow = ImGui_ImplGlfw_ShowWindow;
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io.PlatformInterface.SetWindowPos = ImGui_ImplGlfw_SetWindowPos;
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io.PlatformInterface.GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
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io.PlatformInterface.SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
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io.PlatformInterface.GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
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io.PlatformInterface.SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
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io.PlatformInterface.RenderViewport = ImGui_ImplGlfw_RenderViewport;
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io.PlatformInterface.SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
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// Register main window handle
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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ImGuiPlatformDataGlfw* data = IM_NEW(ImGuiPlatformDataGlfw)();
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data->Window = g_Window;
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data->WindowOwned = false;
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main_viewport->PlatformUserData = data;
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}
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static void ImGui_ImplGlfw_ShutdownPlatformInterface()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = NULL;
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memset(&io.PlatformInterface, 0, sizeof(io.PlatformInterface));
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}
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static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
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static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
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// Forward Declarations
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static void ImGui_ImplOpenGL3_InitPlatformInterface();
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static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
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// Functions
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bool ImGui_ImplOpenGL3_Init()
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{
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ImGui_ImplOpenGL3_InitPlatformInterface();
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return true;
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}
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void ImGui_ImplOpenGL3_Shutdown()
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{
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ImGui_ImplOpenGL3_ShutdownPlatformInterface();
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ImGui_ImplOpenGL3_DestroyDeviceObjects();
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}
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@ -298,3 +304,29 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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ImGui_ImplOpenGL3_DestroyFontsTexture();
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}
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// --------------------------------------------------------------------------------------------------------
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// Platform Windows
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// --------------------------------------------------------------------------------------------------------
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#include "imgui_internal.h" // ImGuiViewport
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static void ImGui_ImplOpenGL3_RenderViewport(ImGuiViewport* viewport)
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{
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ImVec4 clear_color = ImGui::GetStyle().Colors[ImGuiCol_WindowBg];
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glClearColor(clear_color.x, clear_color.y, clear_color.z, 1.0f); // FIXME-PLATFORM
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(&viewport->DrawData);
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}
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void ImGui_ImplOpenGL3_InitPlatformInterface()
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{
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ImGuiIO& io = ImGui::GetIO();
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io.RendererInterface.RenderViewport = ImGui_ImplOpenGL3_RenderViewport;
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}
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void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
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{
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ImGuiIO& io = ImGui::GetIO();
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memset(&io.RendererInterface, 0, sizeof(io.RendererInterface));
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}
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// Setup ImGui binding
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGui_ImplGlfw_Init(window, true);
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ImGui_ImplOpenGL3_Init();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_MultiViewports;
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//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
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//io.NavFlags |= ImGuiNavFlags_EnableGamepad; // Enable Gamepad Controls
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ImGui_ImplGlfw_Init(window, true);
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ImGui_ImplOpenGL3_Init();
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// Setup style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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@ -113,12 +115,18 @@ int main(int, char**)
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// Rendering
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int display_w, display_h;
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glfwMakeContextCurrent(window);
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindows();
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glfwMakeContextCurrent(window);
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glfwSwapBuffers(window);
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}
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