mirror of
https://github.com/Drezil/imgui.git
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This reverts commit 96ab68eee0
.
# Conflicts:
# docs/CHANGELOG.txt
# examples/example_glfw_opengl3/main.cpp
# examples/example_sdl_opengl3/main.cpp
This commit is contained in:
@ -23,11 +23,6 @@
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#pragma comment(lib, "legacy_stdio_definitions")
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#endif
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// Data
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static GLFWwindow* g_AppWindow = NULL;
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// Forward declarations of helper functions
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void MainLoopStep();
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static void glfw_error_callback(int error, const char* description)
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{
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fprintf(stderr, "GLFW Error %d: %s\n", error, description);
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@ -46,7 +41,6 @@ int main(int, char**)
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return 1;
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1); // Enable vsync
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g_AppWindow = window;
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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@ -79,9 +73,82 @@ int main(int, char**)
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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// Our state
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bool show_demo_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Main loop
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while (!glfwWindowShouldClose(window))
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MainLoopStep();
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{
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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glfwPollEvents();
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL2_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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ImGui::End();
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}
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// 3. Show another simple window.
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if (show_another_window)
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{
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ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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int display_w, display_h;
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
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// you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
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//GLint last_program;
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//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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//glUseProgram(0);
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ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
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//glUseProgram(last_program);
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glfwMakeContextCurrent(window);
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glfwSwapBuffers(window);
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}
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// Cleanup
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ImGui_ImplOpenGL2_Shutdown();
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@ -93,81 +160,3 @@ int main(int, char**)
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return 0;
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}
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void MainLoopStep()
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{
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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GLFWwindow* window = g_AppWindow;
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glfwPollEvents();
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL2_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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// Our state
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// (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
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static bool show_demo_window = true;
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static bool show_another_window = false;
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static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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ImGui::End();
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}
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// 3. Show another simple window.
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if (show_another_window)
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{
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ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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int display_w, display_h;
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
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// you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
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//GLint last_program;
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//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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//glUseProgram(0);
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ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
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//glUseProgram(last_program);
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glfwMakeContextCurrent(window);
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glfwSwapBuffers(window);
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}
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