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Examples: OpenGL 2/3 examples cleanup to match DirectX9/11 structure.
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@ -19,7 +19,7 @@ static GLFWwindow* g_Window = NULL;
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static double g_Time = 0.0f;
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static bool g_MousePressed[3] = { false, false, false };
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static float g_MouseWheel = 0.0f;
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static bool g_FontTextureLoaded = false;
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static GLuint g_FontTexture = 0;
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static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
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static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
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@ -145,7 +145,7 @@ void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow* window, unsigned int c)
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io.AddInputCharacter((unsigned short)c);
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}
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void ImGui_ImplGlfwGL3_InitFontsTexture()
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void ImGui_ImplGlfwGL3_CreateFontsTexture()
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -153,20 +153,17 @@ void ImGui_ImplGlfwGL3_InitFontsTexture()
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
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GLuint tex_id;
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glGenTextures(1, &tex_id);
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glBindTexture(GL_TEXTURE_2D, tex_id);
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glGenTextures(1, &g_FontTexture);
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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// Store our identifier
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io.Fonts->TexID = (void *)(intptr_t)tex_id;
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g_FontTextureLoaded = true;
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io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
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}
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static void InitGL()
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bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
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{
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const GLchar *vertex_shader =
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"#version 330\n"
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@ -229,12 +226,15 @@ static void InitGL()
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#undef OFFSETOF
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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ImGui_ImplGlfwGL3_CreateFontsTexture();
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return true;
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}
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bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
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{
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g_Window = window;
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InitGL();
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ImGuiIO& io = ImGui::GetIO();
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io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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@ -291,18 +291,19 @@ void ImGui_ImplGlfwGL3_Shutdown()
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glDeleteProgram(g_ShaderHandle);
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g_ShaderHandle = 0;
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if (GLuint tex_id = (GLuint)(intptr_t)ImGui::GetIO().Fonts->TexID)
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if (g_FontTexture)
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{
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glDeleteTextures(1, &tex_id);
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glDeleteTextures(1, &g_FontTexture);
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ImGui::GetIO().Fonts->TexID = 0;
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g_FontTexture = 0;
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}
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ImGui::Shutdown();
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}
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void ImGui_ImplGlfwGL3_NewFrame()
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{
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if (!g_FontTextureLoaded)
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ImGui_ImplGlfwGL3_InitFontsTexture();
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if (!g_FontTexture)
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ImGui_ImplGlfwGL3_CreateDeviceObjects();
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ImGuiIO& io = ImGui::GetIO();
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@ -4,10 +4,13 @@
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struct GLFWwindow;
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bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks);
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void ImGui_ImplGlfwGL3_InitFontsTexture();
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void ImGui_ImplGlfwGL3_Shutdown();
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void ImGui_ImplGlfwGL3_NewFrame();
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// Use if you want to reset your rendering device without losing ImGui state.
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void ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
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bool ImGui_ImplGlfwGL3_CreateDeviceObjects();
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// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
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// Provided here if you want to chain callbacks.
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// You can also handle inputs yourself and use those as a reference.
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@ -32,7 +32,6 @@ int main(int argc, char** argv)
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//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
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//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
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//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
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ImGui_ImplGlfwGL3_InitFontsTexture();
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bool show_test_window = true;
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bool show_another_window = false;
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@ -18,7 +18,7 @@ static GLFWwindow* g_Window = NULL;
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static double g_Time = 0.0f;
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static bool g_MousePressed[3] = { false, false, false };
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static float g_MouseWheel = 0.0f;
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static bool g_FontTextureLoaded = false;
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static GLuint g_FontTexture = 0;
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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@ -125,25 +125,36 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
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io.AddInputCharacter((unsigned short)c);
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}
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void ImGui_ImplGlfw_InitFontsTexture()
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bool ImGui_ImplGlfw_CreateDeviceObjects()
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{
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ImGuiIO& io = ImGui::GetIO();
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// Build texture
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
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GLuint tex_id;
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glGenTextures(1, &tex_id);
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glBindTexture(GL_TEXTURE_2D, tex_id);
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// Create texture
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glGenTextures(1, &g_FontTexture);
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
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// Store our identifier
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io.Fonts->TexID = (void *)(intptr_t)tex_id;
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io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
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g_FontTextureLoaded = true;
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return true;
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}
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void ImGui_ImplGlfw_InvalidateDeviceObjects()
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{
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if (g_FontTexture)
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{
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glDeleteTextures(1, &g_FontTexture);
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ImGui::GetIO().Fonts->TexID = 0;
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g_FontTexture = 0;
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}
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}
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bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
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@ -189,18 +200,14 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
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void ImGui_ImplGlfw_Shutdown()
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{
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if (GLuint tex_id = (GLuint)(intptr_t)ImGui::GetIO().Fonts->TexID)
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{
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glDeleteTextures(1, &tex_id);
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ImGui::GetIO().Fonts->TexID = 0;
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}
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ImGui_ImplGlfw_InvalidateDeviceObjects();
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ImGui::Shutdown();
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}
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void ImGui_ImplGlfw_NewFrame()
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{
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if (!g_FontTextureLoaded)
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ImGui_ImplGlfw_InitFontsTexture();
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if (!g_FontTexture)
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ImGui_ImplGlfw_CreateDeviceObjects();
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ImGuiIO& io = ImGui::GetIO();
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@ -4,10 +4,13 @@
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struct GLFWwindow;
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bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks);
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void ImGui_ImplGlfw_InitFontsTexture();
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void ImGui_ImplGlfw_Shutdown();
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void ImGui_ImplGlfw_NewFrame();
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// Use if you want to reset your rendering device without losing ImGui state.
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void ImGui_ImplGlfw_InvalidateDeviceObjects();
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bool ImGui_ImplGlfw_CreateDeviceObjects();
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// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
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// Provided here if you want to chain callbacks.
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// You can also handle inputs yourself and use those as a reference.
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@ -27,7 +27,6 @@ int main(int argc, char** argv)
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//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
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//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
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//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
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ImGui_ImplGlfw_InitFontsTexture();
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bool show_test_window = true;
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bool show_another_window = false;
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