From eb1b9d452147849e48d05071706f2cc9549ed730 Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 25 Sep 2014 11:38:45 +0100 Subject: [PATCH] Revert erroneous commit --- examples/opengl_example/main - Copy.cpp | 312 ------------------------ 1 file changed, 312 deletions(-) delete mode 100644 examples/opengl_example/main - Copy.cpp diff --git a/examples/opengl_example/main - Copy.cpp b/examples/opengl_example/main - Copy.cpp deleted file mode 100644 index 58ced640..00000000 --- a/examples/opengl_example/main - Copy.cpp +++ /dev/null @@ -1,312 +0,0 @@ -#define GLEW_STATIC -#include -#include -#define STB_IMAGE_IMPLEMENTATION -#include "stb_image.h" // for .png loading -#include "../../imgui.h" -#ifdef _MSC_VER -#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen -#endif - -static GLFWwindow* window; -static GLuint fontTex; -static ImVec2 mousePosScale(1.0f, 1.0f); - -// 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: -// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f -static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) -{ - if (cmd_lists_count == 0) - return; - - // We are using the OpenGL fixed pipeline to make the example code simpler to read! - // A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer. - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers. - 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); - - // Setup texture - glBindTexture(GL_TEXTURE_2D, fontTex); - glEnable(GL_TEXTURE_2D); - - // Setup orthographic projection matrix - const float width = ImGui::GetIO().DisplaySize.x; - const float height = ImGui::GetIO().DisplaySize.y; - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - - // Render command lists - for (int n = 0; n < cmd_lists_count; n++) - { - const ImDrawList* cmd_list = cmd_lists[n]; - const unsigned char* vtx_buffer = (const unsigned char*)cmd_list->vtx_buffer.begin(); - glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer)); - glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer+8)); - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer+16)); - - int vtx_offset = 0; - const ImDrawCmd* pcmd_end = cmd_list->commands.end(); - for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++) - { - glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y)); - glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count); - vtx_offset += pcmd->vtx_count; - } - } - glDisable(GL_SCISSOR_TEST); - glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); -} - -static const char* ImImpl_GetClipboardTextFn() -{ - return glfwGetClipboardString(window); -} - -static void ImImpl_SetClipboardTextFn(const char* text, const char* text_end) -{ - if (!text_end) - text_end = text + strlen(text); - - if (*text_end == 0) - { - // Already got a zero-terminator at 'text_end', we don't need to add one - glfwSetClipboardString(window, text); - } - else - { - // Add a zero-terminator because glfw function doesn't take a size - char* buf = (char*)malloc(text_end - text + 1); - memcpy(buf, text, text_end-text); - buf[text_end-text] = '\0'; - glfwSetClipboardString(window, buf); - free(buf); - } -} - - -// GLFW callbacks to get events -static void glfw_error_callback(int error, const char* description) -{ - fputs(description, stderr); -} - -static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheel = (yoffset != 0.0f) ? yoffset > 0.0f ? 1 : - 1 : 0; // Mouse wheel: -1,0,+1 -} - -static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) -{ - ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0; - io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0; -} - -static void glfw_char_callback(GLFWwindow* window, unsigned int c) -{ - if (c > 0 && c < 0x10000) - ImGui::GetIO().AddInputCharacter((ImWchar)c); -} - -// OpenGL code based on http://open.gl tutorials -void InitGL() -{ - glfwSetErrorCallback(glfw_error_callback); - - if (!glfwInit()) - exit(1); - - glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); - window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL); - glfwMakeContextCurrent(window); - glfwSetKeyCallback(window, glfw_key_callback); - glfwSetScrollCallback(window, glfw_scroll_callback); - glfwSetCharCallback(window, glfw_char_callback); - - glewInit(); -} - -void InitImGui() -{ - int w, h; - int fb_w, fb_h; - glfwGetWindowSize(window, &w, &h); - glfwGetFramebufferSize(window, &fb_w, &fb_h); - mousePosScale.x = (float)fb_w / w; // Some screens e.g. Retina display have framebuffer size != from window size, and mouse inputs are given in window/screen coordinates. - mousePosScale.y = (float)fb_h / h; - - ImGuiIO& io = ImGui::GetIO(); - io.DisplaySize = ImVec2((float)fb_w, (float)fb_h); // Display size, in pixels. For clamping windows positions. - io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable) - io.PixelCenterOffset = 0.0f; // Align OpenGL texels - 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_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - 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.RenderDrawListsFn = ImImpl_RenderDrawLists; - io.SetClipboardTextFn = ImImpl_SetClipboardTextFn; - io.GetClipboardTextFn = ImImpl_GetClipboardTextFn; - - // Load font texture - glGenTextures(1, &fontTex); - glBindTexture(GL_TEXTURE_2D, fontTex); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - -#if 0 - // Default font (embedded in code) - const void* png_data; - unsigned int png_size; - ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); - int tex_x, tex_y, tex_comp; - void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0); -#else - // Custom font from filesystem - io.Font = new ImBitmapFont(); - io.Font->LoadFromFile("../../extra_fonts/arial_unicode_ms_18_CJK.fnt"); - io.FontTexUvForWhite = ImVec2(3.f/255.f,55.f/512.f); - int tex_x, tex_y, tex_comp; - void* tex_data = stbi_load("../../extra_fonts/arial_unicode_ms_18_CJK.png", &tex_x, &tex_y, &tex_comp, 4); - - // Automatically find pure white pixel from the texture we just loaded - for (int tex_data_off = 0; tex_data_off < tex_x*tex_y; tex_data_off++) - if (((unsigned int*)tex_data)[tex_data_off] == 0xffffffff) - { - io.FontTexUvForWhite = ImVec2((float)(tex_data_off % tex_x)/(tex_x-1.0f), (float)(tex_data_off / tex_x)/(tex_y-1.0f)); - break; - } -#endif - - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data); - stbi_image_free(tex_data); -} - -void UpdateImGui() -{ - ImGuiIO& io = ImGui::GetIO(); - - // Setup timestep - static double time = 0.0f; - const double current_time = glfwGetTime(); - io.DeltaTime = (float)(current_time - time); - 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(window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) - io.MouseDown[0] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; - io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0; - - // Start the frame - ImGui::NewFrame(); -} - -// Application code -int main(int argc, char** argv) -{ - InitGL(); - InitImGui(); - - while (!glfwWindowShouldClose(window)) - { - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheel = 0; - glfwPollEvents(); - UpdateImGui(); - - // Create a simple window - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" - static bool show_test_window = true; - static bool show_another_window = false; - static float f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - show_test_window ^= ImGui::Button("Test Window"); - show_another_window ^= ImGui::Button("Another Window"); - - // Calculate and show framerate - static float ms_per_frame[120] = { 0 }; - static int ms_per_frame_idx = 0; - static float ms_per_frame_accum = 0.0f; - ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx]; - ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f; - ms_per_frame_accum += ms_per_frame[ms_per_frame_idx]; - ms_per_frame_idx = (ms_per_frame_idx + 1) % 120; - const float ms_per_frame_avg = ms_per_frame_accum / 120; - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg); - - // Show the ImGui test window - // Most of user example code is in ImGui::ShowTestWindow() - if (show_test_window) - { - ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! - ImGui::ShowTestWindow(&show_test_window); - } - - ImGui::Begin("Test UTF-8 with Arial Unicode Ms, Size 18"); - ImGui::Text("Hello, actual world!"); - ImGui::Text("かきくけこ 日本語"); - ImGui::Text("いろはにほへと ちりぬるを わかよたれそ つねならむ うゐのおくやま けふこえて あさきゆめみし ゑひもせす(ん)"); - ImGui::Text("色は匂へど 散りぬるを 我が世誰ぞ 常ならむ 有為の奥山 今日越えて 浅き夢見じ 酔ひもせず(ん)"); - ImGui::Button("無理"); - ImGui::SameLine(); - ImGui::Button("オーケー!"); - static char test[256] = "hello 日本語"; - ImGui::InputText("utf8", test, 256); - ImGui::End(); - - // Show another simple window - if (show_another_window) - { - ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100)); - ImGui::Text("Hello"); - ImGui::End(); - } - - // Rendering - glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); - glClearColor(0.8f, 0.6f, 0.6f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT); - ImGui::Render(); - glfwSwapBuffers(window); - } - - ImGui::Shutdown(); - glfwTerminate(); - return 0; -} -