diff --git a/examples/opengl2_example/imgui_impl_glfw.cpp b/examples/opengl2_example/imgui_impl_glfw.cpp index 4fe957cb..a1129d48 100644 --- a/examples/opengl2_example/imgui_impl_glfw.cpp +++ b/examples/opengl2_example/imgui_impl_glfw.cpp @@ -33,7 +33,7 @@ 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) // 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_ImplGlfw_RenderDrawLists(ImDrawData* draw_data) +void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) ImGuiIO& io = ImGui::GetIO(); @@ -126,18 +126,18 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) glfwSetClipboardString((GLFWwindow*)user_data, text); } -void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) { if (action == GLFW_PRESS && button >= 0 && button < 3) g_MousePressed[button] = true; } -void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset) +void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset) { g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines. } -void ImGui_ImplGlFw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods) { ImGuiIO& io = ImGui::GetIO(); if (action == GLFW_PRESS) @@ -152,14 +152,14 @@ void ImGui_ImplGlFw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; } -void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) +void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c) { ImGuiIO& io = ImGui::GetIO(); if (c > 0 && c < 0x10000) io.AddInputCharacter((unsigned short)c); } -bool ImGui_ImplGlfw_CreateDeviceObjects() +bool ImGui_ImplGlfwGL2_CreateDeviceObjects() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); @@ -185,7 +185,7 @@ bool ImGui_ImplGlfw_CreateDeviceObjects() return true; } -void ImGui_ImplGlfw_InvalidateDeviceObjects() +void ImGui_ImplGlfwGL2_InvalidateDeviceObjects() { if (g_FontTexture) { @@ -195,7 +195,7 @@ void ImGui_ImplGlfw_InvalidateDeviceObjects() } } -bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) +bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) { g_Window = window; @@ -220,7 +220,7 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; - io.RenderDrawListsFn = ImGui_ImplGlfw_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. + io.RenderDrawListsFn = ImGui_ImplGlfwGL2_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; io.ClipboardUserData = g_Window; @@ -230,25 +230,25 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) if (install_callbacks) { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlFw_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback); } return true; } -void ImGui_ImplGlfw_Shutdown() +void ImGui_ImplGlfwGL2_Shutdown() { - ImGui_ImplGlfw_InvalidateDeviceObjects(); + ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); ImGui::Shutdown(); } -void ImGui_ImplGlfw_NewFrame() +void ImGui_ImplGlfwGL2_NewFrame() { if (!g_FontTexture) - ImGui_ImplGlfw_CreateDeviceObjects(); + ImGui_ImplGlfwGL2_CreateDeviceObjects(); ImGuiIO& io = ImGui::GetIO(); diff --git a/examples/opengl2_example/imgui_impl_glfw.h b/examples/opengl2_example/imgui_impl_glfw.h index 07dd96f0..470863af 100644 --- a/examples/opengl2_example/imgui_impl_glfw.h +++ b/examples/opengl2_example/imgui_impl_glfw.h @@ -12,18 +12,17 @@ struct GLFWwindow; -IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); -IMGUI_API void ImGui_ImplGlfw_Shutdown(); -IMGUI_API void ImGui_ImplGlfw_NewFrame(); +IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks); +IMGUI_API void ImGui_ImplGlfwGL2_Shutdown(); +IMGUI_API void ImGui_ImplGlfwGL2_NewFrame(); // Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplGlfw_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplGlfw_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); +IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects(); -// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) -// Provided here if you want to chain callbacks. -// You can also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); +// GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization) +// Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference. +IMGUI_API void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp index aa0816f9..2c5bd569 100644 --- a/examples/opengl2_example/main.cpp +++ b/examples/opengl2_example/main.cpp @@ -22,7 +22,7 @@ int main(int, char**) glfwSwapInterval(1); // Enable vsync // Setup ImGui binding - ImGui_ImplGlfw_Init(window, true); + ImGui_ImplGlfwGL2_Init(window, true); // Load Fonts // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details) @@ -42,7 +42,7 @@ int main(int, char**) while (!glfwWindowShouldClose(window)) { glfwPollEvents(); - ImGui_ImplGlfw_NewFrame(); + ImGui_ImplGlfwGL2_NewFrame(); // 1. Show a simple window // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" @@ -84,7 +84,7 @@ int main(int, char**) } // Cleanup - ImGui_ImplGlfw_Shutdown(); + ImGui_ImplGlfwGL2_Shutdown(); glfwTerminate(); return 0; diff --git a/examples/sdl_opengl2_example/imgui_impl_sdl.cpp b/examples/sdl_opengl2_example/imgui_impl_sdl.cpp index cef10e72..784d90ae 100644 --- a/examples/sdl_opengl2_example/imgui_impl_sdl.cpp +++ b/examples/sdl_opengl2_example/imgui_impl_sdl.cpp @@ -117,7 +117,7 @@ static void ImGui_ImplSdl_SetClipboardText(void*, const char* text) SDL_SetClipboardText(text); } -bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event) +bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event) { ImGuiIO& io = ImGui::GetIO(); switch (event->type) @@ -157,7 +157,7 @@ bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event) return false; } -bool ImGui_ImplSdl_CreateDeviceObjects() +bool ImGui_ImplSdlGL2_CreateDeviceObjects() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); @@ -184,7 +184,7 @@ bool ImGui_ImplSdl_CreateDeviceObjects() return true; } -void ImGui_ImplSdl_InvalidateDeviceObjects() +void ImGui_ImplSdlGL2_InvalidateDeviceObjects() { if (g_FontTexture) { @@ -194,7 +194,7 @@ void ImGui_ImplSdl_InvalidateDeviceObjects() } } -bool ImGui_ImplSdl_Init(SDL_Window* window) +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. @@ -234,16 +234,16 @@ bool ImGui_ImplSdl_Init(SDL_Window* window) return true; } -void ImGui_ImplSdl_Shutdown() +void ImGui_ImplSdlGL2_Shutdown() { - ImGui_ImplSdl_InvalidateDeviceObjects(); + ImGui_ImplSdlGL2_InvalidateDeviceObjects(); ImGui::Shutdown(); } -void ImGui_ImplSdl_NewFrame(SDL_Window *window) +void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window) { if (!g_FontTexture) - ImGui_ImplSdl_CreateDeviceObjects(); + ImGui_ImplSdlGL2_CreateDeviceObjects(); ImGuiIO& io = ImGui::GetIO(); diff --git a/examples/sdl_opengl2_example/imgui_impl_sdl.h b/examples/sdl_opengl2_example/imgui_impl_sdl.h index a322bf2d..65b2bd99 100644 --- a/examples/sdl_opengl2_example/imgui_impl_sdl.h +++ b/examples/sdl_opengl2_example/imgui_impl_sdl.h @@ -9,11 +9,11 @@ struct SDL_Window; typedef union SDL_Event SDL_Event; -IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window* window); -IMGUI_API void ImGui_ImplSdl_Shutdown(); -IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window* window); -IMGUI_API bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event); +IMGUI_API bool ImGui_ImplSdlGL2_Init(SDL_Window* window); +IMGUI_API void ImGui_ImplSdlGL2_Shutdown(); +IMGUI_API void ImGui_ImplSdlGL2_NewFrame(SDL_Window* window); +IMGUI_API bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event); // Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplSdl_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplSdl_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplSdlGL2_InvalidateDeviceObjects(); +IMGUI_API bool ImGui_ImplSdlGL2_CreateDeviceObjects(); diff --git a/examples/sdl_opengl2_example/main.cpp b/examples/sdl_opengl2_example/main.cpp index 53e428ba..d6f31845 100644 --- a/examples/sdl_opengl2_example/main.cpp +++ b/examples/sdl_opengl2_example/main.cpp @@ -28,7 +28,7 @@ int main(int, char**) SDL_GLContext glcontext = SDL_GL_CreateContext(window); // Setup ImGui binding - ImGui_ImplSdl_Init(window); + ImGui_ImplSdlGL2_Init(window); // Load Fonts // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details) @@ -51,11 +51,11 @@ int main(int, char**) SDL_Event event; while (SDL_PollEvent(&event)) { - ImGui_ImplSdl_ProcessEvent(&event); + ImGui_ImplSdlGL2_ProcessEvent(&event); if (event.type == SDL_QUIT) done = true; } - ImGui_ImplSdl_NewFrame(window); + ImGui_ImplSdlGL2_NewFrame(window); // 1. Show a simple window // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" @@ -95,7 +95,7 @@ int main(int, char**) } // Cleanup - ImGui_ImplSdl_Shutdown(); + ImGui_ImplSdlGL2_Shutdown(); SDL_GL_DeleteContext(glcontext); SDL_DestroyWindow(window); SDL_Quit();