Examples: FreeGLUT: Added FreeGLUT bindings. Added FreeGLUT+OpenGL2 example. (#801)

This commit is contained in:
omar 2018-06-11 19:27:11 +02:00
parent bdb3d72d37
commit a1b6766d43
7 changed files with 592 additions and 14 deletions

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@ -79,6 +79,7 @@ Other Changes:
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support finer position messages (typically sent by track-pads). (#1874) [zx64]
- Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag.
- Examples: FreeGLUT: Added FreeGLUT bindings. Added FreeGLUT+OpenGL2 example. (#801)
- Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches.
- Internals: PushItemFlag() flags are inherited by BeginChild().

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@ -106,23 +106,24 @@ Most the example bindings are split in 2 parts:
improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
List of officially maintained Platforms Bindings:
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp
imgui_impl_sdl.cpp
imgui_impl_win32.cpp
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
imgui_impl_win32.cpp ; Windows native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of officially maintained Renderer Bindings:
List of Renderer Bindings in this repository:
imgui_impl_dx9.cpp
imgui_impl_dx10.cpp
imgui_impl_dx11.cpp
imgui_impl_dx12.cpp
imgui_impl_opengl2.cpp
imgui_impl_opengl3.cpp
imgui_impl_vulkan.cpp
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
imgui_impl_dx12.cpp ; DirectX12
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
List of officially maintained high-level Frameworks Bindings (combine Platform + Renderer)
List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer)
imgui_impl_allegro5.cpp
imgui_impl_marmalade.cpp
@ -132,7 +133,7 @@ Third-party framework, graphics API and languages bindings:
https://github.com/ocornut/imgui/wiki/Links
Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift...
Frameworks: FreeGlut, Cinder, Cocos2d-x, Emscripten, SFML, GML/GameMaker Studio, Irrlicht, Ogre,
Frameworks: Cinder, Cocos2d-x, Emscripten, SFML, GML/GameMaker Studio, Irrlicht, Ogre,
OpenSceneGraph, openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
Miscellaneous: Software Renderer, RemoteImgui, etc.

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@ -0,0 +1,133 @@
// ImGui - standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// (Using GLUT or FreeGLUT is not recommended unless you really miss the 90's)
#include "imgui.h"
#include "../imgui_impl_freeglut.h"
#include "../imgui_impl_opengl2.h"
#include <GL/freeglut.h>
#ifdef _MSC_VER
#pragma warning (disable: 4505) // unreferenced local function has been removed
#endif
static bool show_demo_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
void my_display_code()
{
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
static int counter = 0;
ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
ImGui::Checkbox("Another Window", &show_another_window);
if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
if (show_demo_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::ShowDemoWindow(&show_demo_window);
}
}
void glut_display_func()
{
ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplFreeGLUT_NewFrame();
my_display_code();
ImGui::Render();
ImGuiIO& io = ImGui::GetIO();
glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
glutSwapBuffers();
glutPostRedisplay();
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
int main(int argc, char** argv)
{
// Create GLUT window
glutInit(&argc, argv);
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
glutInitWindowSize(1280, 720);
glutCreateWindow("ImGui FreeGLUT+OpenGL2 Example");
// Setup GLUT display function
// We will also call ImGui_ImplFreeGLUT_InstallFuncs() to get all the other functions installed for us,
// otherwise it is possible to install our own functions and call the imgui_impl_freeglut.h functions ourselves.
glutDisplayFunc(glut_display_func);
// Setup ImGui binding
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui_ImplFreeGLUT_Init();
ImGui_ImplFreeGLUT_InstallFuncs();
ImGui_ImplOpenGL2_Init();
// Setup style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
glutMainLoop();
// Cleanup
ImGui_ImplOpenGL2_Shutdown();
ImGui_ImplFreeGLUT_Shutdown();
ImGui::DestroyContext();
return 0;
}

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@ -0,0 +1,187 @@
// ImGui Platform Binding for: FreeGLUT
// This needs to be used along with a Renderer (e.g. OpenGL2)
// Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-03-22: Added FreeGLUT Platform binding.
#include "imgui.h"
#include "imgui_impl_freeglut.h"
#include <GL/freeglut.h>
#ifdef _MSC_VER
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
#endif
static int g_Time = 0; // Current time, in milliseconds
bool ImGui_ImplFreeGLUT_Init()
{
ImGuiIO& io = ImGui::GetIO();
g_Time = 0;
// Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
io.KeyMap[ImGuiKey_Tab] = '\t'; // == 9 == CTRL+I
io.KeyMap[ImGuiKey_LeftArrow] = 256 + GLUT_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = 256 + GLUT_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = 256 + GLUT_KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = 256 + GLUT_KEY_DOWN;
io.KeyMap[ImGuiKey_PageUp] = 256 + GLUT_KEY_PAGE_UP;
io.KeyMap[ImGuiKey_PageDown] = 256 + GLUT_KEY_PAGE_DOWN;
io.KeyMap[ImGuiKey_Home] = 256 + GLUT_KEY_HOME;
io.KeyMap[ImGuiKey_End] = 256 + GLUT_KEY_END;
io.KeyMap[ImGuiKey_Delete] = 127;
io.KeyMap[ImGuiKey_Backspace] = 8; // == CTRL+H
io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M
io.KeyMap[ImGuiKey_Escape] = 27;
io.KeyMap[ImGuiKey_Insert] = 256 + GLUT_KEY_INSERT;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';
io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
return true;
}
void ImGui_ImplFreeGLUT_InstallFuncs()
{
glutReshapeFunc(ImGui_ImplFreeGLUT_ReshapeFunc);
glutMotionFunc(ImGui_ImplFreeGLUT_MotionFunc);
glutPassiveMotionFunc(ImGui_ImplFreeGLUT_MotionFunc);
glutMouseFunc(ImGui_ImplFreeGLUT_MouseFunc);
glutMouseWheelFunc(ImGui_ImplFreeGLUT_MouseWheelFunc);
glutKeyboardFunc(ImGui_ImplFreeGLUT_KeyboardFunc);
glutKeyboardUpFunc(ImGui_ImplFreeGLUT_KeyboardUpFunc);
glutSpecialFunc(ImGui_ImplFreeGLUT_SpecialFunc);
glutSpecialUpFunc(ImGui_ImplFreeGLUT_SpecialUpFunc);
}
void ImGui_ImplFreeGLUT_Shutdown()
{
}
void ImGui_ImplFreeGLUT_NewFrame()
{
// Setup time step
ImGuiIO& io = ImGui::GetIO();
int current_time = glutGet(GLUT_ELAPSED_TIME);
io.DeltaTime = (current_time - g_Time) / 1000.0f;
g_Time = current_time;
// Start the frame
ImGui::NewFrame();
}
static void ImGui_ImplFreeGLUT_UpdateKeyboardMods()
{
ImGuiIO& io = ImGui::GetIO();
int mods = glutGetModifiers();
io.KeyCtrl = (mods & GLUT_ACTIVE_CTRL) != 0;
io.KeyShift = (mods & GLUT_ACTIVE_SHIFT) != 0;
io.KeyAlt = (mods & GLUT_ACTIVE_ALT) != 0;
}
void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y)
{
// Send character to imgui
//printf("char_down_func %d '%c'\n", c, c);
ImGuiIO& io = ImGui::GetIO();
if (c >= 32)
io.AddInputCharacter(c);
// Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26.
// This is a hacky mess but GLUT is unable to distinguish e.g. a TAB key from CTRL+I so this is probably the best we can do here.
if (c >= 1 && c <= 26)
io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = true;
else if (c >= 'a' && c <= 'z')
io.KeysDown[c] = io.KeysDown[c - 'a' + 'A'] = true;
else if (c >= 'A' && c <= 'Z')
io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = true;
else
io.KeysDown[c] = true;
ImGui_ImplFreeGLUT_UpdateKeyboardMods();
(void)x; (void)y; // Unused
}
void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y)
{
//printf("char_up_func %d '%c'\n", c, c);
ImGuiIO& io = ImGui::GetIO();
if (c >= 1 && c <= 26)
io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = false;
else if (c >= 'a' && c <= 'z')
io.KeysDown[c] = io.KeysDown[c - 'a' + 'A'] = false;
else if (c >= 'A' && c <= 'Z')
io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = false;
else
io.KeysDown[c] = false;
ImGui_ImplFreeGLUT_UpdateKeyboardMods();
(void)x; (void)y; // Unused
}
void ImGui_ImplFreeGLUT_SpecialFunc(int key, int x, int y)
{
//printf("key_down_func %d\n", key);
ImGuiIO& io = ImGui::GetIO();
if (key + 256 < IM_ARRAYSIZE(io.KeysDown))
io.KeysDown[key + 256] = true;
ImGui_ImplFreeGLUT_UpdateKeyboardMods();
(void)x; (void)y; // Unused
}
void ImGui_ImplFreeGLUT_SpecialUpFunc(int key, int x, int y)
{
//printf("key_up_func %d\n", key);
ImGuiIO& io = ImGui::GetIO();
if (key + 256 < IM_ARRAYSIZE(io.KeysDown))
io.KeysDown[key + 256] = false;
ImGui_ImplFreeGLUT_UpdateKeyboardMods();
(void)x; (void)y; // Unused
}
void ImGui_ImplFreeGLUT_MouseFunc(int glut_button, int state, int x, int y)
{
ImGuiIO& io = ImGui::GetIO();
io.MousePos = ImVec2((float)x, (float)y);
int button = -1;
if (glut_button == GLUT_LEFT_BUTTON) button = 0;
if (glut_button == GLUT_RIGHT_BUTTON) button = 1;
if (glut_button == GLUT_MIDDLE_BUTTON) button = 2;
if (button != -1 && state == GLUT_DOWN)
io.MouseDown[button] = true;
if (button != -1 && state == GLUT_UP)
io.MouseDown[button] = false;
}
void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y)
{
ImGuiIO& io = ImGui::GetIO();
io.MousePos = ImVec2((float)x, (float)y);
if (dir > 0)
io.MouseWheel += 1.0;
else if (dir < 0)
io.MouseWheel -= 1.0;
(void)button; // Unused
}
void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h)
{
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)w, (float)h);
}
void ImGui_ImplFreeGLUT_MotionFunc(int x, int y)
{
ImGuiIO& io = ImGui::GetIO();
io.MousePos = ImVec2((float)x, (float)y);
}

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// ImGui Platform Binding for: FreeGLUT
// This needs to be used along with a Renderer (e.g. OpenGL2)
// Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
IMGUI_API bool ImGui_ImplFreeGLUT_Init();
IMGUI_API void ImGui_ImplFreeGLUT_InstallFuncs();
IMGUI_API void ImGui_ImplFreeGLUT_Shutdown();
IMGUI_API void ImGui_ImplFreeGLUT_NewFrame();
// You can call ImGui_ImplFreeGLUT_InstallFuncs() to get all those functions installed automatically,
// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency..
//------------------------------------ GLUT name --------------------------------------------- Decent Name --------------
IMGUI_API void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc
IMGUI_API void ImGui_ImplFreeGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc
IMGUI_API void ImGui_ImplFreeGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc
IMGUI_API void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc
IMGUI_API void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc
IMGUI_API void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc
IMGUI_API void ImGui_ImplFreeGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc
IMGUI_API void ImGui_ImplFreeGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc