Examples: SDL/OpenGL: Tabs to spaces

This commit is contained in:
ocornut 2016-02-15 10:56:37 +01:00
parent 87a6110994
commit 9e86d0e225
4 changed files with 286 additions and 286 deletions

View File

@ -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) // - 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) void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
{ {
// Backup GL state // Backup GL state
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); 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_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_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src); 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_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_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_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND); GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD); glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST); glEnable(GL_SCISSOR_TEST);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays) // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); 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); glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
const float ortho_projection[4][4] = const float ortho_projection[4][4] =
{ {
{ 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f }, { 0.0f, 0.0f, -1.0f, 0.0f },
{-1.0f, 1.0f, 0.0f, 1.0f }, {-1.0f, 1.0f, 0.0f, 1.0f },
}; };
glUseProgram(g_ShaderHandle); glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0); glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
glBindVertexArray(g_VaoHandle); glBindVertexArray(g_VaoHandle);
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawIdx* idx_buffer_offset = 0; const ImDrawIdx* idx_buffer_offset = 0;
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); 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); 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); 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); 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++) for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++)
{ {
if (pcmd->UserCallback) if (pcmd->UserCallback)
{ {
pcmd->UserCallback(cmd_list, pcmd); pcmd->UserCallback(cmd_list, pcmd);
} }
else else
{ {
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); 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)); 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); glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
} }
idx_buffer_offset += pcmd->ElemCount; idx_buffer_offset += pcmd->ElemCount;
} }
} }
// Restore modified GL state // Restore modified GL state
glUseProgram(last_program); glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture); glBindTexture(GL_TEXTURE_2D, last_texture);
glBindVertexArray(last_vertex_array); glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFunc(last_blend_src, last_blend_dst); glBlendFunc(last_blend_src, last_blend_dst);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); 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_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_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); 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]); glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
} }
static const char* ImGui_ImplSdlGL3_GetClipboardText() static const char* ImGui_ImplSdlGL3_GetClipboardText()
{ {
return SDL_GetClipboardText(); return SDL_GetClipboardText();
} }
static void ImGui_ImplSdlGL3_SetClipboardText(const char* text) static void ImGui_ImplSdlGL3_SetClipboardText(const char* text)
{ {
SDL_SetClipboardText(text); SDL_SetClipboardText(text);
} }
bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event) bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
switch (event->type) switch (event->type)
{ {
case SDL_MOUSEWHEEL: case SDL_MOUSEWHEEL:
{ {
if (event->wheel.y > 0) if (event->wheel.y > 0)
g_MouseWheel = 1; g_MouseWheel = 1;
if (event->wheel.y < 0) if (event->wheel.y < 0)
g_MouseWheel = -1; g_MouseWheel = -1;
return true; return true;
} }
case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONDOWN:
{ {
if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; 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_RIGHT) g_MousePressed[1] = true;
if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
return true; return true;
} }
case SDL_TEXTINPUT: case SDL_TEXTINPUT:
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.AddInputCharactersUTF8(event->text.text); io.AddInputCharactersUTF8(event->text.text);
return true; return true;
} }
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.sym & ~SDLK_SCANCODE_MASK;
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);
io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
return true; return true;
} }
} }
return false; return false;
} }
void ImGui_ImplSdlGL3_CreateFontsTexture() void ImGui_ImplSdlGL3_CreateFontsTexture()
{ {
// Build texture atlas // Build texture atlas
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels; unsigned char* pixels;
int width, height; 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. 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 // Upload texture to graphics system
GLint last_texture; GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &g_FontTexture); glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture); glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier // Store our identifier
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
// Restore state // Restore state
glBindTexture(GL_TEXTURE_2D, last_texture); glBindTexture(GL_TEXTURE_2D, last_texture);
@ -191,79 +191,79 @@ void ImGui_ImplSdlGL3_CreateFontsTexture()
bool ImGui_ImplSdlGL3_CreateDeviceObjects() bool ImGui_ImplSdlGL3_CreateDeviceObjects()
{ {
// Backup GL state // Backup GL state
GLint last_texture, last_array_buffer, last_vertex_array; GLint last_texture, last_array_buffer, last_vertex_array;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
const GLchar *vertex_shader = const GLchar *vertex_shader =
"#version 330\n" "#version 330\n"
"uniform mat4 ProjMtx;\n" "uniform mat4 ProjMtx;\n"
"in vec2 Position;\n" "in vec2 Position;\n"
"in vec2 UV;\n" "in vec2 UV;\n"
"in vec4 Color;\n" "in vec4 Color;\n"
"out vec2 Frag_UV;\n" "out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n" "out vec4 Frag_Color;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" Frag_UV = UV;\n" " Frag_UV = UV;\n"
" Frag_Color = Color;\n" " Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n"; "}\n";
const GLchar* fragment_shader = const GLchar* fragment_shader =
"#version 330\n" "#version 330\n"
"uniform sampler2D Texture;\n" "uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n" "in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n" "in vec4 Frag_Color;\n"
"out vec4 Out_Color;\n" "out vec4 Out_Color;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n" " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
"}\n"; "}\n";
g_ShaderHandle = glCreateProgram(); g_ShaderHandle = glCreateProgram();
g_VertHandle = glCreateShader(GL_VERTEX_SHADER); g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_VertHandle, 1, &vertex_shader, 0); glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
glShaderSource(g_FragHandle, 1, &fragment_shader, 0); glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
glCompileShader(g_VertHandle); glCompileShader(g_VertHandle);
glCompileShader(g_FragHandle); glCompileShader(g_FragHandle);
glAttachShader(g_ShaderHandle, g_VertHandle); glAttachShader(g_ShaderHandle, g_VertHandle);
glAttachShader(g_ShaderHandle, g_FragHandle); glAttachShader(g_ShaderHandle, g_FragHandle);
glLinkProgram(g_ShaderHandle); glLinkProgram(g_ShaderHandle);
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
glGenBuffers(1, &g_VboHandle); glGenBuffers(1, &g_VboHandle);
glGenBuffers(1, &g_ElementsHandle); glGenBuffers(1, &g_ElementsHandle);
glGenVertexArrays(1, &g_VaoHandle); glGenVertexArrays(1, &g_VaoHandle);
glBindVertexArray(g_VaoHandle); glBindVertexArray(g_VaoHandle);
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glEnableVertexAttribArray(g_AttribLocationPosition); glEnableVertexAttribArray(g_AttribLocationPosition);
glEnableVertexAttribArray(g_AttribLocationUV); glEnableVertexAttribArray(g_AttribLocationUV);
glEnableVertexAttribArray(g_AttribLocationColor); glEnableVertexAttribArray(g_AttribLocationColor);
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) #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_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_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_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
#undef OFFSETOF #undef OFFSETOF
ImGui_ImplSdlGL3_CreateFontsTexture(); ImGui_ImplSdlGL3_CreateFontsTexture();
// Restore modified GL state // Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture); glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindVertexArray(last_vertex_array); glBindVertexArray(last_vertex_array);
return true; return true;
} }
void ImGui_ImplSdlGL3_InvalidateDeviceObjects() void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
@ -294,88 +294,88 @@ void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
bool ImGui_ImplSdlGL3_Init(SDL_Window *window) bool ImGui_ImplSdlGL3_Init(SDL_Window *window)
{ {
g_Window = window; g_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.
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;
io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
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_Delete] = SDLK_DELETE; io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
io.KeyMap[ImGuiKey_A] = SDLK_a; io.KeyMap[ImGuiKey_A] = SDLK_a;
io.KeyMap[ImGuiKey_C] = SDLK_c; io.KeyMap[ImGuiKey_C] = SDLK_c;
io.KeyMap[ImGuiKey_V] = SDLK_v; io.KeyMap[ImGuiKey_V] = SDLK_v;
io.KeyMap[ImGuiKey_X] = SDLK_x; io.KeyMap[ImGuiKey_X] = SDLK_x;
io.KeyMap[ImGuiKey_Y] = SDLK_y; io.KeyMap[ImGuiKey_Y] = SDLK_y;
io.KeyMap[ImGuiKey_Z] = SDLK_z; 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.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;
io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText; io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
#ifdef _WIN32 #ifdef _WIN32
SDL_SysWMinfo wmInfo; SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version); SDL_VERSION(&wmInfo.version);
SDL_GetWindowWMInfo(window, &wmInfo); SDL_GetWindowWMInfo(window, &wmInfo);
io.ImeWindowHandle = wmInfo.info.win.window; io.ImeWindowHandle = wmInfo.info.win.window;
#endif #endif
return true; return true;
} }
void ImGui_ImplSdlGL3_Shutdown() void ImGui_ImplSdlGL3_Shutdown()
{ {
ImGui_ImplSdlGL3_InvalidateDeviceObjects(); ImGui_ImplSdlGL3_InvalidateDeviceObjects();
ImGui::Shutdown(); ImGui::Shutdown();
} }
void ImGui_ImplSdlGL3_NewFrame() void ImGui_ImplSdlGL3_NewFrame()
{ {
if (!g_FontTexture) if (!g_FontTexture)
ImGui_ImplSdlGL3_CreateDeviceObjects(); ImGui_ImplSdlGL3_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing) // Setup display size (every frame to accommodate for window resizing)
int w, h; int w, h;
SDL_GetWindowSize(g_Window, &w, &h); SDL_GetWindowSize(g_Window, &w, &h);
io.DisplaySize = ImVec2((float)w, (float)h); io.DisplaySize = ImVec2((float)w, (float)h);
io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f); io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
// Setup time step // Setup time step
Uint32 time = SDL_GetTicks(); Uint32 time = SDL_GetTicks();
double current_time = time / 1000.0; double current_time = time / 1000.0;
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
g_Time = current_time; g_Time = current_time;
// Setup inputs // Setup inputs
// (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent()) // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
int mx, my; int mx, my;
Uint32 mouseMask = SDL_GetMouseState(&mx, &my); Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_MOUSE_FOCUS) 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.) io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
else 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[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[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[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
io.MouseWheel = g_MouseWheel; io.MouseWheel = g_MouseWheel;
g_MouseWheel = 0.0f; g_MouseWheel = 0.0f;
// Hide OS mouse cursor if ImGui is drawing it // Hide OS mouse cursor if ImGui is drawing it
SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
// Start the frame // Start the frame
ImGui::NewFrame(); ImGui::NewFrame();
} }

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@ -10,24 +10,24 @@
int main(int, char**) int main(int, char**)
{ {
// Setup SDL // Setup SDL
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
{ {
printf("Error: %s\n", SDL_GetError()); printf("Error: %s\n", SDL_GetError());
return -1; return -1;
} }
// Setup window // Setup window
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); 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_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_DisplayMode current; SDL_DisplayMode current;
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);
gl3wInit(); gl3wInit();
// Setup ImGui binding // Setup ImGui binding
@ -48,7 +48,7 @@ int main(int, char**)
ImVec4 clear_color = ImColor(114, 144, 154); ImVec4 clear_color = ImColor(114, 144, 154);
// Main loop // Main loop
bool done = false; bool done = false;
while (!done) while (!done)
{ {
SDL_Event event; SDL_Event event;
@ -99,8 +99,8 @@ int main(int, char**)
// Cleanup // Cleanup
ImGui_ImplSdlGL3_Shutdown(); ImGui_ImplSdlGL3_Shutdown();
SDL_GL_DeleteContext(glcontext); SDL_GL_DeleteContext(glcontext);
SDL_DestroyWindow(window); SDL_DestroyWindow(window);
SDL_Quit(); SDL_Quit();
return 0; return 0;
} }

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@ -97,7 +97,7 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
static const char* ImGui_ImplSdl_GetClipboardText() static const char* ImGui_ImplSdl_GetClipboardText()
{ {
return SDL_GetClipboardText(); return SDL_GetClipboardText();
} }
static void ImGui_ImplSdl_SetClipboardText(const char* text) 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_X] = SDLK_x;
io.KeyMap[ImGuiKey_Y] = SDLK_y; io.KeyMap[ImGuiKey_Y] = SDLK_y;
io.KeyMap[ImGuiKey_Z] = SDLK_z; 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.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.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText; io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText;
#ifdef _WIN32 #ifdef _WIN32
SDL_SysWMinfo wmInfo; SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version); SDL_VERSION(&wmInfo.version);
SDL_GetWindowWMInfo(window, &wmInfo); SDL_GetWindowWMInfo(window, &wmInfo);
io.ImeWindowHandle = wmInfo.info.win.window; io.ImeWindowHandle = wmInfo.info.win.window;
#endif #endif
@ -233,12 +233,12 @@ void ImGui_ImplSdl_NewFrame(SDL_Window *window)
// Setup display size (every frame to accommodate for window resizing) // Setup display size (every frame to accommodate for window resizing)
int w, h; int w, h;
SDL_GetWindowSize(window, &w, &h); SDL_GetWindowSize(window, &w, &h);
io.DisplaySize = ImVec2((float)w, (float)h); io.DisplaySize = ImVec2((float)w, (float)h);
// Setup time step // Setup time step
Uint32 time = SDL_GetTicks(); Uint32 time = SDL_GetTicks();
double current_time = time / 1000.0; double current_time = time / 1000.0;
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
g_Time = current_time; g_Time = current_time;
@ -247,13 +247,13 @@ void ImGui_ImplSdl_NewFrame(SDL_Window *window)
int mx, my; int mx, my;
Uint32 mouseMask = SDL_GetMouseState(&mx, &my); Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) 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 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[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[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[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
io.MouseWheel = g_MouseWheel; io.MouseWheel = g_MouseWheel;

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@ -10,22 +10,22 @@
int main(int, char**) int main(int, char**)
{ {
// Setup SDL // Setup SDL
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
{ {
printf("Error: %s\n", SDL_GetError()); printf("Error: %s\n", SDL_GetError());
return -1; return -1;
} }
// Setup window // Setup window
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_DisplayMode current; SDL_DisplayMode current;
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);
// Setup ImGui binding // Setup ImGui binding
ImGui_ImplSdl_Init(window); ImGui_ImplSdl_Init(window);
@ -45,7 +45,7 @@ int main(int, char**)
ImVec4 clear_color = ImColor(114, 144, 154); ImVec4 clear_color = ImColor(114, 144, 154);
// Main loop // Main loop
bool done = false; bool done = false;
while (!done) while (!done)
{ {
SDL_Event event; SDL_Event event;
@ -96,8 +96,8 @@ int main(int, char**)
// Cleanup // Cleanup
ImGui_ImplSdl_Shutdown(); ImGui_ImplSdl_Shutdown();
SDL_GL_DeleteContext(glcontext); SDL_GL_DeleteContext(glcontext);
SDL_DestroyWindow(window); SDL_DestroyWindow(window);
SDL_Quit(); SDL_Quit();
return 0; return 0;
} }