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SDL example: tweaks and fixes.
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@ -1,4 +1,3 @@
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#ifdef _MSC_VER
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#include <Windows.h>
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#include <gl/GL.h>
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@ -25,9 +24,6 @@ static GLuint g_FontTexture = 0;
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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static void ImGui_ImplSdl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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{
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if (cmd_lists_count == 0)
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return;
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
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// A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
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@ -208,7 +204,7 @@ bool ImGui_ImplSdl_NewFrame(SDL_Window *window)
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ImGuiIO& io = ImGui::GetIO();
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bool done(false);
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bool done = false;
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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@ -218,14 +214,15 @@ bool ImGui_ImplSdl_NewFrame(SDL_Window *window)
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done = true;
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break;
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case SDL_MOUSEWHEEL:
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if (event.wheel.y>0 )
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{
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if (event.wheel.y > 0)
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g_MouseWheel = 1;
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}
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if (event.wheel.y<0 )
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{
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if (event.wheel.y < 0)
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g_MouseWheel = -1;
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}
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break;
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case SDL_MOUSEBUTTONDOWN:
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if (event.button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
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if (event.button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
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if (event.button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
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break;
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case SDL_TEXTINPUT:
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ImGui_ImplSdl_CharCallback(event.text.text[0]);
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@ -258,27 +255,21 @@ bool ImGui_ImplSdl_NewFrame(SDL_Window *window)
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// Setup inputs
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// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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Uint32 windowFlags = SDL_GetWindowFlags(window);
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if (windowFlags&SDL_WINDOW_MOUSE_FOCUS)
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{
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
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io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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}
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else
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{
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io.MousePos = ImVec2(-1,-1);
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}
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for (int i = 0; i < 3; i++)
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{
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io.MouseDown[i] = g_MousePressed[i] || (mouseMask&(1<<i)) != 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.
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g_MousePressed[i] = false;
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}
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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.
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io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
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io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
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g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
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io.MouseWheel = g_MouseWheel;
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g_MouseWheel = 0.0f;
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// Hide/show hardware mouse cursor
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SDL_ShowCursor( io.MouseDrawCursor ? 0 : 1);
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SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
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// Start the frame
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ImGui::NewFrame();
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@ -1,4 +1,3 @@
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struct SDL_Window;
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bool ImGui_ImplSdl_Init(SDL_Window *window);
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@ -1,4 +1,4 @@
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// ImGui - standalone example application for Glfw + OpenGL 2, using fixed pipeline
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// ImGui - standalone example application for SDL2
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#include <imgui.h>
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#include "imgui_impl_sdl.h"
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@ -12,10 +12,10 @@
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#ifdef MACOSX
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#include <OpenGL/gl.h>
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#endif
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#include <SDL.h>
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#include <SDL_OpenGL.h>
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int SDL_main(int /*argc*/, char* /*argv*/[])
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{
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@ -27,16 +27,13 @@ int SDL_main(int /*argc*/, char* /*argv*/[])
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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int width(1024), height(576);
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// SDL window
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SDL_DisplayMode current;
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SDL_GetCurrentDisplayMode(0, ¤t);
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SDL_Window *window = SDL_CreateWindow( "ImGui OpenGL2/SDL2 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE );
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SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
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// Create an OpenGL context associated with the window.
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SDL_GLContext glcontext = SDL_GL_CreateContext(window);
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@ -55,9 +52,9 @@ int SDL_main(int /*argc*/, char* /*argv*/[])
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bool show_another_window = false;
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ImVec4 clear_color = ImColor(114, 144, 154);
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bool done(false);
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// Main loop
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while(!done)
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bool done = false;
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while (!done)
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{
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done = ImGui_ImplSdl_NewFrame(window);
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