Examples: GL2: rename functions to include GL2 in name

This commit is contained in:
omar 2017-09-01 16:45:31 +02:00
parent d165817880
commit 7d1f2c0dc5
6 changed files with 49 additions and 50 deletions

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@ -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();

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@ -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);

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@ -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;

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@ -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();

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@ -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();

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@ -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();