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	Examples: SDL+GL2: Renamed imgui_impl_sdl.* to imgui_impl_sdl_gl2.* for consistency and to emphasis on GL2-ness.
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| // ImGui SDL2 binding with OpenGL (legacy, fixed pipeline) | ||||
| // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. | ||||
| // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) | ||||
|  | ||||
| // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** | ||||
| // **Prefer using the code in the sdl_opengl3_example/ folder** | ||||
| // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. | ||||
| // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more | ||||
| // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might | ||||
| // confuse your GPU driver.  | ||||
| // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. | ||||
|  | ||||
| // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. | ||||
| // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). | ||||
| // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. | ||||
| // https://github.com/ocornut/imgui | ||||
|  | ||||
| #include <SDL.h> | ||||
| #include <SDL_syswm.h> | ||||
| #include <SDL_opengl.h> | ||||
| #include <imgui.h> | ||||
| #include "imgui_impl_sdl_gl2.h" | ||||
|  | ||||
| // Data | ||||
| static double       g_Time = 0.0f; | ||||
| static bool         g_MousePressed[3] = { false, false, false }; | ||||
| static float        g_MouseWheel = 0.0f; | ||||
| static GLuint       g_FontTexture = 0; | ||||
|  | ||||
| // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) | ||||
| // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.  | ||||
| // If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) | ||||
| void ImGui_ImplSdlGL2_RenderDrawLists(ImDrawData* draw_data) | ||||
| { | ||||
|     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|     int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); | ||||
|     int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); | ||||
|     if (fb_width == 0 || fb_height == 0) | ||||
|         return; | ||||
|     draw_data->ScaleClipRects(io.DisplayFramebufferScale); | ||||
|  | ||||
|     // We are using the OpenGL fixed pipeline to make the example code simpler to read! | ||||
|     // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. | ||||
|     GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | ||||
|     GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); | ||||
|     GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); | ||||
|     GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);  | ||||
|     glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); | ||||
|     glEnable(GL_BLEND); | ||||
|     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||||
|     glDisable(GL_CULL_FACE); | ||||
|     glDisable(GL_DEPTH_TEST); | ||||
|     glEnable(GL_SCISSOR_TEST); | ||||
|     glEnableClientState(GL_VERTEX_ARRAY); | ||||
|     glEnableClientState(GL_TEXTURE_COORD_ARRAY); | ||||
|     glEnableClientState(GL_COLOR_ARRAY); | ||||
|     glEnable(GL_TEXTURE_2D); | ||||
|     glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); | ||||
|     //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound | ||||
|  | ||||
|     // Setup viewport, orthographic projection matrix | ||||
|     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); | ||||
|     glMatrixMode(GL_PROJECTION); | ||||
|     glPushMatrix(); | ||||
|     glLoadIdentity(); | ||||
|     glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); | ||||
|     glMatrixMode(GL_MODELVIEW); | ||||
|     glPushMatrix(); | ||||
|     glLoadIdentity(); | ||||
|  | ||||
|     // Render command lists | ||||
|     for (int n = 0; n < draw_data->CmdListsCount; n++) | ||||
|     { | ||||
|         const ImDrawList* cmd_list = draw_data->CmdLists[n]; | ||||
|         const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; | ||||
|         const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; | ||||
|         glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); | ||||
|         glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); | ||||
|         glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); | ||||
|  | ||||
|         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) | ||||
|         { | ||||
|             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; | ||||
|             if (pcmd->UserCallback) | ||||
|             { | ||||
|                 pcmd->UserCallback(cmd_list, pcmd); | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); | ||||
|                 glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); | ||||
|                 glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); | ||||
|             } | ||||
|             idx_buffer += pcmd->ElemCount; | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     // Restore modified state | ||||
|     glDisableClientState(GL_COLOR_ARRAY); | ||||
|     glDisableClientState(GL_TEXTURE_COORD_ARRAY); | ||||
|     glDisableClientState(GL_VERTEX_ARRAY); | ||||
|     glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); | ||||
|     glMatrixMode(GL_MODELVIEW); | ||||
|     glPopMatrix(); | ||||
|     glMatrixMode(GL_PROJECTION); | ||||
|     glPopMatrix(); | ||||
|     glPopAttrib(); | ||||
|     glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); | ||||
|     glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); | ||||
|     glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); | ||||
| } | ||||
|  | ||||
| static const char* ImGui_ImplSdl_GetClipboardText(void*) | ||||
| { | ||||
|     return SDL_GetClipboardText(); | ||||
| } | ||||
|  | ||||
| static void ImGui_ImplSdl_SetClipboardText(void*, const char* text) | ||||
| { | ||||
|     SDL_SetClipboardText(text); | ||||
| } | ||||
|  | ||||
| // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. | ||||
| // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. | ||||
| // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. | ||||
| // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. | ||||
| bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event) | ||||
| { | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|     switch (event->type) | ||||
|     { | ||||
|     case SDL_MOUSEWHEEL: | ||||
|         { | ||||
|             if (event->wheel.y > 0) | ||||
|                 g_MouseWheel = 1; | ||||
|             if (event->wheel.y < 0) | ||||
|                 g_MouseWheel = -1; | ||||
|             return true; | ||||
|         } | ||||
|     case SDL_MOUSEBUTTONDOWN: | ||||
|         { | ||||
|             if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; | ||||
|             if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; | ||||
|             if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; | ||||
|             return true; | ||||
|         } | ||||
|     case SDL_TEXTINPUT: | ||||
|         { | ||||
|             io.AddInputCharactersUTF8(event->text.text); | ||||
|             return true; | ||||
|         } | ||||
|     case SDL_KEYDOWN: | ||||
|     case SDL_KEYUP: | ||||
|         { | ||||
|             int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK; | ||||
|             io.KeysDown[key] = (event->type == SDL_KEYDOWN); | ||||
|             io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); | ||||
|             io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); | ||||
|             io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); | ||||
|             io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); | ||||
|             return true; | ||||
|         } | ||||
|     } | ||||
|     return false; | ||||
| } | ||||
|  | ||||
| bool ImGui_ImplSdlGL2_CreateDeviceObjects() | ||||
| { | ||||
|     // Build texture atlas | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|     unsigned char* pixels; | ||||
|     int width, height; | ||||
|     io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height); | ||||
|  | ||||
|     // Upload texture to graphics system | ||||
|     GLint last_texture; | ||||
|     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | ||||
|     glGenTextures(1, &g_FontTexture); | ||||
|     glBindTexture(GL_TEXTURE_2D, g_FontTexture); | ||||
|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | ||||
|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||||
|     glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); | ||||
|     glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels); | ||||
|  | ||||
|     // Store our identifier | ||||
|     io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; | ||||
|  | ||||
|     // Restore state | ||||
|     glBindTexture(GL_TEXTURE_2D, last_texture); | ||||
|  | ||||
|     return true; | ||||
| } | ||||
|  | ||||
| void    ImGui_ImplSdlGL2_InvalidateDeviceObjects() | ||||
| { | ||||
|     if (g_FontTexture) | ||||
|     { | ||||
|         glDeleteTextures(1, &g_FontTexture); | ||||
|         ImGui::GetIO().Fonts->TexID = 0; | ||||
|         g_FontTexture = 0; | ||||
|     } | ||||
| } | ||||
|  | ||||
| bool    ImGui_ImplSdlGL2_Init(SDL_Window* window) | ||||
| { | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|     io.KeyMap[ImGuiKey_Tab] = SDLK_TAB;                     // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. | ||||
|     io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; | ||||
|     io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; | ||||
|     io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; | ||||
|     io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; | ||||
|     io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; | ||||
|     io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; | ||||
|     io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; | ||||
|     io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; | ||||
|     io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT; | ||||
|     io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; | ||||
|     io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; | ||||
|     io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; | ||||
|     io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; | ||||
|     io.KeyMap[ImGuiKey_A] = SDLK_a; | ||||
|     io.KeyMap[ImGuiKey_C] = SDLK_c; | ||||
|     io.KeyMap[ImGuiKey_V] = SDLK_v; | ||||
|     io.KeyMap[ImGuiKey_X] = SDLK_x; | ||||
|     io.KeyMap[ImGuiKey_Y] = SDLK_y; | ||||
|     io.KeyMap[ImGuiKey_Z] = SDLK_z; | ||||
|  | ||||
|     io.RenderDrawListsFn = ImGui_ImplSdlGL2_RenderDrawLists;   // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. | ||||
|     io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText; | ||||
|     io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText; | ||||
|     io.ClipboardUserData = NULL; | ||||
|  | ||||
| #ifdef _WIN32 | ||||
|     SDL_SysWMinfo wmInfo; | ||||
|     SDL_VERSION(&wmInfo.version); | ||||
|     SDL_GetWindowWMInfo(window, &wmInfo); | ||||
|     io.ImeWindowHandle = wmInfo.info.win.window; | ||||
| #else | ||||
|     (void)window; | ||||
| #endif | ||||
|  | ||||
|     return true; | ||||
| } | ||||
|  | ||||
| void ImGui_ImplSdlGL2_Shutdown() | ||||
| { | ||||
|     ImGui_ImplSdlGL2_InvalidateDeviceObjects(); | ||||
|     ImGui::Shutdown(); | ||||
| } | ||||
|  | ||||
| void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window) | ||||
| { | ||||
|     if (!g_FontTexture) | ||||
|         ImGui_ImplSdlGL2_CreateDeviceObjects(); | ||||
|  | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|  | ||||
|     // Setup display size (every frame to accommodate for window resizing) | ||||
|     int w, h; | ||||
|     int display_w, display_h; | ||||
|     SDL_GetWindowSize(window, &w, &h); | ||||
|     SDL_GL_GetDrawableSize(window, &display_w, &display_h); | ||||
|     io.DisplaySize = ImVec2((float)w, (float)h); | ||||
|     io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); | ||||
|  | ||||
|     // Setup time step | ||||
|     Uint32	time = SDL_GetTicks(); | ||||
|     double current_time = time / 1000.0; | ||||
|     io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); | ||||
|     g_Time = current_time; | ||||
|  | ||||
|     // Setup inputs | ||||
|     // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent()) | ||||
|     int mx, my; | ||||
|     Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my); | ||||
|     if (SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) | ||||
|         io.MousePos = ImVec2((float)mx, (float)my); | ||||
|     else | ||||
|         io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); | ||||
|  | ||||
|     io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0;  // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. | ||||
|     io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; | ||||
|     io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; | ||||
|     g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; | ||||
|  | ||||
|     io.MouseWheel = g_MouseWheel; | ||||
|     g_MouseWheel = 0.0f; | ||||
|  | ||||
|     // Hide OS mouse cursor if ImGui is drawing it | ||||
|     SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); | ||||
|  | ||||
|     // 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(); | ||||
| } | ||||
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