From c8a996951190b9628ff9f5625c781dbea6861d8c Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 16 Feb 2018 22:01:48 +0100 Subject: [PATCH] Examples: GLFW+GL2: Moved glfw, gl2 files to root folder, split imgui_impl_glfw_gl2 into _opengl2 and reused imgui_impl_glfw --- .../{opengl3_example => }/imgui_impl_glfw.cpp | 2 +- .../{opengl3_example => }/imgui_impl_glfw.h | 0 examples/imgui_impl_opengl2.cpp | 174 ++++++++++ examples/imgui_impl_opengl2.h | 11 + .../imgui_impl_opengl3.cpp | 8 +- .../imgui_impl_opengl3.h | 0 .../opengl2_example/imgui_impl_glfw_gl2.cpp | 321 ------------------ .../opengl2_example/imgui_impl_glfw_gl2.h | 32 -- examples/opengl2_example/main.cpp | 14 +- .../opengl2_example/opengl2_example.vcxproj | 6 +- .../opengl2_example.vcxproj.filters | 18 +- examples/opengl3_example/main.cpp | 4 +- .../opengl3_example/opengl3_example.vcxproj | 8 +- .../opengl3_example.vcxproj.filters | 8 +- 14 files changed, 226 insertions(+), 380 deletions(-) rename examples/{opengl3_example => }/imgui_impl_glfw.cpp (99%) rename examples/{opengl3_example => }/imgui_impl_glfw.h (100%) create mode 100644 examples/imgui_impl_opengl2.cpp create mode 100644 examples/imgui_impl_opengl2.h rename examples/{opengl3_example => }/imgui_impl_opengl3.cpp (98%) rename examples/{opengl3_example => }/imgui_impl_opengl3.h (100%) delete mode 100644 examples/opengl2_example/imgui_impl_glfw_gl2.cpp delete mode 100644 examples/opengl2_example/imgui_impl_glfw_gl2.h diff --git a/examples/opengl3_example/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp similarity index 99% rename from examples/opengl3_example/imgui_impl_glfw.cpp rename to examples/imgui_impl_glfw.cpp index 7b341a87..ab423ff3 100644 --- a/examples/opengl3_example/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -36,7 +36,7 @@ #ifdef _WIN32 #undef APIENTRY #define GLFW_EXPOSE_NATIVE_WIN32 -#include +#include // for glfwGetWin32Window #endif // Data diff --git a/examples/opengl3_example/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h similarity index 100% rename from examples/opengl3_example/imgui_impl_glfw.h rename to examples/imgui_impl_glfw.h diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp new file mode 100644 index 00000000..06c770af --- /dev/null +++ b/examples/imgui_impl_opengl2.cpp @@ -0,0 +1,174 @@ +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the opengl3_example/ folder** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +#include "imgui.h" +#include "imgui_impl_opengl2.h" + +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling +#if defined(_WIN32) && !defined(APIENTRY) +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. +#endif +#if defined(_WIN32) && !defined(WINGDIAPI) +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this +#endif +#if defined(__APPLE__) +#include +#else +#include +#endif + +// Data +static GLuint g_FontTexture = 0; + +// Functions +bool ImGui_ImplOpenGL2_Init() +{ + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL2_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL2_CreateDeviceObjects(); +} + +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // We are using the OpenGL fixed pipeline to make the example code simpler to read! + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + 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); + } + idx_buffer += pcmd->ElemCount; + } + } + + // Restore modified state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); + glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL2_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // 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); + + // Store our identifier + io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL2_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL2_CreateDeviceObjects() +{ + return ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +void ImGui_ImplOpenGL2_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL2_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h new file mode 100644 index 00000000..c1ef2f5e --- /dev/null +++ b/examples/imgui_impl_opengl2.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL2_Init(); +IMGUI_API void ImGui_ImplOpenGL2_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL2_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); diff --git a/examples/opengl3_example/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp similarity index 98% rename from examples/opengl3_example/imgui_impl_opengl3.cpp rename to examples/imgui_impl_opengl3.cpp index 8a89f1e7..241dc382 100644 --- a/examples/opengl3_example/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -2,12 +2,14 @@ #include "imgui_impl_opengl3.h" #include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. +// Data static GLuint g_FontTexture = 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 unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; +// Functions bool ImGui_ImplOpenGL3_Init() { return true; @@ -73,10 +75,10 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) 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 }, + { 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 }, + { -1.0f, 1.0f, 0.0f, 1.0f }, }; glUseProgram(g_ShaderHandle); glUniform1i(g_AttribLocationTex, 0); diff --git a/examples/opengl3_example/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h similarity index 100% rename from examples/opengl3_example/imgui_impl_opengl3.h rename to examples/imgui_impl_opengl3.h diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp deleted file mode 100644 index d4a43570..00000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp +++ /dev/null @@ -1,321 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. -// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more -// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might -// confuse your GPU driver. -// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. - -// 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) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2018-01-09: Misc: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.*. -// 2017-09-01: OpenGL: Save and restore current polygon mode. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. -// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). -// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. - -#include "imgui.h" -#include "imgui_impl_glfw_gl2.h" - -// GLFW -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#define GLFW_EXPOSE_NATIVE_WGL -#include -#endif - -// Data -static GLFWwindow* g_Window = NULL; -static double g_Time = 0.0f; -static bool g_MouseJustPressed[3] = { false, false, false }; -static GLuint g_FontTexture = 0; - -// OpenGL2 Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO& io = ImGui::GetIO(); - int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); - if (fb_width == 0 || fb_height == 0) - return; - draw_data->ScaleClipRects(io.DisplayFramebufferScale); - - // We are using the OpenGL fixed pipeline to make the example code simpler to read! - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_CULL_FACE); - glDisable(GL_DEPTH_TEST); - glEnable(GL_SCISSOR_TEST); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - glEnable(GL_TEXTURE_2D); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound - - // Setup viewport, orthographic projection matrix - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - - // Render command lists - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; - glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); - glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - 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); - } - idx_buffer += pcmd->ElemCount; - } - } - - // Restore modified state - glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glPopAttrib(); - glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); - glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); - glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); -} - -static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) -{ - if (action == GLFW_PRESS && button >= 0 && button < 3) - g_MouseJustPressed[button] = true; -} - -void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; -} - -void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods) -{ - ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - (void)mods; // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -} - -void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplGlfwGL2_CreateDeviceObjects() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // 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); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - 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; - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplGlfwGL2_InvalidateDeviceObjects() -{ - if (g_FontTexture) - { - glDeleteTextures(1, &g_FontTexture); - ImGui::GetIO().Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) -{ - 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. - io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; - io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; - io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; - io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN; - io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; - io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; - io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; - io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; - io.KeyMap[ImGuiKey_V] = GLFW_KEY_V; - io.KeyMap[ImGuiKey_X] = GLFW_KEY_X; - io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; - io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; - - io.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText; - io.ClipboardUserData = g_Window; -#ifdef _WIN32 - io.ImeWindowHandle = glfwGetWin32Window(g_Window); -#endif - - if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback); - } - - return true; -} - -void ImGui_ImplGlfwGL2_Shutdown() -{ - ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -} - -void ImGui_ImplGlfwGL2_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplGlfwGL2_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - // 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); - io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - - // 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; - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) - { - if (io.WantMoveMouse) - { - glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - } - else - { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } - else - { - io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); - } - - for (int i = 0; i < 3; i++) - { - // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; - g_MouseJustPressed[i] = false; - } - - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); - - // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. - ImGui::NewFrame(); -} diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.h b/examples/opengl2_example/imgui_impl_glfw_gl2.h deleted file mode 100644 index 268b0e49..00000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.h +++ /dev/null @@ -1,32 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// See imgui_impl_glfw.cpp for details. - -// 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 - -struct GLFWwindow; - -IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks); -IMGUI_API void ImGui_ImplGlfwGL2_Shutdown(); -IMGUI_API void ImGui_ImplGlfwGL2_NewFrame(); -IMGUI_API void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data); - -// Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects(); - -// GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization) -// Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp index caae8c2b..6eefca8f 100644 --- a/examples/opengl2_example/main.cpp +++ b/examples/opengl2_example/main.cpp @@ -7,7 +7,8 @@ // See imgui_impl_glfw.cpp for details. #include "imgui.h" -#include "imgui_impl_glfw_gl2.h" +#include "../imgui_impl_glfw.h" +#include "../imgui_impl_opengl2.h" #include #include @@ -29,7 +30,8 @@ int main(int, char**) // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - ImGui_ImplGlfwGL2_Init(window, true); + ImGui_ImplGlfw_Init(window, true); + ImGui_ImplOpenGL2_Init(); //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style @@ -63,7 +65,8 @@ int main(int, char**) // - 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. glfwPollEvents(); - ImGui_ImplGlfwGL2_NewFrame(); + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplGlfw_NewFrame(); // 1. Show a simple window. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". @@ -110,12 +113,13 @@ int main(int, char**) 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::Render(); - ImGui_ImplGlfwGL2_RenderDrawData(ImGui::GetDrawData()); + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(window); } // Cleanup - ImGui_ImplGlfwGL2_Shutdown(); + ImGui_ImplOpenGL2_Shutdown(); + ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwTerminate(); diff --git a/examples/opengl2_example/opengl2_example.vcxproj b/examples/opengl2_example/opengl2_example.vcxproj index 3756748d..501d73c0 100644 --- a/examples/opengl2_example/opengl2_example.vcxproj +++ b/examples/opengl2_example/opengl2_example.vcxproj @@ -153,14 +153,16 @@ - + + - + + diff --git a/examples/opengl2_example/opengl2_example.vcxproj.filters b/examples/opengl2_example/opengl2_example.vcxproj.filters index 0c85d9fa..acf77fa4 100644 --- a/examples/opengl2_example/opengl2_example.vcxproj.filters +++ b/examples/opengl2_example/opengl2_example.vcxproj.filters @@ -16,15 +16,18 @@ imgui - - sources - imgui imgui + + sources + + + sources + @@ -33,12 +36,15 @@ imgui - - sources - imgui + + sources + + + sources + diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp index a57b96a2..3a49f8ee 100644 --- a/examples/opengl3_example/main.cpp +++ b/examples/opengl3_example/main.cpp @@ -4,8 +4,8 @@ // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) #include "imgui.h" -#include "imgui_impl_glfw.h" -#include "imgui_impl_opengl3.h" +#include "../imgui_impl_glfw.h" +#include "../imgui_impl_opengl3.h" #include #include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. #include diff --git a/examples/opengl3_example/opengl3_example.vcxproj b/examples/opengl3_example/opengl3_example.vcxproj index 3ade8ec8..e0ff1ba3 100644 --- a/examples/opengl3_example/opengl3_example.vcxproj +++ b/examples/opengl3_example/opengl3_example.vcxproj @@ -153,19 +153,19 @@ + + - - + + - - diff --git a/examples/opengl3_example/opengl3_example.vcxproj.filters b/examples/opengl3_example/opengl3_example.vcxproj.filters index f45ad983..bffa9373 100644 --- a/examples/opengl3_example/opengl3_example.vcxproj.filters +++ b/examples/opengl3_example/opengl3_example.vcxproj.filters @@ -28,10 +28,10 @@ imgui - + sources - + sources @@ -51,10 +51,10 @@ imgui - + sources - + sources