Examples: Rename global to be more consistent

This commit is contained in:
ocornut 2015-03-09 12:02:34 +00:00
parent d829852391
commit 99ed567577
2 changed files with 53 additions and 53 deletions

View File

@ -14,13 +14,13 @@
#include <GLFW/glfw3native.h>
#endif
static GLFWwindow* GWindow = NULL;
static bool GMousePressed[3] = { false, false, false };
static float GMouseWheel = 0.0f;
static double GTime = 0.0f;
static bool GFontTextureLoaded = false;
static GLFWwindow* g_window = NULL;
static bool g_mouse_pressed[3] = { false, false, false };
static float g_mouse_wheel = 0.0f;
static double g_time = 0.0f;
static bool g_font_texture_loaded = false;
// Shader variables
// Handles for OpenGL3 rendering
static int g_shader_handle = 0, g_vert_handle = 0, g_frag_handle = 0;
static int g_texture_location = 0, g_proj_mtx_location = 0;
static int g_position_location = 0, g_uv_location = 0, g_colour_location = 0;
@ -109,23 +109,23 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
static const char* ImGui_ImplGlfwGL3_GetClipboardText()
{
return glfwGetClipboardString(GWindow);
return glfwGetClipboardString(g_window);
}
static void ImGui_ImplGlfwGL3_SetClipboardText(const char* text)
{
glfwSetClipboardString(GWindow, text);
glfwSetClipboardString(g_window, text);
}
void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{
if (action == GLFW_PRESS && button >= 0 && button < 3)
GMousePressed[button] = true;
g_mouse_pressed[button] = true;
}
void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{
GMouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
g_mouse_wheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
@ -164,7 +164,7 @@ void ImGui_ImplGlfwGL3_LoadFontsTexture()
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)tex_id;
GFontTextureLoaded = true;
g_font_texture_loaded = true;
}
static void InitGL()
@ -236,7 +236,7 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
{
InitGL();
GWindow = window;
g_window = window;
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
@ -261,7 +261,7 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
#ifdef _MSC_VER
io.ImeWindowHandle = glfwGetWin32Window(GWindow);
io.ImeWindowHandle = glfwGetWin32Window(g_window);
#endif
if (install_callbacks)
@ -304,7 +304,7 @@ void ImGui_ImplGlfwGL3_Shutdown()
void ImGui_ImplGlfwGL3_NewFrame()
{
if (!GFontTextureLoaded)
if (!g_font_texture_loaded)
ImGui_ImplGlfwGL3_LoadFontsTexture();
ImGuiIO& io = ImGui::GetIO();
@ -312,32 +312,32 @@ void ImGui_ImplGlfwGL3_NewFrame()
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
glfwGetWindowSize(GWindow, &w, &h);
glfwGetFramebufferSize(GWindow, &display_w, &display_h);
glfwGetWindowSize(g_window, &w, &h);
glfwGetFramebufferSize(g_window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)display_w, (float)display_h);
// Setup time step
double current_time = glfwGetTime();
io.DeltaTime = GTime > 0.0 ? (float)(current_time - GTime) : (float)(1.0f/60.0f);
GTime = current_time;
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 glfw callbacks polled in glfwPollEvents())
double mouse_x, mouse_y;
glfwGetCursorPos(GWindow, &mouse_x, &mouse_y);
glfwGetCursorPos(g_window, &mouse_x, &mouse_y);
mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
mouse_y *= (float)display_h / h;
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MouseDown[0] = GMousePressed[0] || glfwGetMouseButton(GWindow, GLFW_MOUSE_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] = GMousePressed[1] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_RIGHT) != 0;
io.MouseDown[2] = GMousePressed[2] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_MIDDLE) != 0;
GMousePressed[0] = false;
GMousePressed[1] = false;
GMousePressed[2] = false;
io.MouseDown[0] = g_mouse_pressed[0] || glfwGetMouseButton(g_window, GLFW_MOUSE_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_mouse_pressed[1] || glfwGetMouseButton(g_window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
io.MouseDown[2] = g_mouse_pressed[2] || glfwGetMouseButton(g_window, GLFW_MOUSE_BUTTON_MIDDLE) != 0;
g_mouse_pressed[0] = false;
g_mouse_pressed[1] = false;
g_mouse_pressed[2] = false;
io.MouseWheel = GMouseWheel;
GMouseWheel = 0.0f;
io.MouseWheel = g_mouse_wheel;
g_mouse_wheel = 0.0f;
// Start the frame
ImGui::NewFrame();

View File

@ -13,11 +13,11 @@
#include <GLFW/glfw3native.h>
#endif
static GLFWwindow* GWindow = NULL;
static bool GMousePressed[3] = { false, false, false };
static float GMouseWheel = 0.0f;
static double GTime = 0.0f;
static bool GFontTextureLoaded = false;
static GLFWwindow* g_window = NULL;
static bool g_mouse_pressed[3] = { false, false, false };
static float g_mouse_wheel = 0.0f;
static double g_time = 0.0f;
static bool g_font_texture_loaded = false;
// 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:
@ -87,23 +87,23 @@ static void ImGui_ImplGlfw_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
static const char* ImGui_ImplGlfw_GetClipboardText()
{
return glfwGetClipboardString(GWindow);
return glfwGetClipboardString(g_window);
}
static void ImGui_ImplGlfw_SetClipboardText(const char* text)
{
glfwSetClipboardString(GWindow, text);
glfwSetClipboardString(g_window, text);
}
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{
if (action == GLFW_PRESS && button >= 0 && button < 3)
GMousePressed[button] = true;
g_mouse_pressed[button] = true;
}
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{
GMouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
g_mouse_wheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
@ -142,12 +142,12 @@ void ImGui_ImplGlfw_LoadFontsTexture()
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)tex_id;
GFontTextureLoaded = true;
g_font_texture_loaded = true;
}
bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
{
GWindow = window;
g_window = window;
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
@ -172,7 +172,7 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
#ifdef _MSC_VER
io.ImeWindowHandle = glfwGetWin32Window(GWindow);
io.ImeWindowHandle = glfwGetWin32Window(g_window);
#endif
if (install_callbacks)
@ -199,7 +199,7 @@ void ImGui_ImplGlfw_Shutdown()
void ImGui_ImplGlfw_NewFrame()
{
if (!GFontTextureLoaded)
if (!g_font_texture_loaded)
ImGui_ImplGlfw_LoadFontsTexture();
ImGuiIO& io = ImGui::GetIO();
@ -207,32 +207,32 @@ void ImGui_ImplGlfw_NewFrame()
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
glfwGetWindowSize(GWindow, &w, &h);
glfwGetFramebufferSize(GWindow, &display_w, &display_h);
glfwGetWindowSize(g_window, &w, &h);
glfwGetFramebufferSize(g_window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)display_w, (float)display_h);
// Setup time step
double current_time = glfwGetTime();
io.DeltaTime = GTime > 0.0 ? (float)(current_time - GTime) : (float)(1.0f/60.0f);
GTime = current_time;
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 glfw callbacks polled in glfwPollEvents())
double mouse_x, mouse_y;
glfwGetCursorPos(GWindow, &mouse_x, &mouse_y);
glfwGetCursorPos(g_window, &mouse_x, &mouse_y);
mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
mouse_y *= (float)display_h / h;
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MouseDown[0] = GMousePressed[0] || glfwGetMouseButton(GWindow, GLFW_MOUSE_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] = GMousePressed[1] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_RIGHT) != 0;
io.MouseDown[2] = GMousePressed[2] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_MIDDLE) != 0;
GMousePressed[0] = false;
GMousePressed[1] = false;
GMousePressed[2] = false;
io.MouseDown[0] = g_mouse_pressed[0] || glfwGetMouseButton(g_window, GLFW_MOUSE_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_mouse_pressed[1] || glfwGetMouseButton(g_window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
io.MouseDown[2] = g_mouse_pressed[2] || glfwGetMouseButton(g_window, GLFW_MOUSE_BUTTON_MIDDLE) != 0;
g_mouse_pressed[0] = false;
g_mouse_pressed[1] = false;
g_mouse_pressed[2] = false;
io.MouseWheel = GMouseWheel;
GMouseWheel = 0.0f;
io.MouseWheel = g_mouse_wheel;
g_mouse_wheel = 0.0f;
// Start the frame
ImGui::NewFrame();