mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-18 14:16:36 +00:00
Examples: GL2: rename functions to include GL2 in name
This commit is contained in:
parent
d165817880
commit
7d1f2c0dc5
@ -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)
|
// 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:
|
// 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)
|
// - 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)
|
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
@ -126,18 +126,18 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
|
|||||||
glfwSetClipboardString((GLFWwindow*)user_data, 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)
|
if (action == GLFW_PRESS && button >= 0 && button < 3)
|
||||||
g_MousePressed[button] = true;
|
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.
|
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();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
if (action == GLFW_PRESS)
|
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];
|
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();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
if (c > 0 && c < 0x10000)
|
if (c > 0 && c < 0x10000)
|
||||||
io.AddInputCharacter((unsigned short)c);
|
io.AddInputCharacter((unsigned short)c);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool ImGui_ImplGlfw_CreateDeviceObjects()
|
bool ImGui_ImplGlfwGL2_CreateDeviceObjects()
|
||||||
{
|
{
|
||||||
// Build texture atlas
|
// Build texture atlas
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
@ -185,7 +185,7 @@ bool ImGui_ImplGlfw_CreateDeviceObjects()
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void ImGui_ImplGlfw_InvalidateDeviceObjects()
|
void ImGui_ImplGlfwGL2_InvalidateDeviceObjects()
|
||||||
{
|
{
|
||||||
if (g_FontTexture)
|
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;
|
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_Y] = GLFW_KEY_Y;
|
||||||
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
|
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.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
|
||||||
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
|
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
|
||||||
io.ClipboardUserData = g_Window;
|
io.ClipboardUserData = g_Window;
|
||||||
@ -230,25 +230,25 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
|
|||||||
|
|
||||||
if (install_callbacks)
|
if (install_callbacks)
|
||||||
{
|
{
|
||||||
glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback);
|
||||||
glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback);
|
||||||
glfwSetKeyCallback(window, ImGui_ImplGlFw_KeyCallback);
|
glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback);
|
||||||
glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
|
glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback);
|
||||||
}
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void ImGui_ImplGlfw_Shutdown()
|
void ImGui_ImplGlfwGL2_Shutdown()
|
||||||
{
|
{
|
||||||
ImGui_ImplGlfw_InvalidateDeviceObjects();
|
ImGui_ImplGlfwGL2_InvalidateDeviceObjects();
|
||||||
ImGui::Shutdown();
|
ImGui::Shutdown();
|
||||||
}
|
}
|
||||||
|
|
||||||
void ImGui_ImplGlfw_NewFrame()
|
void ImGui_ImplGlfwGL2_NewFrame()
|
||||||
{
|
{
|
||||||
if (!g_FontTexture)
|
if (!g_FontTexture)
|
||||||
ImGui_ImplGlfw_CreateDeviceObjects();
|
ImGui_ImplGlfwGL2_CreateDeviceObjects();
|
||||||
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
|
||||||
|
@ -12,18 +12,17 @@
|
|||||||
|
|
||||||
struct GLFWwindow;
|
struct GLFWwindow;
|
||||||
|
|
||||||
IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks);
|
IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks);
|
||||||
IMGUI_API void ImGui_ImplGlfw_Shutdown();
|
IMGUI_API void ImGui_ImplGlfwGL2_Shutdown();
|
||||||
IMGUI_API void ImGui_ImplGlfw_NewFrame();
|
IMGUI_API void ImGui_ImplGlfwGL2_NewFrame();
|
||||||
|
|
||||||
// Use if you want to reset your rendering device without losing ImGui state.
|
// Use if you want to reset your rendering device without losing ImGui state.
|
||||||
IMGUI_API void ImGui_ImplGlfw_InvalidateDeviceObjects();
|
IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects();
|
||||||
IMGUI_API bool ImGui_ImplGlfw_CreateDeviceObjects();
|
IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects();
|
||||||
|
|
||||||
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
|
// GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization)
|
||||||
// Provided here if you want to chain callbacks.
|
// Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference.
|
||||||
// You can 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_ImplGlfw_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_ImplGlfw_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_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
IMGUI_API void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c);
|
||||||
IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
|
|
||||||
|
@ -22,7 +22,7 @@ int main(int, char**)
|
|||||||
glfwSwapInterval(1); // Enable vsync
|
glfwSwapInterval(1); // Enable vsync
|
||||||
|
|
||||||
// Setup ImGui binding
|
// Setup ImGui binding
|
||||||
ImGui_ImplGlfw_Init(window, true);
|
ImGui_ImplGlfwGL2_Init(window, true);
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
|
// (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))
|
while (!glfwWindowShouldClose(window))
|
||||||
{
|
{
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
ImGui_ImplGlfw_NewFrame();
|
ImGui_ImplGlfwGL2_NewFrame();
|
||||||
|
|
||||||
// 1. Show a simple 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"
|
// 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
|
// Cleanup
|
||||||
ImGui_ImplGlfw_Shutdown();
|
ImGui_ImplGlfwGL2_Shutdown();
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
|
@ -117,7 +117,7 @@ static void ImGui_ImplSdl_SetClipboardText(void*, const char* text)
|
|||||||
SDL_SetClipboardText(text);
|
SDL_SetClipboardText(text);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
|
bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
|
||||||
{
|
{
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
switch (event->type)
|
switch (event->type)
|
||||||
@ -157,7 +157,7 @@ bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool ImGui_ImplSdl_CreateDeviceObjects()
|
bool ImGui_ImplSdlGL2_CreateDeviceObjects()
|
||||||
{
|
{
|
||||||
// Build texture atlas
|
// Build texture atlas
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
@ -184,7 +184,7 @@ bool ImGui_ImplSdl_CreateDeviceObjects()
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void ImGui_ImplSdl_InvalidateDeviceObjects()
|
void ImGui_ImplSdlGL2_InvalidateDeviceObjects()
|
||||||
{
|
{
|
||||||
if (g_FontTexture)
|
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();
|
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_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;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void ImGui_ImplSdl_Shutdown()
|
void ImGui_ImplSdlGL2_Shutdown()
|
||||||
{
|
{
|
||||||
ImGui_ImplSdl_InvalidateDeviceObjects();
|
ImGui_ImplSdlGL2_InvalidateDeviceObjects();
|
||||||
ImGui::Shutdown();
|
ImGui::Shutdown();
|
||||||
}
|
}
|
||||||
|
|
||||||
void ImGui_ImplSdl_NewFrame(SDL_Window *window)
|
void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
|
||||||
{
|
{
|
||||||
if (!g_FontTexture)
|
if (!g_FontTexture)
|
||||||
ImGui_ImplSdl_CreateDeviceObjects();
|
ImGui_ImplSdlGL2_CreateDeviceObjects();
|
||||||
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
|
||||||
|
@ -9,11 +9,11 @@
|
|||||||
struct SDL_Window;
|
struct SDL_Window;
|
||||||
typedef union SDL_Event SDL_Event;
|
typedef union SDL_Event SDL_Event;
|
||||||
|
|
||||||
IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window* window);
|
IMGUI_API bool ImGui_ImplSdlGL2_Init(SDL_Window* window);
|
||||||
IMGUI_API void ImGui_ImplSdl_Shutdown();
|
IMGUI_API void ImGui_ImplSdlGL2_Shutdown();
|
||||||
IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window* window);
|
IMGUI_API void ImGui_ImplSdlGL2_NewFrame(SDL_Window* window);
|
||||||
IMGUI_API bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event);
|
IMGUI_API bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event);
|
||||||
|
|
||||||
// Use if you want to reset your rendering device without losing ImGui state.
|
// Use if you want to reset your rendering device without losing ImGui state.
|
||||||
IMGUI_API void ImGui_ImplSdl_InvalidateDeviceObjects();
|
IMGUI_API void ImGui_ImplSdlGL2_InvalidateDeviceObjects();
|
||||||
IMGUI_API bool ImGui_ImplSdl_CreateDeviceObjects();
|
IMGUI_API bool ImGui_ImplSdlGL2_CreateDeviceObjects();
|
||||||
|
@ -28,7 +28,7 @@ int main(int, char**)
|
|||||||
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
|
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
|
||||||
|
|
||||||
// Setup ImGui binding
|
// Setup ImGui binding
|
||||||
ImGui_ImplSdl_Init(window);
|
ImGui_ImplSdlGL2_Init(window);
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
|
// (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;
|
SDL_Event event;
|
||||||
while (SDL_PollEvent(&event))
|
while (SDL_PollEvent(&event))
|
||||||
{
|
{
|
||||||
ImGui_ImplSdl_ProcessEvent(&event);
|
ImGui_ImplSdlGL2_ProcessEvent(&event);
|
||||||
if (event.type == SDL_QUIT)
|
if (event.type == SDL_QUIT)
|
||||||
done = true;
|
done = true;
|
||||||
}
|
}
|
||||||
ImGui_ImplSdl_NewFrame(window);
|
ImGui_ImplSdlGL2_NewFrame(window);
|
||||||
|
|
||||||
// 1. Show a simple 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"
|
// 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
|
// Cleanup
|
||||||
ImGui_ImplSdl_Shutdown();
|
ImGui_ImplSdlGL2_Shutdown();
|
||||||
SDL_GL_DeleteContext(glcontext);
|
SDL_GL_DeleteContext(glcontext);
|
||||||
SDL_DestroyWindow(window);
|
SDL_DestroyWindow(window);
|
||||||
SDL_Quit();
|
SDL_Quit();
|
||||||
|
Loading…
Reference in New Issue
Block a user