mirror of
				https://github.com/Drezil/imgui.git
				synced 2025-10-31 05:01:05 +01:00 
			
		
		
		
	Examples: SDL/OpenGL: Tabs to spaces
This commit is contained in:
		| @@ -28,162 +28,162 @@ static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; | ||||
| // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) | ||||
| void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) | ||||
| { | ||||
| 	// Backup GL state | ||||
| 	GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); | ||||
| 	GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | ||||
| 	GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); | ||||
| 	GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); | ||||
| 	GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); | ||||
| 	GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src); | ||||
| 	GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst); | ||||
| 	GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb); | ||||
| 	GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha); | ||||
|     // Backup GL state | ||||
|     GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); | ||||
|     GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | ||||
|     GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); | ||||
|     GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); | ||||
|     GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); | ||||
|     GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src); | ||||
|     GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst); | ||||
|     GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb); | ||||
|     GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha); | ||||
|     GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); | ||||
| 	GLboolean last_enable_blend = glIsEnabled(GL_BLEND); | ||||
| 	GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); | ||||
| 	GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); | ||||
| 	GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); | ||||
|     GLboolean last_enable_blend = glIsEnabled(GL_BLEND); | ||||
|     GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); | ||||
|     GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); | ||||
|     GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); | ||||
|  | ||||
| 	// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled | ||||
| 	glEnable(GL_BLEND); | ||||
| 	glBlendEquation(GL_FUNC_ADD); | ||||
| 	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||||
| 	glDisable(GL_CULL_FACE); | ||||
| 	glDisable(GL_DEPTH_TEST); | ||||
| 	glEnable(GL_SCISSOR_TEST); | ||||
| 	glActiveTexture(GL_TEXTURE0); | ||||
|     // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled | ||||
|     glEnable(GL_BLEND); | ||||
|     glBlendEquation(GL_FUNC_ADD); | ||||
|     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||||
|     glDisable(GL_CULL_FACE); | ||||
|     glDisable(GL_DEPTH_TEST); | ||||
|     glEnable(GL_SCISSOR_TEST); | ||||
|     glActiveTexture(GL_TEXTURE0); | ||||
|  | ||||
| 	// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays) | ||||
| 	ImGuiIO& io = ImGui::GetIO(); | ||||
|     // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays) | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|     int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); | ||||
|     int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); | ||||
| 	draw_data->ScaleClipRects(io.DisplayFramebufferScale); | ||||
|     draw_data->ScaleClipRects(io.DisplayFramebufferScale); | ||||
|  | ||||
| 	// Setup orthographic projection matrix | ||||
|     // Setup orthographic projection matrix | ||||
|     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); | ||||
| 	const float ortho_projection[4][4] = | ||||
| 	{ | ||||
| 		{ 2.0f/io.DisplaySize.x, 0.0f,                   0.0f, 0.0f }, | ||||
| 		{ 0.0f,                  2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, | ||||
| 		{ 0.0f,                  0.0f,                  -1.0f, 0.0f }, | ||||
| 		{-1.0f,                  1.0f,                   0.0f, 1.0f }, | ||||
| 	}; | ||||
| 	glUseProgram(g_ShaderHandle); | ||||
| 	glUniform1i(g_AttribLocationTex, 0); | ||||
| 	glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); | ||||
| 	glBindVertexArray(g_VaoHandle); | ||||
|     const float ortho_projection[4][4] = | ||||
|     { | ||||
|         { 2.0f/io.DisplaySize.x, 0.0f,                   0.0f, 0.0f }, | ||||
|         { 0.0f,                  2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, | ||||
|         { 0.0f,                  0.0f,                  -1.0f, 0.0f }, | ||||
|         {-1.0f,                  1.0f,                   0.0f, 1.0f }, | ||||
|     }; | ||||
|     glUseProgram(g_ShaderHandle); | ||||
|     glUniform1i(g_AttribLocationTex, 0); | ||||
|     glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); | ||||
|     glBindVertexArray(g_VaoHandle); | ||||
|  | ||||
| 	for (int n = 0; n < draw_data->CmdListsCount; n++) | ||||
| 	{ | ||||
| 		const ImDrawList* cmd_list = draw_data->CmdLists[n]; | ||||
| 		const ImDrawIdx* idx_buffer_offset = 0; | ||||
|     for (int n = 0; n < draw_data->CmdListsCount; n++) | ||||
|     { | ||||
|         const ImDrawList* cmd_list = draw_data->CmdLists[n]; | ||||
|         const ImDrawIdx* idx_buffer_offset = 0; | ||||
|  | ||||
| 		glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); | ||||
| 		glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW); | ||||
|         glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); | ||||
|         glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW); | ||||
|  | ||||
| 		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); | ||||
| 		glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW); | ||||
|         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); | ||||
|         glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW); | ||||
|  | ||||
| 		for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++) | ||||
| 		{ | ||||
| 			if (pcmd->UserCallback) | ||||
| 			{ | ||||
| 				pcmd->UserCallback(cmd_list, pcmd); | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); | ||||
| 				glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); | ||||
| 				glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); | ||||
| 			} | ||||
| 			idx_buffer_offset += pcmd->ElemCount; | ||||
| 		} | ||||
| 	} | ||||
|         for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++) | ||||
|         { | ||||
|             if (pcmd->UserCallback) | ||||
|             { | ||||
|                 pcmd->UserCallback(cmd_list, pcmd); | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); | ||||
|                 glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); | ||||
|                 glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); | ||||
|             } | ||||
|             idx_buffer_offset += pcmd->ElemCount; | ||||
|         } | ||||
|     } | ||||
|  | ||||
| 	// Restore modified GL state | ||||
| 	glUseProgram(last_program); | ||||
| 	glBindTexture(GL_TEXTURE_2D, last_texture); | ||||
|     // Restore modified GL state | ||||
|     glUseProgram(last_program); | ||||
|     glBindTexture(GL_TEXTURE_2D, last_texture); | ||||
|     glBindVertexArray(last_vertex_array); | ||||
| 	glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); | ||||
| 	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); | ||||
| 	glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); | ||||
| 	glBlendFunc(last_blend_src, last_blend_dst); | ||||
| 	if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); | ||||
| 	if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); | ||||
| 	if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); | ||||
| 	if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); | ||||
|     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); | ||||
|     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); | ||||
|     glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); | ||||
|     glBlendFunc(last_blend_src, last_blend_dst); | ||||
|     if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); | ||||
|     if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); | ||||
|     if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); | ||||
|     if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); | ||||
|     glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); | ||||
| } | ||||
|  | ||||
| static const char* ImGui_ImplSdlGL3_GetClipboardText() | ||||
| { | ||||
| 	return SDL_GetClipboardText(); | ||||
|     return SDL_GetClipboardText(); | ||||
| } | ||||
|  | ||||
| static void ImGui_ImplSdlGL3_SetClipboardText(const char* text) | ||||
| { | ||||
| 	SDL_SetClipboardText(text); | ||||
|     SDL_SetClipboardText(text); | ||||
| } | ||||
|  | ||||
| bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event) | ||||
| { | ||||
| 	ImGuiIO& io = ImGui::GetIO(); | ||||
| 	switch (event->type) | ||||
| 	{ | ||||
| 	case SDL_MOUSEWHEEL: | ||||
| 	{ | ||||
| 		if (event->wheel.y > 0) | ||||
| 			g_MouseWheel = 1; | ||||
| 		if (event->wheel.y < 0) | ||||
| 			g_MouseWheel = -1; | ||||
| 		return true; | ||||
| 	} | ||||
| 	case SDL_MOUSEBUTTONDOWN: | ||||
| 	{ | ||||
| 		if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; | ||||
| 		if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; | ||||
| 		if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; | ||||
| 		return true; | ||||
| 	} | ||||
| 	case SDL_TEXTINPUT: | ||||
| 	{ | ||||
| 		ImGuiIO& io = ImGui::GetIO(); | ||||
| 		io.AddInputCharactersUTF8(event->text.text); | ||||
| 		return true; | ||||
| 	} | ||||
| 	case SDL_KEYDOWN: | ||||
| 	case SDL_KEYUP: | ||||
| 	{ | ||||
| 		int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK; | ||||
| 		io.KeysDown[key] = (event->type == SDL_KEYDOWN); | ||||
| 		io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); | ||||
| 		io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); | ||||
| 		io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); | ||||
| 		return true; | ||||
| 	} | ||||
| 	} | ||||
| 	return false; | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|     switch (event->type) | ||||
|     { | ||||
|     case SDL_MOUSEWHEEL: | ||||
|     { | ||||
|         if (event->wheel.y > 0) | ||||
|             g_MouseWheel = 1; | ||||
|         if (event->wheel.y < 0) | ||||
|             g_MouseWheel = -1; | ||||
|         return true; | ||||
|     } | ||||
|     case SDL_MOUSEBUTTONDOWN: | ||||
|     { | ||||
|         if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; | ||||
|         if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; | ||||
|         if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; | ||||
|         return true; | ||||
|     } | ||||
|     case SDL_TEXTINPUT: | ||||
|     { | ||||
|         ImGuiIO& io = ImGui::GetIO(); | ||||
|         io.AddInputCharactersUTF8(event->text.text); | ||||
|         return true; | ||||
|     } | ||||
|     case SDL_KEYDOWN: | ||||
|     case SDL_KEYUP: | ||||
|     { | ||||
|         int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK; | ||||
|         io.KeysDown[key] = (event->type == SDL_KEYDOWN); | ||||
|         io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); | ||||
|         io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); | ||||
|         io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); | ||||
|         return true; | ||||
|     } | ||||
|     } | ||||
|     return false; | ||||
| } | ||||
|  | ||||
| void ImGui_ImplSdlGL3_CreateFontsTexture() | ||||
| { | ||||
| 	// Build texture atlas | ||||
|     // Build texture atlas | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
| 	unsigned char* pixels; | ||||
| 	int width, height; | ||||
| 	io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader. | ||||
|     unsigned char* pixels; | ||||
|     int width, height; | ||||
|     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader. | ||||
|  | ||||
|     // Upload texture to graphics system | ||||
|     GLint last_texture; | ||||
|     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | ||||
| 	glGenTextures(1, &g_FontTexture); | ||||
| 	glBindTexture(GL_TEXTURE_2D, g_FontTexture); | ||||
| 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | ||||
| 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||||
| 	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); | ||||
|     glGenTextures(1, &g_FontTexture); | ||||
|     glBindTexture(GL_TEXTURE_2D, g_FontTexture); | ||||
|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | ||||
|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||||
|     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); | ||||
|  | ||||
| 	// Store our identifier | ||||
| 	io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; | ||||
|     // Store our identifier | ||||
|     io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; | ||||
|  | ||||
|     // Restore state | ||||
|     glBindTexture(GL_TEXTURE_2D, last_texture); | ||||
| @@ -191,79 +191,79 @@ void ImGui_ImplSdlGL3_CreateFontsTexture() | ||||
|  | ||||
| bool ImGui_ImplSdlGL3_CreateDeviceObjects() | ||||
| { | ||||
| 	// Backup GL state | ||||
| 	GLint last_texture, last_array_buffer, last_vertex_array; | ||||
| 	glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | ||||
| 	glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); | ||||
| 	glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); | ||||
|     // Backup GL state | ||||
|     GLint last_texture, last_array_buffer, last_vertex_array; | ||||
|     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | ||||
|     glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); | ||||
|     glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); | ||||
|  | ||||
| 	const GLchar *vertex_shader = | ||||
| 		"#version 330\n" | ||||
| 		"uniform mat4 ProjMtx;\n" | ||||
| 		"in vec2 Position;\n" | ||||
| 		"in vec2 UV;\n" | ||||
| 		"in vec4 Color;\n" | ||||
| 		"out vec2 Frag_UV;\n" | ||||
| 		"out vec4 Frag_Color;\n" | ||||
| 		"void main()\n" | ||||
| 		"{\n" | ||||
| 		"	Frag_UV = UV;\n" | ||||
| 		"	Frag_Color = Color;\n" | ||||
| 		"	gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" | ||||
| 		"}\n"; | ||||
|     const GLchar *vertex_shader = | ||||
|         "#version 330\n" | ||||
|         "uniform mat4 ProjMtx;\n" | ||||
|         "in vec2 Position;\n" | ||||
|         "in vec2 UV;\n" | ||||
|         "in vec4 Color;\n" | ||||
|         "out vec2 Frag_UV;\n" | ||||
|         "out vec4 Frag_Color;\n" | ||||
|         "void main()\n" | ||||
|         "{\n" | ||||
|         "	Frag_UV = UV;\n" | ||||
|         "	Frag_Color = Color;\n" | ||||
|         "	gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" | ||||
|         "}\n"; | ||||
|  | ||||
| 	const GLchar* fragment_shader = | ||||
| 		"#version 330\n" | ||||
| 		"uniform sampler2D Texture;\n" | ||||
| 		"in vec2 Frag_UV;\n" | ||||
| 		"in vec4 Frag_Color;\n" | ||||
| 		"out vec4 Out_Color;\n" | ||||
| 		"void main()\n" | ||||
| 		"{\n" | ||||
| 		"	Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n" | ||||
| 		"}\n"; | ||||
|     const GLchar* fragment_shader = | ||||
|         "#version 330\n" | ||||
|         "uniform sampler2D Texture;\n" | ||||
|         "in vec2 Frag_UV;\n" | ||||
|         "in vec4 Frag_Color;\n" | ||||
|         "out vec4 Out_Color;\n" | ||||
|         "void main()\n" | ||||
|         "{\n" | ||||
|         "	Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n" | ||||
|         "}\n"; | ||||
|  | ||||
| 	g_ShaderHandle = glCreateProgram(); | ||||
| 	g_VertHandle = glCreateShader(GL_VERTEX_SHADER); | ||||
| 	g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); | ||||
| 	glShaderSource(g_VertHandle, 1, &vertex_shader, 0); | ||||
| 	glShaderSource(g_FragHandle, 1, &fragment_shader, 0); | ||||
| 	glCompileShader(g_VertHandle); | ||||
| 	glCompileShader(g_FragHandle); | ||||
| 	glAttachShader(g_ShaderHandle, g_VertHandle); | ||||
| 	glAttachShader(g_ShaderHandle, g_FragHandle); | ||||
| 	glLinkProgram(g_ShaderHandle); | ||||
|     g_ShaderHandle = glCreateProgram(); | ||||
|     g_VertHandle = glCreateShader(GL_VERTEX_SHADER); | ||||
|     g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); | ||||
|     glShaderSource(g_VertHandle, 1, &vertex_shader, 0); | ||||
|     glShaderSource(g_FragHandle, 1, &fragment_shader, 0); | ||||
|     glCompileShader(g_VertHandle); | ||||
|     glCompileShader(g_FragHandle); | ||||
|     glAttachShader(g_ShaderHandle, g_VertHandle); | ||||
|     glAttachShader(g_ShaderHandle, g_FragHandle); | ||||
|     glLinkProgram(g_ShaderHandle); | ||||
|  | ||||
| 	g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); | ||||
| 	g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); | ||||
| 	g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); | ||||
| 	g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); | ||||
| 	g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); | ||||
|     g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); | ||||
|     g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); | ||||
|     g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); | ||||
|     g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); | ||||
|     g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); | ||||
|  | ||||
| 	glGenBuffers(1, &g_VboHandle); | ||||
| 	glGenBuffers(1, &g_ElementsHandle); | ||||
|     glGenBuffers(1, &g_VboHandle); | ||||
|     glGenBuffers(1, &g_ElementsHandle); | ||||
|  | ||||
| 	glGenVertexArrays(1, &g_VaoHandle); | ||||
| 	glBindVertexArray(g_VaoHandle); | ||||
| 	glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); | ||||
| 	glEnableVertexAttribArray(g_AttribLocationPosition); | ||||
| 	glEnableVertexAttribArray(g_AttribLocationUV); | ||||
| 	glEnableVertexAttribArray(g_AttribLocationColor); | ||||
|     glGenVertexArrays(1, &g_VaoHandle); | ||||
|     glBindVertexArray(g_VaoHandle); | ||||
|     glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); | ||||
|     glEnableVertexAttribArray(g_AttribLocationPosition); | ||||
|     glEnableVertexAttribArray(g_AttribLocationUV); | ||||
|     glEnableVertexAttribArray(g_AttribLocationColor); | ||||
|  | ||||
| #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) | ||||
| 	glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos)); | ||||
| 	glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv)); | ||||
| 	glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col)); | ||||
|     glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos)); | ||||
|     glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv)); | ||||
|     glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col)); | ||||
| #undef OFFSETOF | ||||
|  | ||||
| 	ImGui_ImplSdlGL3_CreateFontsTexture(); | ||||
|     ImGui_ImplSdlGL3_CreateFontsTexture(); | ||||
|  | ||||
| 	// Restore modified GL state | ||||
| 	glBindTexture(GL_TEXTURE_2D, last_texture); | ||||
| 	glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); | ||||
| 	glBindVertexArray(last_vertex_array); | ||||
|     // Restore modified GL state | ||||
|     glBindTexture(GL_TEXTURE_2D, last_texture); | ||||
|     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); | ||||
|     glBindVertexArray(last_vertex_array); | ||||
|  | ||||
| 	return true; | ||||
|     return true; | ||||
| } | ||||
|  | ||||
| void    ImGui_ImplSdlGL3_InvalidateDeviceObjects() | ||||
| @@ -294,88 +294,88 @@ void    ImGui_ImplSdlGL3_InvalidateDeviceObjects() | ||||
|  | ||||
| bool    ImGui_ImplSdlGL3_Init(SDL_Window *window) | ||||
| { | ||||
| 	g_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. | ||||
| 	io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; | ||||
| 	io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; | ||||
| 	io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; | ||||
| 	io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; | ||||
| 	io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; | ||||
| 	io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; | ||||
| 	io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; | ||||
| 	io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; | ||||
| 	io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; | ||||
| 	io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; | ||||
| 	io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; | ||||
| 	io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; | ||||
| 	io.KeyMap[ImGuiKey_A] = SDLK_a; | ||||
| 	io.KeyMap[ImGuiKey_C] = SDLK_c; | ||||
| 	io.KeyMap[ImGuiKey_V] = SDLK_v; | ||||
| 	io.KeyMap[ImGuiKey_X] = SDLK_x; | ||||
| 	io.KeyMap[ImGuiKey_Y] = SDLK_y; | ||||
| 	io.KeyMap[ImGuiKey_Z] = SDLK_z; | ||||
|     g_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. | ||||
|     io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; | ||||
|     io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; | ||||
|     io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; | ||||
|     io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; | ||||
|     io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; | ||||
|     io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; | ||||
|     io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; | ||||
|     io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; | ||||
|     io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; | ||||
|     io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; | ||||
|     io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; | ||||
|     io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; | ||||
|     io.KeyMap[ImGuiKey_A] = SDLK_a; | ||||
|     io.KeyMap[ImGuiKey_C] = SDLK_c; | ||||
|     io.KeyMap[ImGuiKey_V] = SDLK_v; | ||||
|     io.KeyMap[ImGuiKey_X] = SDLK_x; | ||||
|     io.KeyMap[ImGuiKey_Y] = SDLK_y; | ||||
|     io.KeyMap[ImGuiKey_Z] = SDLK_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.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText; | ||||
| 	io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText; | ||||
|     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.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText; | ||||
|  | ||||
| #ifdef _WIN32 | ||||
| 	SDL_SysWMinfo wmInfo; | ||||
| 	SDL_VERSION(&wmInfo.version); | ||||
| 	SDL_GetWindowWMInfo(window, &wmInfo); | ||||
| 	io.ImeWindowHandle = wmInfo.info.win.window; | ||||
|     SDL_SysWMinfo wmInfo; | ||||
|     SDL_VERSION(&wmInfo.version); | ||||
|     SDL_GetWindowWMInfo(window, &wmInfo); | ||||
|     io.ImeWindowHandle = wmInfo.info.win.window; | ||||
| #endif | ||||
|  | ||||
| 	return true; | ||||
|     return true; | ||||
| } | ||||
|  | ||||
| void ImGui_ImplSdlGL3_Shutdown() | ||||
| { | ||||
|     ImGui_ImplSdlGL3_InvalidateDeviceObjects(); | ||||
| 	ImGui::Shutdown(); | ||||
|     ImGui::Shutdown(); | ||||
| } | ||||
|  | ||||
| void ImGui_ImplSdlGL3_NewFrame() | ||||
| { | ||||
| 	if (!g_FontTexture) | ||||
| 		ImGui_ImplSdlGL3_CreateDeviceObjects(); | ||||
|     if (!g_FontTexture) | ||||
|         ImGui_ImplSdlGL3_CreateDeviceObjects(); | ||||
|  | ||||
| 	ImGuiIO& io = ImGui::GetIO(); | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|  | ||||
| 	// Setup display size (every frame to accommodate for window resizing) | ||||
| 	int w, h; | ||||
| 	SDL_GetWindowSize(g_Window, &w, &h); | ||||
| 	io.DisplaySize = ImVec2((float)w, (float)h); | ||||
| 	io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f); | ||||
|     // Setup display size (every frame to accommodate for window resizing) | ||||
|     int w, h; | ||||
|     SDL_GetWindowSize(g_Window, &w, &h); | ||||
|     io.DisplaySize = ImVec2((float)w, (float)h); | ||||
|     io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f); | ||||
|  | ||||
| 	// Setup time step | ||||
| 	Uint32	time = SDL_GetTicks(); | ||||
| 	double current_time = time / 1000.0; | ||||
| 	io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); | ||||
| 	g_Time = current_time; | ||||
|     // Setup time step | ||||
|     Uint32	time = SDL_GetTicks(); | ||||
|     double current_time = time / 1000.0; | ||||
|     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 SDL_PollEvent()) | ||||
| 	int mx, my; | ||||
| 	Uint32 mouseMask = SDL_GetMouseState(&mx, &my); | ||||
| 	if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_MOUSE_FOCUS) | ||||
| 		io.MousePos = ImVec2((float)mx, (float)my);   // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) | ||||
| 	else | ||||
| 		io.MousePos = ImVec2(-1, -1); | ||||
|     // Setup inputs | ||||
|     // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent()) | ||||
|     int mx, my; | ||||
|     Uint32 mouseMask = SDL_GetMouseState(&mx, &my); | ||||
|     if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_MOUSE_FOCUS) | ||||
|         io.MousePos = ImVec2((float)mx, (float)my);   // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) | ||||
|     else | ||||
|         io.MousePos = ImVec2(-1, -1); | ||||
|  | ||||
| 	io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_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_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; | ||||
| 	io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; | ||||
| 	g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; | ||||
|     io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_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_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; | ||||
|     io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; | ||||
|     g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; | ||||
|  | ||||
| 	io.MouseWheel = g_MouseWheel; | ||||
| 	g_MouseWheel = 0.0f; | ||||
|     io.MouseWheel = g_MouseWheel; | ||||
|     g_MouseWheel = 0.0f; | ||||
|  | ||||
| 	// Hide OS mouse cursor if ImGui is drawing it | ||||
| 	SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); | ||||
|     // Hide OS mouse cursor if ImGui is drawing it | ||||
|     SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); | ||||
|  | ||||
| 	// Start the frame | ||||
| 	ImGui::NewFrame(); | ||||
|     // Start the frame | ||||
|     ImGui::NewFrame(); | ||||
| } | ||||
|   | ||||
| @@ -10,24 +10,24 @@ | ||||
| int main(int, char**) | ||||
| { | ||||
|     // Setup SDL | ||||
| 	if (SDL_Init(SDL_INIT_EVERYTHING) != 0) | ||||
| 	{ | ||||
|     if (SDL_Init(SDL_INIT_EVERYTHING) != 0) | ||||
|     { | ||||
|         printf("Error: %s\n", SDL_GetError()); | ||||
|         return -1; | ||||
| 	} | ||||
|     } | ||||
|  | ||||
|     // Setup window | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); | ||||
|     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); | ||||
| 	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); | ||||
| 	SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); | ||||
| 	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); | ||||
| 	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); | ||||
| 	SDL_DisplayMode current; | ||||
| 	SDL_GetCurrentDisplayMode(0, ¤t); | ||||
| 	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_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); | ||||
|     SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); | ||||
|     SDL_DisplayMode current; | ||||
|     SDL_GetCurrentDisplayMode(0, ¤t); | ||||
|     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); | ||||
|     gl3wInit(); | ||||
|  | ||||
|     // Setup ImGui binding | ||||
| @@ -48,7 +48,7 @@ int main(int, char**) | ||||
|     ImVec4 clear_color = ImColor(114, 144, 154); | ||||
|  | ||||
|     // Main loop | ||||
| 	bool done = false; | ||||
|     bool done = false; | ||||
|     while (!done) | ||||
|     { | ||||
|         SDL_Event event; | ||||
| @@ -99,8 +99,8 @@ int main(int, char**) | ||||
|     // Cleanup | ||||
|     ImGui_ImplSdlGL3_Shutdown(); | ||||
|     SDL_GL_DeleteContext(glcontext);   | ||||
| 	SDL_DestroyWindow(window); | ||||
| 	SDL_Quit(); | ||||
|     SDL_DestroyWindow(window); | ||||
|     SDL_Quit(); | ||||
|  | ||||
|     return 0; | ||||
| } | ||||
|   | ||||
| @@ -97,7 +97,7 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data) | ||||
|  | ||||
| static const char* ImGui_ImplSdl_GetClipboardText() | ||||
| { | ||||
| 	return SDL_GetClipboardText(); | ||||
|     return SDL_GetClipboardText(); | ||||
| } | ||||
|  | ||||
| static void ImGui_ImplSdl_SetClipboardText(const char* text) | ||||
| @@ -203,15 +203,15 @@ bool    ImGui_ImplSdl_Init(SDL_Window *window) | ||||
|     io.KeyMap[ImGuiKey_X] = SDLK_x; | ||||
|     io.KeyMap[ImGuiKey_Y] = SDLK_y; | ||||
|     io.KeyMap[ImGuiKey_Z] = SDLK_z; | ||||
| 	 | ||||
|      | ||||
|     io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists;   // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. | ||||
|     io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText; | ||||
|     io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText; | ||||
| 	 | ||||
|      | ||||
| #ifdef _WIN32 | ||||
| 	SDL_SysWMinfo wmInfo; | ||||
| 	SDL_VERSION(&wmInfo.version); | ||||
| 	SDL_GetWindowWMInfo(window, &wmInfo); | ||||
|     SDL_SysWMinfo wmInfo; | ||||
|     SDL_VERSION(&wmInfo.version); | ||||
|     SDL_GetWindowWMInfo(window, &wmInfo); | ||||
|     io.ImeWindowHandle = wmInfo.info.win.window; | ||||
| #endif | ||||
|  | ||||
| @@ -233,12 +233,12 @@ void ImGui_ImplSdl_NewFrame(SDL_Window *window) | ||||
|  | ||||
|     // Setup display size (every frame to accommodate for window resizing) | ||||
|     int w, h; | ||||
| 	SDL_GetWindowSize(window, &w, &h); | ||||
|     SDL_GetWindowSize(window, &w, &h); | ||||
|     io.DisplaySize = ImVec2((float)w, (float)h); | ||||
|  | ||||
|     // Setup time step | ||||
| 	Uint32	time = SDL_GetTicks(); | ||||
| 	double current_time = time / 1000.0; | ||||
|     Uint32	time = SDL_GetTicks(); | ||||
|     double current_time = time / 1000.0; | ||||
|     io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); | ||||
|     g_Time = current_time; | ||||
|  | ||||
| @@ -247,13 +247,13 @@ void ImGui_ImplSdl_NewFrame(SDL_Window *window) | ||||
|     int mx, my; | ||||
|     Uint32 mouseMask = SDL_GetMouseState(&mx, &my); | ||||
|     if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) | ||||
|     	io.MousePos = ImVec2((float)mx, (float)my);   // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) | ||||
|         io.MousePos = ImVec2((float)mx, (float)my);   // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) | ||||
|     else | ||||
|     	io.MousePos = ImVec2(-1,-1); | ||||
|         io.MousePos = ImVec2(-1,-1); | ||||
|     | ||||
| 	io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_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_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; | ||||
| 	io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; | ||||
|     io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_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_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; | ||||
|     io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; | ||||
|     g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; | ||||
|  | ||||
|     io.MouseWheel = g_MouseWheel; | ||||
|   | ||||
| @@ -10,22 +10,22 @@ | ||||
| int main(int, char**) | ||||
| { | ||||
|     // Setup SDL | ||||
| 	if (SDL_Init(SDL_INIT_EVERYTHING) != 0) | ||||
| 	{ | ||||
|     if (SDL_Init(SDL_INIT_EVERYTHING) != 0) | ||||
|     { | ||||
|         printf("Error: %s\n", SDL_GetError()); | ||||
|         return -1; | ||||
| 	} | ||||
|     } | ||||
|  | ||||
|     // Setup window | ||||
| 	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); | ||||
| 	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); | ||||
| 	SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); | ||||
| 	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); | ||||
| 	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); | ||||
| 	SDL_DisplayMode current; | ||||
| 	SDL_GetCurrentDisplayMode(0, ¤t); | ||||
| 	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_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); | ||||
|     SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); | ||||
|     SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); | ||||
|     SDL_DisplayMode current; | ||||
|     SDL_GetCurrentDisplayMode(0, ¤t); | ||||
|     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); | ||||
|  | ||||
|     // Setup ImGui binding | ||||
|     ImGui_ImplSdl_Init(window); | ||||
| @@ -45,7 +45,7 @@ int main(int, char**) | ||||
|     ImVec4 clear_color = ImColor(114, 144, 154); | ||||
|  | ||||
|     // Main loop | ||||
| 	bool done = false; | ||||
|     bool done = false; | ||||
|     while (!done) | ||||
|     { | ||||
|         SDL_Event event; | ||||
| @@ -96,8 +96,8 @@ int main(int, char**) | ||||
|     // Cleanup | ||||
|     ImGui_ImplSdl_Shutdown(); | ||||
|     SDL_GL_DeleteContext(glcontext);   | ||||
| 	SDL_DestroyWindow(window); | ||||
| 	SDL_Quit(); | ||||
|     SDL_DestroyWindow(window); | ||||
|     SDL_Quit(); | ||||
|  | ||||
|     return 0; | ||||
| } | ||||
|   | ||||
		Reference in New Issue
	
	Block a user