Merge branch 'master' into navigation

This commit is contained in:
omar 2018-02-05 23:14:42 +01:00
commit 7e1496e994
4 changed files with 40 additions and 34 deletions

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@ -24,7 +24,7 @@
#include "imgui_impl_sdl_gl2.h" #include "imgui_impl_sdl_gl2.h"
// Data // Data
static double g_Time = 0.0f; static Uint64 g_Time = 0;
static bool g_MousePressed[3] = { false, false, false }; static bool g_MousePressed[3] = { false, false, false };
static GLuint g_FontTexture = 0; static GLuint g_FontTexture = 0;
@ -154,7 +154,8 @@ bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
case SDL_KEYDOWN: case SDL_KEYDOWN:
case SDL_KEYUP: case SDL_KEYUP:
{ {
int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK; int key = event->key.keysym.scancode;
IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
io.KeysDown[key] = (event->type == SDL_KEYDOWN); io.KeysDown[key] = (event->type == SDL_KEYDOWN);
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
@ -205,8 +206,9 @@ void ImGui_ImplSdlGL2_InvalidateDeviceObjects()
bool ImGui_ImplSdlGL2_Init(SDL_Window* window) bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
{ {
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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] = SDL_SCANCODE_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
@ -216,16 +218,16 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT; io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
io.KeyMap[ImGuiKey_A] = SDLK_a; io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
io.KeyMap[ImGuiKey_C] = SDLK_c; io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
io.KeyMap[ImGuiKey_V] = SDLK_v; io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
io.KeyMap[ImGuiKey_X] = SDLK_x; io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
io.KeyMap[ImGuiKey_Y] = SDLK_y; io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
io.KeyMap[ImGuiKey_Z] = SDLK_z; io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_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.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_ImplSdlGL2_SetClipboardText; io.SetClipboardTextFn = ImGui_ImplSdlGL2_SetClipboardText;
@ -265,10 +267,10 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
io.DisplaySize = ImVec2((float)w, (float)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); io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
// Setup time step // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
Uint32 time = SDL_GetTicks(); static Uint64 frequency = SDL_GetPerformanceFrequency();
double current_time = time / 1000.0; Uint64 current_time = SDL_GetPerformanceCounter();
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
g_Time = current_time; g_Time = current_time;
// Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler) // Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)

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@ -31,6 +31,7 @@ int main(int, char**)
SDL_GetCurrentDisplayMode(0, &current); SDL_GetCurrentDisplayMode(0, &current);
SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
SDL_GLContext glcontext = SDL_GL_CreateContext(window); SDL_GLContext glcontext = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(1); // Enable vsync
// Setup ImGui binding // Setup ImGui binding
ImGui_ImplSdlGL2_Init(window); ImGui_ImplSdlGL2_Init(window);

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@ -19,7 +19,7 @@
#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. #include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
// Data // Data
static double g_Time = 0.0f; static Uint64 g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false }; static bool g_MousePressed[3] = { false, false, false };
static GLuint g_FontTexture = 0; static GLuint g_FontTexture = 0;
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
@ -176,7 +176,8 @@ bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
case SDL_KEYDOWN: case SDL_KEYDOWN:
case SDL_KEYUP: case SDL_KEYUP:
{ {
int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK; int key = event->key.keysym.scancode;
IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
io.KeysDown[key] = (event->type == SDL_KEYDOWN); io.KeysDown[key] = (event->type == SDL_KEYDOWN);
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
@ -316,8 +317,9 @@ void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
bool ImGui_ImplSdlGL3_Init(SDL_Window* window) bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
{ {
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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] = SDL_SCANCODE_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
@ -327,16 +329,16 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT; io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
io.KeyMap[ImGuiKey_A] = SDLK_a; io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
io.KeyMap[ImGuiKey_C] = SDLK_c; io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
io.KeyMap[ImGuiKey_V] = SDLK_v; io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
io.KeyMap[ImGuiKey_X] = SDLK_x; io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
io.KeyMap[ImGuiKey_Y] = SDLK_y; io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
io.KeyMap[ImGuiKey_Z] = SDLK_z; io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText; io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;
@ -376,10 +378,10 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
io.DisplaySize = ImVec2((float)w, (float)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); io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
// Setup time step // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
Uint32 time = SDL_GetTicks(); static Uint64 frequency = SDL_GetPerformanceFrequency();
double current_time = time / 1000.0; Uint64 current_time = SDL_GetPerformanceCounter();
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
g_Time = current_time; g_Time = current_time;
// Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler) // Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)

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@ -30,6 +30,7 @@ int main(int, char**)
SDL_GetCurrentDisplayMode(0, &current); SDL_GetCurrentDisplayMode(0, &current);
SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
SDL_GLContext glcontext = SDL_GL_CreateContext(window); SDL_GLContext glcontext = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(1); // Enable vsync
gl3wInit(); gl3wInit();
// Setup ImGui binding // Setup ImGui binding