From b227b0f8cd4f696b09fbebd0493171a593588d34 Mon Sep 17 00:00:00 2001 From: ocornut Date: Mon, 9 Mar 2015 12:16:29 +0000 Subject: [PATCH] Examples: Rename globals again --- .../opengl3_example/imgui_impl_glfw_gl3.cpp | 156 +++++++++--------- examples/opengl_example/imgui_impl_glfw.cpp | 52 +++--- 2 files changed, 104 insertions(+), 104 deletions(-) diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp index a147821c..2c34bded 100644 --- a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp +++ b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp @@ -14,18 +14,18 @@ #include #endif -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; +static GLFWwindow* g_Window = NULL; +static bool g_MousePressed[3] = { false, false, false }; +static float g_MouseWheel = 0.0f; +static double g_Time = 0.0f; +static bool g_FontTextureLoaded = false; // 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; -static size_t g_vbo_max_size = 20000; -static unsigned int g_vbo_handle = 0, g_vao_handle = 0; +static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; +static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; +static size_t g_VboMaxSize = 20000; +static unsigned int g_VboHandle = 0, g_VaoHandle = 0; // 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: @@ -54,20 +54,20 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int { 0.0f, 0.0f, -1.0f, 0.0f }, { -1.0f, 1.0f, 0.0f, 1.0f }, }; - glUseProgram(g_shader_handle); - glUniform1i(g_texture_location, 0); - glUniformMatrix4fv(g_proj_mtx_location, 1, GL_FALSE, &ortho_projection[0][0]); + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); // Grow our buffer according to what we need size_t total_vtx_count = 0; for (int n = 0; n < cmd_lists_count; n++) total_vtx_count += cmd_lists[n]->vtx_buffer.size(); - glBindBuffer(GL_ARRAY_BUFFER, g_vbo_handle); + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert); - if (neededBufferSize > g_vbo_max_size) + if (neededBufferSize > g_VboMaxSize) { - g_vbo_max_size = neededBufferSize + 5000; // Grow buffer - glBufferData(GL_ARRAY_BUFFER, g_vbo_max_size, NULL, GL_STREAM_DRAW); + g_VboMaxSize = neededBufferSize + 5000; // Grow buffer + glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_STREAM_DRAW); } // Copy and convert all vertices into a single contiguous buffer @@ -82,7 +82,7 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int } glUnmapBuffer(GL_ARRAY_BUFFER); glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindVertexArray(g_vao_handle); + glBindVertexArray(g_VaoHandle); int cmd_offset = 0; for (int n = 0; n < cmd_lists_count; n++) @@ -109,23 +109,23 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int static const char* ImGui_ImplGlfwGL3_GetClipboardText() { - return glfwGetClipboardString(g_window); + return glfwGetClipboardString(g_Window); } static void ImGui_ImplGlfwGL3_SetClipboardText(const char* text) { - glfwSetClipboardString(g_window, 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) - g_mouse_pressed[button] = true; + g_MousePressed[button] = true; } void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) { - g_mouse_wheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines. + g_MouseWheel += (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; - g_font_texture_loaded = true; + g_FontTextureLoaded = true; } static void InitGL() @@ -195,38 +195,38 @@ static void InitGL() " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n" "}\n"; - g_shader_handle = glCreateProgram(); - g_vert_handle = glCreateShader(GL_VERTEX_SHADER); - g_frag_handle = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(g_vert_handle, 1, &vertex_shader, 0); - glShaderSource(g_frag_handle, 1, &fragment_shader, 0); - glCompileShader(g_vert_handle); - glCompileShader(g_frag_handle); - glAttachShader(g_shader_handle, g_vert_handle); - glAttachShader(g_shader_handle, g_frag_handle); - glLinkProgram(g_shader_handle); + 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_texture_location = glGetUniformLocation(g_shader_handle, "Texture"); - g_proj_mtx_location = glGetUniformLocation(g_shader_handle, "ProjMtx"); - g_position_location = glGetAttribLocation(g_shader_handle, "Position"); - g_uv_location = glGetAttribLocation(g_shader_handle, "UV"); - g_colour_location = glGetAttribLocation(g_shader_handle, "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_vbo_handle); - glBindBuffer(GL_ARRAY_BUFFER, g_vbo_handle); - glBufferData(GL_ARRAY_BUFFER, g_vbo_max_size, NULL, GL_DYNAMIC_DRAW); + glGenBuffers(1, &g_VboHandle); + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_DYNAMIC_DRAW); - glGenVertexArrays(1, &g_vao_handle); - glBindVertexArray(g_vao_handle); - glBindBuffer(GL_ARRAY_BUFFER, g_vbo_handle); - glEnableVertexAttribArray(g_position_location); - glEnableVertexAttribArray(g_uv_location); - glEnableVertexAttribArray(g_colour_location); + 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_position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos)); - glVertexAttribPointer(g_uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv)); - glVertexAttribPointer(g_colour_location, 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 glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); @@ -236,7 +236,7 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks) { InitGL(); - g_window = 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(g_window); + io.ImeWindowHandle = glfwGetWin32Window(g_Window); #endif if (install_callbacks) @@ -277,21 +277,21 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks) void ImGui_ImplGlfwGL3_Shutdown() { - if (g_vao_handle) glDeleteVertexArrays(1, &g_vao_handle); - if (g_vbo_handle) glDeleteBuffers(1, &g_vbo_handle); - g_vao_handle = 0; - g_vbo_handle = 0; + if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); + if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + g_VaoHandle = 0; + g_VboHandle = 0; - glDetachShader(g_shader_handle, g_vert_handle); - glDeleteShader(g_vert_handle); - g_vert_handle = 0; + glDetachShader(g_ShaderHandle, g_VertHandle); + glDeleteShader(g_VertHandle); + g_VertHandle = 0; - glDetachShader(g_shader_handle, g_frag_handle); - glDeleteShader(g_frag_handle); - g_frag_handle = 0; + glDetachShader(g_ShaderHandle, g_FragHandle); + glDeleteShader(g_FragHandle); + g_FragHandle = 0; - glDeleteProgram(g_shader_handle); - g_shader_handle = 0; + glDeleteProgram(g_ShaderHandle); + g_ShaderHandle = 0; GLuint tex_id = (GLuint)ImGui::GetIO().Fonts->TexID; if (tex_id) @@ -304,7 +304,7 @@ void ImGui_ImplGlfwGL3_Shutdown() void ImGui_ImplGlfwGL3_NewFrame() { - if (!g_font_texture_loaded) + if (!g_FontTextureLoaded) 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(g_window, &w, &h); - glfwGetFramebufferSize(g_window, &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 = g_time > 0.0 ? (float)(current_time - g_time) : (float)(1.0f/60.0f); - g_time = 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(g_window, &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] = 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.MouseDown[0] = g_MousePressed[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_MousePressed[1] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_RIGHT) != 0; + io.MouseDown[2] = g_MousePressed[2] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_MIDDLE) != 0; + g_MousePressed[0] = false; + g_MousePressed[1] = false; + g_MousePressed[2] = false; - io.MouseWheel = g_mouse_wheel; - g_mouse_wheel = 0.0f; + io.MouseWheel = g_MouseWheel; + g_MouseWheel = 0.0f; // Start the frame ImGui::NewFrame(); diff --git a/examples/opengl_example/imgui_impl_glfw.cpp b/examples/opengl_example/imgui_impl_glfw.cpp index 01ba55f9..bcea31e1 100644 --- a/examples/opengl_example/imgui_impl_glfw.cpp +++ b/examples/opengl_example/imgui_impl_glfw.cpp @@ -13,11 +13,11 @@ #include #endif -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; +static GLFWwindow* g_Window = NULL; +static bool g_MousePressed[3] = { false, false, false }; +static float g_MouseWheel = 0.0f; +static double g_Time = 0.0f; +static bool g_FontTextureLoaded = 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(g_window); + return glfwGetClipboardString(g_Window); } static void ImGui_ImplGlfw_SetClipboardText(const char* text) { - glfwSetClipboardString(g_window, 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) - g_mouse_pressed[button] = true; + g_MousePressed[button] = true; } void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) { - g_mouse_wheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines. + g_MouseWheel += (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; - g_font_texture_loaded = true; + g_FontTextureLoaded = true; } bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) { - g_window = 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(g_window); + io.ImeWindowHandle = glfwGetWin32Window(g_Window); #endif if (install_callbacks) @@ -199,7 +199,7 @@ void ImGui_ImplGlfw_Shutdown() void ImGui_ImplGlfw_NewFrame() { - if (!g_font_texture_loaded) + if (!g_FontTextureLoaded) 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(g_window, &w, &h); - glfwGetFramebufferSize(g_window, &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 = g_time > 0.0 ? (float)(current_time - g_time) : (float)(1.0f/60.0f); - g_time = 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(g_window, &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] = 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.MouseDown[0] = g_MousePressed[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_MousePressed[1] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_RIGHT) != 0; + io.MouseDown[2] = g_MousePressed[2] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_MIDDLE) != 0; + g_MousePressed[0] = false; + g_MousePressed[1] = false; + g_MousePressed[2] = false; - io.MouseWheel = g_mouse_wheel; - g_mouse_wheel = 0.0f; + io.MouseWheel = g_MouseWheel; + g_MouseWheel = 0.0f; // Start the frame ImGui::NewFrame();