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166 Commits
v1.33 ... v1.36

Author SHA1 Message Date
7665b8e5e7 Version number 2015-03-18 09:39:38 +00:00
d8026e4d84 Added VSliderInt() 2015-03-18 09:39:09 +00:00
2a9a2918f8 ShowTestWindow(): more examples of SameLine() usage 2015-03-18 00:07:21 +00:00
9c489a081c ShowTestWindow(): added vertical sliders examples, tweaks. 2015-03-17 23:58:22 +00:00
be83c07957 Changed mentions of 'box' to be 'rect' 2015-03-17 23:41:20 +00:00
7e6112bf26 Changed remaining mentions of 'aabb' to be 'rect' 2015-03-17 23:37:17 +00:00
302316c6cf Renamed internal type ImGuiAabb to ImRect 2015-03-17 23:35:12 +00:00
7e297945c3 Added BeginGroup() / EndGroup() layout tools (#160) 2015-03-17 23:28:57 +00:00
da4bfe3289 Added GetItemRectSize(). Renamed GetItemRectMin()/GetItemRectMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHovering 2015-03-17 22:36:54 +00:00
2e63bf1d16 Button() doesn't add frame padding an explicit size 2015-03-17 22:27:00 +00:00
30bc952ac3 Maintaining DC.CursorMaxPos instead of SizeContentsCurrent, simpler, faster and easier to understand. 2015-03-17 22:03:02 +00:00
fd7f50d269 Various fixes related to vertical alignment of text after widget of various sizes. Added demos. Toward #160
Also fixed LabelText() height.
2015-03-17 20:17:53 +00:00
3bd5597cee Moved text vertical centering out of ItemSize() for the moment, in TextUnformatted() it's only user 2015-03-17 17:17:00 +00:00
bbaf7e2eee Internal tweaks 2015-03-17 16:40:47 +00:00
fe2809fecc Changed default Border and Column border colors to be most subtle, less MS-DOS 2015-03-17 16:16:15 +00:00
7e00a41f1b Speculative warning fix 2015-03-16 18:04:51 +00:00
cb285c4d35 Examples: uses SetNextWindowPos/SetNextWindowSize when applicable 2015-03-16 11:53:36 +00:00
04358c301e Removed extraneous spaces 2015-03-16 11:49:18 +00:00
d4c0ecea0e Merge pull request #159 from adamdmoss/master
Examples: OpenGL: if content window doesn't have focus, tell ImGui we don't have a mouse position.
2015-03-16 11:46:29 +00:00
f2ff88b03a opengl3+opengl example: if content window doesn't have focus, tell ImGui we don't have a mouse position. e.g. avoids tooltips popping up in imgui app when you're interacting with a different app window that overlaps it. 2015-03-16 10:47:14 +00:00
d3e444dfd9 Examples: DirectX9: fixed duplicate creation of vertex buffer. Size of static vertex buffer at top of the code. 2015-03-16 10:02:10 +00:00
f4970d0e00 Moved static buffers into state
No recursion in any of those functions. Tho keeping a lock api may be
preferable?
2015-03-16 09:54:28 +00:00
733eedc477 Moved static buffer into state 2015-03-16 09:45:32 +00:00
d08ce58876 TreeNodeV() early out if SkipItems is set (avoid formatting string only to be discarded later) 2015-03-16 00:46:03 +00:00
0fc9168439 Added InputInt2(), InputInt3(), InputInt4() 2015-03-15 11:30:00 +00:00
9c6c8a1ab9 ShowTestWindow() using Unindent() / Indent() instead of an explicit TreePop 2015-03-15 11:21:59 +00:00
44826972c0 Added Indent(), Unindent() 2015-03-15 11:19:10 +00:00
edde703f8f Renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing 2015-03-15 11:10:48 +00:00
304d19a0d8 ShowTestWindow() added multi-components sliders in a sub-node
+ right align all widgets
2015-03-15 11:03:55 +00:00
b443c7ebe9 Tweak VSliderFloat()
Not really happy about them
2015-03-15 10:38:19 +00:00
1ac4f33736 Added VSliderFloat() 2015-03-15 01:58:14 +00:00
7019cb10f7 "behaviour" -> "behavior" to behave like the greatest number 2015-03-15 01:48:59 +00:00
c1547dd79e Internal SliderBehaviour() function now supports vertical sliders 2015-03-15 01:47:12 +00:00
ce8150ce69 Slider fix hovering bounding test excluding padding between outer frame and grab 2015-03-15 01:36:29 +00:00
6da83cd5b7 Plot: size provided to PlotHistogram(), PlotLines() include the padding (sorry users). 2015-03-15 01:27:37 +00:00
98eeeab025 Added ImGuiStyleVar_GrabMinSize enum value for PushStyleVar() 2015-03-15 01:23:56 +00:00
1ef789bb68 Slider code tweaks, split into a SliderBehaviour() function 2015-03-14 23:55:07 +00:00
ce87c69c38 Passing ImGuiID by copy (32-bits) 2015-03-14 23:44:32 +00:00
93befadc0b Slider code tweaks 2015-03-14 23:33:12 +00:00
06fbeed41a Examples: Fixed Makefile 2015-03-14 11:29:09 +00:00
55edd522c2 Examples: Fixed Makefile 2015-03-14 11:24:53 +00:00
e97d02a294 Examples: Fixed Clang warnings in DirectX examples 2015-03-14 10:49:26 +00:00
7c9bd71512 Examples: MSVC: increase warning level from /W3 to /W4 for OpenGL examples 2015-03-14 10:41:42 +00:00
2b0acc128c Examples: MSVC: increase warning level from /W3 to /W4 for DirectX examples 2015-03-14 10:32:29 +00:00
60591dd7c6 Fixed warning and split bit of SliderFloat() into a private ParseFormat() function 2015-03-14 10:30:07 +00:00
8e0f04638d Examples: Fix includes order to avoid conflicts between DXSDK_DIR and Windows SDK 2015-03-14 10:24:35 +00:00
e2c4ba21bc Examples: Added 64-bit projects for MSVC 2015-03-14 10:09:53 +00:00
ef957b7878 Examples: Moved GLFW/GL3W to a common libs/ folder 2015-03-14 10:04:30 +00:00
834085c90c Examples: Updated to GLFW 3.1 2015-03-14 10:00:11 +00:00
72855becab Slider code syntax tweaks 2015-03-14 09:36:15 +00:00
eff466d77d Fixed parsing of decimal precision back from format string when using %% 2015-03-13 13:38:58 +00:00
110d96034b SliderFloat() fast-path when power=1.0f (no powf() calls) also makes code easier to read 2015-03-13 13:28:30 +00:00
aaca73de15 Refactor SliderFloat() internals into a helper SliderFloatAsInputText() + some comments 2015-03-13 13:23:03 +00:00
4d78c5c9ab Comments and reduced ImGuiTextEditState.InitialText[] to 3 KB (assuming average use case of UTF-8 uses 3 bytes charracters) 2015-03-13 13:15:01 +00:00
ceb4da2038 Comments 2015-03-13 13:04:10 +00:00
55093ea8fe Separator() logs itself as text 2015-03-13 12:44:04 +00:00
153454a0fb Example console keeps focus on input box at all times 2015-03-13 12:28:23 +00:00
1c1a55f6b1 Added IsRootWindowFocused(), IsRootWindowOrAnyChildFocused(). Renamed GetWindowIsFocused() to IsWindowFocused() 2015-03-13 12:25:43 +00:00
e2734d23ef Child window don't take focus when they first appear (focus left to parent) 2015-03-13 11:16:11 +00:00
0911526424 Added io.KeyAlt + support in examples apps
Currently unused but supported by sample so that more people will have
it set up when menus needs them
2015-03-13 09:49:38 +00:00
58dc3f97c5 WIP marker in uppercase.. (#127) 2015-03-11 16:45:58 +00:00
5d1c381509 Update version number, added IMGUI_VERSION, ImGui::GetVersion() (#127) 2015-03-11 16:44:54 +00:00
4b1a18c2c9 Fixed more warnings from @bkaradzic 2015-03-09 18:36:03 +00:00
dac9266f6f Fixed warnings 2015-03-09 18:26:48 +00:00
d440a13b7e Version number 2015-03-09 17:30:22 +00:00
d5b7b8398f Examples: reference implementations honors drawlist user callbacks. 2015-03-09 15:26:58 +00:00
db5fc8a265 Examples: README direct the user to the opengl_example 2015-03-09 15:09:24 +00:00
5879f3f5ac Examples: OpenGL 2/3 examples cleanup to match DirectX9/11 structure. 2015-03-09 15:02:22 +00:00
f9c833b4a5 Examples: DirectX9 example cleanup to match DirectX11 structure. 2015-03-09 14:55:46 +00:00
66a5837ba8 Examples: DirectX11 example application handles window resizing. 2015-03-09 14:51:10 +00:00
866fa95aaa Examples: DirectX9 example application handle window resizing. 2015-03-09 14:13:29 +00:00
25765e4bfc Examples: Fixed readme file. 2015-03-09 13:49:52 +00:00
b4165c43ff Examples: Refactored directx11_example to be easier to copy & paste into user application. 2015-03-09 13:45:23 +00:00
567184dc9f Examples: Clang warning fix. 2015-03-09 13:38:23 +00:00
3f86554457 Examples: Makefile fixes. 2015-03-09 13:22:32 +00:00
2dd92e3eed Examples: Clang/Linux warning fixes. 2015-03-09 13:08:27 +00:00
a3f3793cb6 Examples: Tweaks. 2015-03-09 13:05:18 +00:00
7397425097 Examples: Refactored directx9_example to be eaasier to copy & paste into user application. 2015-03-09 13:03:46 +00:00
b87ec205a9 Examples: shallow tweaks to match upcoming other examples. 2015-03-09 13:02:32 +00:00
b227b0f8cd Examples: Rename globals again 2015-03-09 12:16:29 +00:00
4f27bd6ed3 Examples: Moved gl3w to opengl3_example directory + fixed msvc project paths 2015-03-09 12:11:24 +00:00
4da432bd7b Examples: Makefile 2015-03-09 12:03:09 +00:00
99ed567577 Examples: Rename global to be more consistent 2015-03-09 12:02:34 +00:00
d829852391 Examples: Refactored opengl3_exapmle into a glfw specific file that can be copied and pasted 2015-03-09 11:59:23 +00:00
545a57d253 Examples: Refactored opengl_example into a glfw specific file that can be copied and pasted.
Other examples will follow.
2015-03-09 11:25:15 +00:00
91b4b8a0fc InputText() handles buffer limit correctly for multi-byte UTF-8 characters (fix #158)
We now maintain the buffer len for both UTF-8 and wchar
2015-03-08 20:21:19 +00:00
6cd3ed58ce Fixed UTF-8 decoding errors leading into infnite loops (#158) 2015-03-08 17:55:56 +00:00
0eeb6228b9 Default clipboard handlers for Windows handle UTF-8 (the glfw ones already did that) 2015-03-08 17:23:24 +00:00
6e12d31417 Scrollbar: moved from Begin() into its own Scrollbar() function + tidying up 2015-03-08 16:37:03 +00:00
f021080851 Scrollbar: Clicking inside the grab box doesn't modify scroll. Subsequent movement always relative. (#150).
Big change, rather thoroughly tested but hope I didn't break something.
2015-03-08 16:24:11 +00:00
32312e538e Renamed style.ScrollBarWidth to style.ScrollbarWidth to be consistent with other casing. 2015-03-08 15:03:55 +00:00
afc23a5617 Tidying up & Chinese glyph range includes missing punctuation. 2015-03-08 13:28:44 +00:00
79ddddd910 Merge branch 'master' of https://github.com/ocornut/imgui 2015-03-08 13:26:14 +00:00
830d9f4183 Merge pull request #157 from usagi/master
Fix the Japanese glyph range; include Punctuations
2015-03-08 13:26:02 +00:00
c9bfd71e1a Fix the Japanese glyph range; include Punctuations
ref. #156 https://github.com/ocornut/imgui/issues/156
2015-03-08 22:23:52 +09:00
a579d6f521 Scrollbar tidying up variable names 2015-03-08 12:39:50 +00:00
d251204564 ShowTestWindow: fixed "undo" button of custom rendering applet + default size 2015-03-08 12:09:57 +00:00
2af8e0238c Added GetScrollPosY(), GetScrollMaxY() (mentioned in #150) 2015-03-08 12:04:38 +00:00
a5daea9408 Added style.GrabSizeMin 2015-03-08 11:43:57 +00:00
849c72c5c3 Forward declare struct in imgui.cpp. Removed two forward declarations leaking in imgui.h 2015-03-08 11:32:39 +00:00
ede45389f4 Scrollbar grab have a minimum size (mentioned in #150) 2015-03-08 11:24:02 +00:00
e843539aab ShowTestWindow: example apps showing even if main window is collaposed. 2015-03-08 10:38:13 +00:00
92c35e2772 Rename ImCrc32() -> ImHash() 2015-03-07 23:53:03 +00:00
a691a245b7 GetID() doesn't need to account for empty IDStack 2015-03-07 23:52:26 +00:00
62c900606d Fixed .ini saving for windows using ### marker. FindWindowSettings() uses ID compares (#107) 2015-03-07 23:35:36 +00:00
f9473b807b Fixed comments 2015-03-07 22:49:16 +00:00
3c225bbf88 Fixed typo in comments 2015-03-07 22:24:45 +00:00
45a35c24c8 ShowTestWindow(): Added "Manipulating Window Title" example. 2015-03-07 22:20:34 +00:00
a8c58c7a35 Minor tweaks. 2015-03-07 22:01:06 +00:00
fbbde3a7c0 Updated documentation, better FAQ on ids and usage of "##" and "###" (#107) 2015-03-07 21:54:46 +00:00
81a742bf54 Added "###" syntax to specify label that isn't part of the hashed ID (#107) 2015-03-07 21:53:33 +00:00
3cac434737 Minor FindTextDisplayEnd() optimisation 2015-03-07 19:36:18 +00:00
e01500f046 Added comments on columns function; Added GetColumnIndex(), GetColumnsCount(), #154 2015-03-07 12:18:01 +00:00
6db6c0c8c0 Collapse triangle uses text color (not border color) 2015-03-07 00:35:47 +00:00
1f272785f1 ShowTestWindow() minor tweak 2015-03-06 22:43:42 +00:00
4ab2db73e5 Fixed ListBox() label not included in declared size (fix #151), fixed ListBoxHeader() incorrect handling of SkipItems, Added Exemple 2015-03-06 22:40:21 +00:00
eaab61f08b Fixed using IsItemHovered() after EndChild() (#151) 2015-03-06 22:05:01 +00:00
9c486ce4f4 Minor tidying up (more consistently using 'label_size' as a variable name) 2015-03-06 21:58:12 +00:00
bf88d6a329 Minor tweak 2015-03-06 21:52:48 +00:00
be9fe9489c Examples: DirectX examples uses WM_KEYDOWN/WM_KEYUP
Fixes pressing Enter in IME being caught by application right after
validating an IME input.
2015-03-06 21:39:55 +00:00
315e9941f0 Update README.md 2015-03-06 21:14:40 +00:00
e269125c3a Windows: setup a default handler for ImeSetInputScreenPosFn so IME (Japanese/Chinese) inputs are positioned correctly.
User need to set io.ImeWindowHandle
2015-03-06 21:11:14 +00:00
0ffd99d319 Font: fix for fallback character width. 2015-03-06 19:17:20 +00:00
386cfada83 Examples: Windows examples don't link with imm32.lib by default. 2015-03-06 18:19:21 +00:00
b361c44ef4 Handle double-width space (0x3000) in various places, for Japanese users. 2015-03-06 17:51:25 +00:00
8691c5ca42 Version number + commented failing test case 2015-03-03 15:52:56 +00:00
cfe6dac5a3 Fixed Combo() label not included in declared size (fix #149, relate to #145) 2015-03-02 16:04:36 +00:00
f4458f7571 Version number 2015-03-02 10:10:46 +00:00
0faf0e6948 FindWindowByName() comparing hashes. 2015-03-02 10:04:35 +00:00
4cdcbbff8c Merge pull request #148 from Roflraging/master
Added missing implementation for ImGui::GetWindowCollapsed().
2015-03-01 20:05:20 +00:00
85c71170af Defined bool ImGui::GetWindowCollapsed(). 2015-02-28 14:47:59 -06:00
f18febca11 window->RootWindow persist across frames. Fix calling SetWindowFocus(const char* name) on a child window (last fix for #147) 2015-02-28 10:29:00 +00:00
4535644fcb Clicking on empty space in a child window set keyboard focus on the child window and move parent to front (#147) 2015-02-28 10:25:04 +00:00
9b6fa29022 Clicking on a widget in a child window focus the parent window (#147)
However SetWindowFocus() called on a child window prior to calling
Begin() on said child won;'t work yet.
2015-02-28 09:54:14 +00:00
b911f96a56 Examples: Speculative Makefile fix. I should get a Linux box instead on relying on Jenkins, this is pretty embarrassing. 2015-02-27 11:19:50 +00:00
dc7cdb3025 Examples: Fix Makefile 2015-02-27 11:07:23 +00:00
6fecf90e32 Unused variables fixes. 2015-02-27 11:01:34 +00:00
5aaf0cd2dc Examples: Fix OpenGL3 example Makefile 2015-02-27 11:00:31 +00:00
3ed38f3313 Replaced dependency on glew (inc. prebuilt one for Windows) by gl3w in source form
Expecting something to break now.
2015-02-27 10:53:17 +00:00
00270b837f Examples: Desperate attempts removing link warnings under Windows. Screw standard librairies. 2015-02-27 10:14:20 +00:00
37d8d5c5be Examples: OpenGL2 example doesn't need Glew 2015-02-27 10:05:06 +00:00
40b04a3701 Renamed ImGuiSetCondition_*** to ImGuiSetCond_*** and ImGuiCondition_FirstUseThisSession to ImGuiCond_Once 2015-02-27 09:51:11 +00:00
2177b11682 Added SetNextTreeNodeOpened() with optional condition flag in replacement of OpenNextNode() 2015-02-27 09:38:22 +00:00
ea17240b96 Spacing 2015-02-27 09:16:12 +00:00
d369e6b333 Fix 2015-02-27 09:13:23 +00:00
ebe363c951 Added SetWindowPos(), SetWindowSize(), SetWindowCollaposed() given a wnidow name. 2015-02-27 09:07:25 +00:00
6927d5872e Merge branch 'master' of https://github.com/ocornut/imgui 2015-02-27 09:01:20 +00:00
6d89285f59 Added SetWindowFocus(), SetWindowFocus(const char*), SetNextWindowFocus() (#146) 2015-02-27 09:01:12 +00:00
0ece471a71 Update README.md 2015-02-26 19:15:04 +00:00
1d7b0084cb Update README.md 2015-02-26 19:14:37 +00:00
819c114c34 Update README.md 2015-02-26 19:13:32 +00:00
7591252607 Web: Japanese shot 2015-02-26 19:10:53 +00:00
037ec09ffe Fixed unpackaging of Japanese glyphs ranges 2015-02-26 19:06:54 +00:00
168a811d11 Added codepoint U+3000 (Ideographic space) and Katakana Phonetic Extensions to GetGlyphRangesChinese/GetGlyphRangesJapanese 2015-02-26 19:00:39 +00:00
441679d9d4 Fixed GetGlyphRangesJapanese() actually missing Katakanas glyphs. 2015-02-26 18:51:51 +00:00
fe48562171 Comments for IMGUI_API 2015-02-25 23:10:17 +00:00
8bcf2f25f2 Fixed IsItemHovered() behaving differently on Combo() (pointed out by #145) 2015-02-25 12:28:28 +00:00
3220471237 ColumnOffsets honor SetStateStorage() modifications 2015-02-24 23:29:15 +00:00
9c4972ee9d Examples: msvc: output .exe in project directory (not in solution directory). 2015-02-24 10:06:13 +00:00
fc322fde0f Examples: added README file 2015-02-24 09:59:56 +00:00
546460cd26 Examples: Removed unused file 2015-02-24 09:49:26 +00:00
c2a68bb413 Made some internal parameters names more consistent 2015-02-23 21:02:04 +00:00
c51be42f28 Added Bullet() + usage examples 2015-02-23 20:59:22 +00:00
0df8ff6931 Version number 2015-02-23 20:52:33 +00:00
fd6d6692cf Merge pull request #142 from Roflraging/master
Fix SetColumnOffset() subtracting a bool value instead of scrollbar width
2015-02-23 20:46:19 +00:00
72d10d3baa Fix SetColumnOffset() subtracting a bool value instead of scrollbar width. 2015-02-23 13:36:40 -06:00
49 changed files with 12774 additions and 24018 deletions

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@ -8,8 +8,8 @@ compiler:
- clang
before_install:
- if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
- if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
- if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
- if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glfw3; fi
script:
- make -C examples/opengl_example

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@ -36,9 +36,16 @@ Gallery
![screenshot 4](/web/test_window_04.png?raw=true)
![screenshot 4](/web/examples_02.png?raw=true)
ImGui can load TTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese:
![utf-8 screenshot](/web/utf8_sample_01.png?raw=true)
ImGui can load TTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with:
```
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
```
For Microsoft IME, pass your HWND to enable IME positioning:
```
io.ImeWindowHandle = my_hwnd;
```
![Japanese screenshot](/web/code_sample_01_jp.png?raw=true)
References
----------

18
examples/README.txt Normal file
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@ -0,0 +1,18 @@
opengl_example/
OpenGL example, using GLFW + fixed pipeline.
This is simple and should work for all OpenGL enabled applications.
Prefer following this example since it is the shortest one!
opengl3_example/
OpenGL exemple, using GLFW/GL3W + programmable pipeline.
This uses more modern calls and custom shaders.
I don't think there is an advantage using this over the simpler example, but it is provided for reference.
directx9_example/
DirectX9 example, Windows only.
directx11_example/
DirectX11 example, Windows only.
This is quite long and tedious, because: DirectX11.

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@ -5,10 +5,18 @@
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
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<ProjectConfiguration Include="Release|Win32">
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<ProjectConfiguration Include="Release|x64">
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<PropertyGroup Label="Globals">
<ProjectGuid>{9F316E83-5AE5-4939-A723-305A94F48005}</ProjectGuid>
@ -20,43 +28,88 @@
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<CharacterSet>Unicode</CharacterSet>
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<CharacterSet>Unicode</CharacterSet>
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<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
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<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
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<WarningLevel>Level3</WarningLevel>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -67,12 +120,31 @@
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="imgui_impl_dx11.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="imgui_impl_dx11.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@ -15,6 +15,9 @@
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="imgui_impl_dx11.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp">
@ -23,5 +26,8 @@
<ClCompile Include="main.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="imgui_impl_dx11.cpp">
<Filter>sources</Filter>
</ClCompile>
</ItemGroup>
</Project>

View File

@ -0,0 +1,467 @@
// ImGui Win32 + DirectX11 binding
// https://github.com/ocornut/imgui
#include <imgui.h>
#include "imgui_impl_dx11.h"
// DirectX
#include <d3d11.h>
#include <d3dcompiler.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
// Data
static INT64 g_Time = 0;
static INT64 g_TicksPerSecond = 0;
static HWND g_hWnd = 0;
static ID3D11Device* g_pd3dDevice = NULL;
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
static ID3D11Buffer* g_pVB = NULL;
static ID3D10Blob * g_pVertexShaderBlob = NULL;
static ID3D11VertexShader* g_pVertexShader = NULL;
static ID3D11InputLayout* g_pInputLayout = NULL;
static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
static ID3D10Blob * g_pPixelShaderBlob = NULL;
static ID3D11PixelShader* g_pPixelShader = NULL;
static ID3D11SamplerState* g_pFontSampler = NULL;
static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
static ID3D11BlendState* g_blendState = NULL;
static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed.
struct CUSTOMVERTEX
{
float pos[2];
float uv[2];
unsigned int col;
};
struct VERTEX_CONSTANT_BUFFER
{
float mvp[4][4];
};
// 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)
static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
// Copy and convert all vertices into a single contiguous buffer
D3D11_MAPPED_SUBRESOURCE mappedResource;
if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
return;
CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
vtx_dst->pos[0] = vtx_src->pos.x;
vtx_dst->pos[1] = vtx_src->pos.y;
vtx_dst->uv[0] = vtx_src->uv.x;
vtx_dst->uv[1] = vtx_src->uv.y;
vtx_dst->col = vtx_src->col;
vtx_dst++;
vtx_src++;
}
}
g_pd3dDeviceContext->Unmap(g_pVB, 0);
// Setup orthographic projection matrix into our constant buffer
{
D3D11_MAPPED_SUBRESOURCE mappedResource;
if (g_pd3dDeviceContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
return;
VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
const float L = 0.0f;
const float R = ImGui::GetIO().DisplaySize.x;
const float B = ImGui::GetIO().DisplaySize.y;
const float T = 0.0f;
const float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
g_pd3dDeviceContext->Unmap(g_pVertexConstantBuffer, 0);
}
// Setup viewport
{
D3D11_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
vp.Width = ImGui::GetIO().DisplaySize.x;
vp.Height = ImGui::GetIO().DisplaySize.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
g_pd3dDeviceContext->RSSetViewports(1, &vp);
}
// Bind shader and vertex buffers
unsigned int stride = sizeof(CUSTOMVERTEX);
unsigned int offset = 0;
g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout);
g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0);
g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
g_pd3dDeviceContext->PSSetShader(g_pPixelShader, NULL, 0);
g_pd3dDeviceContext->PSSetSamplers(0, 1, &g_pFontSampler);
// Setup render state
const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
g_pd3dDeviceContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
// Render command lists
int vtx_offset = 0;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
if (pcmd->user_callback)
{
pcmd->user_callback(cmd_list, pcmd);
}
else
{
const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
g_pd3dDeviceContext->RSSetScissorRects(1, &r);
g_pd3dDeviceContext->Draw(pcmd->vtx_count, vtx_offset);
}
vtx_offset += pcmd->vtx_count;
}
}
// Restore modified state
g_pd3dDeviceContext->IASetInputLayout(NULL);
g_pd3dDeviceContext->PSSetShader(NULL, NULL, 0);
g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0);
}
LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
{
case WM_LBUTTONDOWN:
io.MouseDown[0] = true;
return true;
case WM_LBUTTONUP:
io.MouseDown[0] = false;
return true;
case WM_RBUTTONDOWN:
io.MouseDown[1] = true;
return true;
case WM_RBUTTONUP:
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
io.MousePos.x = (signed short)(lParam);
io.MousePos.y = (signed short)(lParam >> 16);
return true;
case WM_KEYDOWN:
if (wParam < 256)
io.KeysDown[wParam] = 1;
return true;
case WM_KEYUP:
if (wParam < 256)
io.KeysDown[wParam] = 0;
return true;
case WM_CHAR:
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if (wParam > 0 && wParam < 0x10000)
io.AddInputCharacter((unsigned short)wParam);
return true;
}
return 0;
}
static void ImGui_ImplDX11_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
// Build
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Create DX11 texture
{
D3D11_TEXTURE2D_DESC texDesc;
ZeroMemory(&texDesc, sizeof(texDesc));
texDesc.Width = width;
texDesc.Height = height;
texDesc.MipLevels = 1;
texDesc.ArraySize = 1;
texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texDesc.SampleDesc.Count = 1;
texDesc.Usage = D3D11_USAGE_DEFAULT;
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
texDesc.CPUAccessFlags = 0;
ID3D11Texture2D *pTexture = NULL;
D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = texDesc.Width * 4;
subResource.SysMemSlicePitch = 0;
g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture);
// Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = texDesc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
pTexture->Release();
}
// Store our identifier
io.Fonts->TexID = (void *)g_pFontTextureView;
// Create texture sampler
{
D3D11_SAMPLER_DESC samplerDesc;
ZeroMemory(&samplerDesc, sizeof(samplerDesc));
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.MipLODBias = 0.f;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
samplerDesc.MinLOD = 0.f;
samplerDesc.MaxLOD = 0.f;
g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
}
}
bool ImGui_ImplDX11_CreateDeviceObjects()
{
if (!g_pd3dDevice)
return false;
if (g_pVB)
ImGui_ImplDX11_InvalidateDeviceObjects();
// Create the vertex shader
{
static const char* vertexShader =
"cbuffer vertexBuffer : register(c0) \
{\
float4x4 ProjectionMatrix; \
};\
struct VS_INPUT\
{\
float2 pos : POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
PS_INPUT main(VS_INPUT input)\
{\
PS_INPUT output;\
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
output.col = input.col;\
output.uv = input.uv;\
return output;\
}";
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false;
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
return false;
// Create the input layout
D3D11_INPUT_ELEMENT_DESC localLayout[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
return false;
// Create the constant buffer
{
D3D11_BUFFER_DESC cbDesc;
cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
cbDesc.MiscFlags = 0;
g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
}
}
// Create the pixel shader
{
static const char* pixelShader =
"struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
sampler sampler0;\
Texture2D texture0;\
\
float4 main(PS_INPUT input) : SV_Target\
{\
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
return out_col; \
}";
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false;
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
return false;
}
// Create the blending setup
{
D3D11_BLEND_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.AlphaToCoverageEnable = false;
desc.RenderTarget[0].BlendEnable = true;
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
}
// Create the vertex buffer
{
D3D11_BUFFER_DESC bufferDesc;
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
bufferDesc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(CUSTOMVERTEX);
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufferDesc.MiscFlags = 0;
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
return false;
}
ImGui_ImplDX11_CreateFontsTexture();
return true;
}
void ImGui_ImplDX11_InvalidateDeviceObjects()
{
if (!g_pd3dDevice)
return;
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
if (g_pFontTextureView) { g_pFontTextureView->Release(); ImGui::GetIO().Fonts->TexID = 0; }
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
if (g_blendState) { g_blendState->Release(); g_blendState = NULL; }
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
}
bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
{
g_hWnd = (HWND)hwnd;
g_pd3dDevice = device;
g_pd3dDeviceContext = device_context;
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
return false;
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
return false;
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
io.KeyMap[ImGuiKey_Home] = VK_HOME;
io.KeyMap[ImGuiKey_End] = VK_END;
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';
io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists;
io.ImeWindowHandle = g_hWnd;
return true;
}
void ImGui_ImplDX11_Shutdown()
{
ImGui_ImplDX11_InvalidateDeviceObjects();
ImGui::Shutdown();
g_pd3dDevice = NULL;
g_pd3dDeviceContext = NULL;
g_hWnd = (HWND)0;
}
void ImGui_ImplDX11_NewFrame()
{
if (!g_pVB)
ImGui_ImplDX11_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
RECT rect;
GetClientRect(g_hWnd, &rect);
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
// Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
g_Time = current_time;
// Read keyboard modifiers inputs
io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
// io.MousePos : filled by WM_MOUSEMOVE events
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Start the frame
ImGui::NewFrame();
}

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@ -0,0 +1,20 @@
// ImGui Win32 + DirectX11 binding
// https://github.com/ocornut/imgui
struct ID3D11Device;
struct ID3D11DeviceContext;
bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
void ImGui_ImplDX11_Shutdown();
void ImGui_ImplDX11_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
void ImGui_ImplDX11_InvalidateDeviceObjects();
bool ImGui_ImplDX11_CreateDeviceObjects();
// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
/*
extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
*/

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@ -1,149 +1,41 @@
// ImGui - standalone example application for DirectX 11
#include <windows.h>
#include "../../imgui.h"
// DirectX 11
#include <imgui.h>
#include "imgui_impl_dx11.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
static HWND hWnd;
// Data
static ID3D11Device* g_pd3dDevice = NULL;
static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
static IDXGISwapChain* g_pSwapChain = NULL;
static ID3D11Buffer* g_pVB = NULL;
static ID3D11RenderTargetView* g_mainRenderTargetView;
static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
static ID3D10Blob * g_pVertexShaderBlob = NULL;
static ID3D11VertexShader* g_pVertexShader = NULL;
static ID3D11InputLayout* g_pInputLayout = NULL;
static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
static ID3D10Blob * g_pPixelShaderBlob = NULL;
static ID3D11PixelShader* g_pPixelShader = NULL;
static ID3D11SamplerState* g_pFontSampler = NULL;
static ID3D11BlendState* g_blendState = NULL;
struct CUSTOMVERTEX
void CreateRenderTarget()
{
float pos[2];
float uv[2];
unsigned int col;
};
DXGI_SWAP_CHAIN_DESC sd;
g_pSwapChain->GetDesc(&sd);
struct VERTEX_CONSTANT_BUFFER
{
float mvp[4][4];
};
// 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)
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
// Copy and convert all vertices into a single contiguous buffer
D3D11_MAPPED_SUBRESOURCE mappedResource;
if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
return;
CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
vtx_dst->pos[0] = vtx_src->pos.x;
vtx_dst->pos[1] = vtx_src->pos.y;
vtx_dst->uv[0] = vtx_src->uv.x;
vtx_dst->uv[1] = vtx_src->uv.y;
vtx_dst->col = vtx_src->col;
vtx_dst++;
vtx_src++;
}
}
g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
// Setup orthographic projection matrix into our constant buffer
{
D3D11_MAPPED_SUBRESOURCE mappedResource;
if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
return;
VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
const float L = 0.0f;
const float R = ImGui::GetIO().DisplaySize.x;
const float B = ImGui::GetIO().DisplaySize.y;
const float T = 0.0f;
const float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
}
// Setup viewport
{
D3D11_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
vp.Width = ImGui::GetIO().DisplaySize.x;
vp.Height = ImGui::GetIO().DisplaySize.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
}
// Bind shader and vertex buffers
unsigned int stride = sizeof(CUSTOMVERTEX);
unsigned int offset = 0;
g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
// Setup render state
const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
// Render command lists
int vtx_offset = 0;
for (int n = 0; n < cmd_lists_count; n++)
{
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
vtx_offset += pcmd->vtx_count;
}
}
// Restore modified state
g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
// Create the render target
ID3D11Texture2D* pBackBuffer;
D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
render_target_view_desc.Format = sd.BufferDesc.Format;
render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
pBackBuffer->Release();
}
HRESULT InitDeviceD3D(HWND hWnd)
void CleanupRenderTarget()
{
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
}
HRESULT CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
DXGI_SWAP_CHAIN_DESC sd;
@ -170,7 +62,7 @@ HRESULT InitDeviceD3D(HWND hWnd)
#endif
D3D_FEATURE_LEVEL featureLevel;
const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
return E_FAIL;
// Setup rasterizer
@ -190,363 +82,85 @@ HRESULT InitDeviceD3D(HWND hWnd)
ID3D11RasterizerState* pRState = NULL;
g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
g_pd3dDeviceImmediateContext->RSSetState(pRState);
g_pd3dDeviceContext->RSSetState(pRState);
pRState->Release();
}
// Create the render target
{
ID3D11Texture2D* pBackBuffer;
D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
render_target_view_desc.Format = sd.BufferDesc.Format;
render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
pBackBuffer->Release();
}
// Create the vertex shader
{
static const char* vertexShader =
"cbuffer vertexBuffer : register(c0) \
{\
float4x4 ProjectionMatrix; \
};\
struct VS_INPUT\
{\
float2 pos : POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
PS_INPUT main(VS_INPUT input)\
{\
PS_INPUT output;\
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
output.col = input.col;\
output.uv = input.uv;\
return output;\
}";
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return E_FAIL;
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
return E_FAIL;
// Create the input layout
D3D11_INPUT_ELEMENT_DESC localLayout[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
return E_FAIL;
// Create the constant buffer
{
D3D11_BUFFER_DESC cbDesc;
cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
cbDesc.MiscFlags = 0;
g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
}
}
// Create the pixel shader
{
static const char* pixelShader =
"struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
sampler sampler0;\
Texture2D texture0;\
\
float4 main(PS_INPUT input) : SV_Target\
{\
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
return out_col; \
}";
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return E_FAIL;
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
return E_FAIL;
}
// Create the blending setup
{
D3D11_BLEND_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.AlphaToCoverageEnable = false;
desc.RenderTarget[0].BlendEnable = true;
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
}
CreateRenderTarget();
return S_OK;
}
void CleanupDevice()
void CleanupDeviceD3D()
{
if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
// InitImGui
if (g_pFontSampler) g_pFontSampler->Release();
if (ID3D11ShaderResourceView* font_texture_view = (ID3D11ShaderResourceView*)ImGui::GetIO().Fonts->TexID)
font_texture_view->Release();
if (g_pVB) g_pVB->Release();
// InitDeviceD3D
if (g_blendState) g_blendState->Release();
if (g_pPixelShader) g_pPixelShader->Release();
if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
if (g_pInputLayout) g_pInputLayout->Release();
if (g_pVertexShader) g_pVertexShader->Release();
if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
if (g_pSwapChain) g_pSwapChain->Release();
if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
if (g_pd3dDevice) g_pd3dDevice->Release();
CleanupRenderTarget();
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
}
extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
if (ImGui_ImplDX11_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
switch (msg)
{
case WM_LBUTTONDOWN:
io.MouseDown[0] = true;
return true;
case WM_LBUTTONUP:
io.MouseDown[0] = false;
return true;
case WM_RBUTTONDOWN:
io.MouseDown[1] = true;
return true;
case WM_RBUTTONUP:
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MousePos.x = (signed short)(lParam);
io.MousePos.y = (signed short)(lParam >> 16);
return true;
case WM_CHAR:
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if (wParam > 0 && wParam < 0x10000)
io.AddInputCharacter((unsigned short)wParam);
return true;
case WM_SIZE:
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
{
ImGui_ImplDX11_InvalidateDeviceObjects();
CleanupRenderTarget();
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
CreateRenderTarget();
ImGui_ImplDX11_CreateDeviceObjects();
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
return 0;
break;
case WM_DESTROY:
CleanupDevice();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
void LoadFontsTexture()
int main(int, char**)
{
// Load one or more font
ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font1 = io.Fonts->AddFontDefault();
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese());
// Build
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Create texture
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
ID3D11Texture2D *pTexture = NULL;
D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
// Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
ID3D11ShaderResourceView* font_texture_view = NULL;
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &font_texture_view);
pTexture->Release();
// Store our identifier
io.Fonts->TexID = (void *)font_texture_view;
}
void InitImGui()
{
RECT rect;
GetClientRect(hWnd, &rect);
int display_w = (int)(rect.right - rect.left);
int display_h = (int)(rect.bottom - rect.top);
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)display_w, (float)display_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 time step is variable)
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
io.KeyMap[ImGuiKey_Home] = VK_HOME;
io.KeyMap[ImGuiKey_End] = VK_END;
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';
io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
// Create the vertex buffer
{
D3D11_BUFFER_DESC bufferDesc;
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
bufferDesc.ByteWidth = 100000 * sizeof(CUSTOMVERTEX); // Maybe we should handle that more dynamically?
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufferDesc.MiscFlags = 0;
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
{
IM_ASSERT(0);
return;
}
}
// Load fonts
LoadFontsTexture();
// Create texture sampler
{
D3D11_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
desc.MipLODBias = 0.f;
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
}
}
INT64 ticks_per_second = 0;
INT64 last_time = 0;
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
// Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
last_time = current_time;
// Setup inputs
// (we already got mouse position, buttons, wheel from the window message callback)
BYTE keystate[256];
GetKeyboardState(keystate);
for (int i = 0; i < 256; i++)
io.KeysDown[i] = (keystate[i] & 0x80) != 0;
io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
// io.MousePos : filled by WM_MOUSEMOVE event
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Start the frame
ImGui::NewFrame();
}
int main(int argc, char** argv)
{
// Register the window class
// Create application window
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
RegisterClassEx(&wc);
// Create the application's window
hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
return 1;
if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
return 1;
HWND hwnd = CreateWindow(L"ImGui Example", L"ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
if (InitDeviceD3D(hWnd) < 0)
if (CreateDeviceD3D(hwnd) < 0)
{
CleanupDevice();
CleanupDeviceD3D();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 1;
}
// Show the window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
InitImGui();
// Setup ImGui binding
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
//ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font1 = io.Fonts->AddFontDefault();
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_col = ImColor(114, 144, 154);
// Enter the message loop
// Main loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
@ -557,7 +171,7 @@ int main(int argc, char** argv)
DispatchMessage(&msg);
continue;
}
UpdateImGui();
ImGui_ImplDX11_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
@ -574,7 +188,8 @@ int main(int argc, char** argv)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
}
@ -582,17 +197,18 @@ int main(int argc, char** argv)
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // 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::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); // 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);
}
// Rendering
g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
ImGui::Render();
g_pSwapChain->Present(0, 0);
}
ImGui::Shutdown();
ImGui_ImplDX11_Shutdown();
CleanupDeviceD3D();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;

View File

@ -5,10 +5,18 @@
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{4165A294-21F2-44CA-9B38-E3F935ABADF5}</ProjectGuid>
@ -20,60 +28,124 @@
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(DXSDK_DIR)Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(DXSDK_DIR)Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="imgui_impl_dx9.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="imgui_impl_dx9.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

View File

@ -16,6 +16,9 @@
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="imgui_impl_dx9.cpp">
<Filter>sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
@ -24,5 +27,8 @@
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="imgui_impl_dx9.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
</Project>

View File

@ -0,0 +1,285 @@
// ImGui Win32 + DirectX9 binding
// https://github.com/ocornut/imgui
#include <imgui.h>
#include "imgui_impl_dx9.h"
// DirectX
#include <d3dx9.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
// Data
static HWND g_hWnd = 0;
static INT64 g_Time = 0;
static INT64 g_TicksPerSecond = 0;
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed.
struct CUSTOMVERTEX
{
D3DXVECTOR3 pos;
D3DCOLOR col;
D3DXVECTOR2 uv;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
// 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)
static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
size_t total_vtx_count = 0;
for (int n = 0; n < cmd_lists_count; n++)
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
if (total_vtx_count == 0)
return;
// Copy and convert all vertices into a single contiguous buffer
CUSTOMVERTEX* vtx_dst;
if (g_pVB->Lock(0, (UINT)total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
return;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
vtx_dst->pos.x = vtx_src->pos.x;
vtx_dst->pos.y = vtx_src->pos.y;
vtx_dst->pos.z = 0.0f;
vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
vtx_dst->uv.x = vtx_src->uv.x;
vtx_dst->uv.y = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
}
g_pVB->Unlock();
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
// Setup render state: alpha-blending, no face culling, no depth testing
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
// Setup orthographic projection matrix
D3DXMATRIXA16 mat;
D3DXMatrixIdentity(&mat);
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
// Render command lists
int vtx_offset = 0;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
if (pcmd->user_callback)
{
pcmd->user_callback(cmd_list, pcmd);
}
else
{
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
}
vtx_offset += pcmd->vtx_count;
}
}
}
LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
{
case WM_LBUTTONDOWN:
io.MouseDown[0] = true;
return true;
case WM_LBUTTONUP:
io.MouseDown[0] = false;
return true;
case WM_RBUTTONDOWN:
io.MouseDown[1] = true;
return true;
case WM_RBUTTONUP:
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
io.MousePos.x = (signed short)(lParam);
io.MousePos.y = (signed short)(lParam >> 16);
return true;
case WM_KEYDOWN:
if (wParam < 256)
io.KeysDown[wParam] = 1;
return true;
case WM_KEYUP:
if (wParam < 256)
io.KeysDown[wParam] = 0;
return true;
case WM_CHAR:
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if (wParam > 0 && wParam < 0x10000)
io.AddInputCharacter((unsigned short)wParam);
return true;
}
return 0;
}
bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
{
g_hWnd = (HWND)hwnd;
g_pd3dDevice = device;
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
return false;
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
return false;
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
io.KeyMap[ImGuiKey_Home] = VK_HOME;
io.KeyMap[ImGuiKey_End] = VK_END;
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';
io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImGui_ImplDX9_RenderDrawLists;
io.ImeWindowHandle = g_hWnd;
return true;
}
void ImGui_ImplDX9_Shutdown()
{
ImGui_ImplDX9_InvalidateDeviceObjects();
ImGui::Shutdown();
g_pd3dDevice = NULL;
g_hWnd = 0;
}
static void ImGui_ImplDX9_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
// Build
unsigned char* pixels;
int width, height, bytes_per_pixel;
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
// Create DX9 texture
LPDIRECT3DTEXTURE9 pTexture = NULL;
if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
{
IM_ASSERT(0);
return;
}
D3DLOCKED_RECT tex_locked_rect;
if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
{
IM_ASSERT(0);
return;
}
for (int y = 0; y < height; y++)
memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
pTexture->UnlockRect(0);
// Store our identifier
io.Fonts->TexID = (void *)pTexture;
}
bool ImGui_ImplDX9_CreateDeviceObjects()
{
if (!g_pd3dDevice)
return false;
if (g_pd3dDevice->CreateVertexBuffer(VERTEX_BUFFER_SIZE * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
return false;
ImGui_ImplDX9_CreateFontsTexture();
return true;
}
void ImGui_ImplDX9_InvalidateDeviceObjects()
{
if (!g_pd3dDevice)
return;
if (g_pVB)
{
g_pVB->Release();
g_pVB = NULL;
}
if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
{
tex->Release();
ImGui::GetIO().Fonts->TexID = 0;
}
}
void ImGui_ImplDX9_NewFrame()
{
if (!g_pVB)
ImGui_ImplDX9_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
RECT rect;
GetClientRect(g_hWnd, &rect);
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
// Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
g_Time = current_time;
// Read keyboard modifiers inputs
io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
// io.MousePos : filled by WM_MOUSEMOVE events
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Start the frame
ImGui::NewFrame();
}

View File

@ -0,0 +1,19 @@
// ImGui Win32 + DirectX9 binding
// https://github.com/ocornut/imgui
struct IDirect3DDevice9;
bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device);
void ImGui_ImplDX9_Shutdown();
void ImGui_ImplDX9_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
void ImGui_ImplDX9_InvalidateDeviceObjects();
bool ImGui_ImplDX9_CreateDeviceObjects();
// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
/*
extern LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
*/

View File

@ -1,318 +1,93 @@
// ImGui - standalone example application for DirectX 9
#include <windows.h>
#include "../../imgui.h"
// DirectX 9
#include <imgui.h>
#include "imgui_impl_dx9.h"
#include <d3dx9.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
static HWND hWnd;
static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
struct CUSTOMVERTEX
{
D3DXVECTOR3 pos;
D3DCOLOR col;
D3DXVECTOR2 uv;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
// 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)
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
size_t total_vtx_count = 0;
for (int n = 0; n < cmd_lists_count; n++)
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
if (total_vtx_count == 0)
return;
// Copy and convert all vertices into a single contiguous buffer
CUSTOMVERTEX* vtx_dst;
if (g_pVB->Lock(0, (UINT)total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
return;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
vtx_dst->pos.x = vtx_src->pos.x;
vtx_dst->pos.y = vtx_src->pos.y;
vtx_dst->pos.z = 0.0f;
vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
vtx_dst->uv.x = vtx_src->uv.x;
vtx_dst->uv.y = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
}
g_pVB->Unlock();
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
// Setup render state: alpha-blending, no face culling, no depth testing
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
// Setup orthographic projection matrix
D3DXMATRIXA16 mat;
D3DXMatrixIdentity(&mat);
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
// Render command lists
int vtx_offset = 0;
for (int n = 0; n < cmd_lists_count; n++)
{
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
vtx_offset += pcmd->vtx_count;
}
}
}
HRESULT InitDeviceD3D(HWND hWnd)
{
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
// Create the D3DDevice
if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
return E_FAIL;
return S_OK;
}
void CleanupDevice()
{
// InitImGui
if (g_pVB) g_pVB->Release();
// InitDeviceD3D
if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
tex->Release();
if (g_pd3dDevice) g_pd3dDevice->Release();
if (g_pD3D) g_pD3D->Release();
}
// Data
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
static D3DPRESENT_PARAMETERS g_d3dpp;
extern LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
if (ImGui_ImplDX9_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
switch (msg)
{
case WM_LBUTTONDOWN:
io.MouseDown[0] = true;
return true;
case WM_LBUTTONUP:
io.MouseDown[0] = false;
return true;
case WM_RBUTTONDOWN:
io.MouseDown[1] = true;
return true;
case WM_RBUTTONUP:
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MousePos.x = (signed short)(lParam);
io.MousePos.y = (signed short)(lParam >> 16);
return true;
case WM_CHAR:
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if (wParam > 0 && wParam < 0x10000)
io.AddInputCharacter((unsigned short)wParam);
return true;
case WM_SIZE:
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
{
ImGui_ImplDX9_InvalidateDeviceObjects();
g_d3dpp.BackBufferWidth = LOWORD(lParam);
g_d3dpp.BackBufferHeight = HIWORD(lParam);
HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
if (hr == D3DERR_INVALIDCALL)
IM_ASSERT(0);
ImGui_ImplDX9_CreateDeviceObjects();
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
return 0;
break;
case WM_DESTROY:
CleanupDevice();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
void LoadFontsTexture()
int main(int, char**)
{
// Load one or more font
ImGuiIO& io = ImGui::GetIO();
// Create application window
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
RegisterClassEx(&wc);
HWND hwnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
LPDIRECT3D9 pD3D;
if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
{
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;
}
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
g_d3dpp.Windowed = TRUE;
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
g_d3dpp.EnableAutoDepthStencil = TRUE;
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
// Create the D3DDevice
if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
{
pD3D->Release();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;
}
// Setup ImGui binding
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
//ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font1 = io.Fonts->AddFontDefault();
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese());
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
// Build
unsigned char* pixels;
int width, height, bytes_per_pixel;
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
// Create texture
LPDIRECT3DTEXTURE9 pTexture = NULL;
if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
{
IM_ASSERT(0);
return;
}
// Copy pixels
D3DLOCKED_RECT tex_locked_rect;
if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
{
IM_ASSERT(0);
return;
}
for (int y = 0; y < height; y++)
memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
pTexture->UnlockRect(0);
// Store our identifier
io.Fonts->TexID = (void *)pTexture;
}
void InitImGui()
{
RECT rect;
GetClientRect(hWnd, &rect);
int display_w = (int)(rect.right - rect.left);
int display_h = (int)(rect.bottom - rect.top);
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)display_w, (float)display_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 time step is variable)
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
io.KeyMap[ImGuiKey_Home] = VK_HOME;
io.KeyMap[ImGuiKey_End] = VK_END;
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';
io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
// Create the vertex buffer
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
{
IM_ASSERT(0);
return;
}
LoadFontsTexture();
}
INT64 ticks_per_second = 0;
INT64 last_time = 0;
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
// Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
last_time = current_time;
// Setup inputs
// (we already got mouse position, buttons, wheel from the window message callback)
BYTE keystate[256];
GetKeyboardState(keystate);
for (int i = 0; i < 256; i++)
io.KeysDown[i] = (keystate[i] & 0x80) != 0;
io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
// io.MousePos : filled by WM_MOUSEMOVE event
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Start the frame
ImGui::NewFrame();
}
int main(int argc, char** argv)
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
RegisterClassEx(&wc);
// Create the application's window
hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
return 1;
if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
return 1;
// Initialize Direct3D
if (InitDeviceD3D(hWnd) < 0)
{
CleanupDevice();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 1;
}
// Show the window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
InitImGui();
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_col = ImColor(114, 144, 154);
// Enter the message loop
// Main loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
@ -323,7 +98,7 @@ int main(int argc, char** argv)
DispatchMessage(&msg);
continue;
}
UpdateImGui();
ImGui_ImplDX9_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
@ -340,7 +115,8 @@ int main(int argc, char** argv)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
}
@ -348,7 +124,7 @@ int main(int argc, char** argv)
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@ -366,8 +142,10 @@ int main(int argc, char** argv)
g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
}
ImGui::Shutdown();
ImGui_ImplDX9_Shutdown();
if (g_pd3dDevice) g_pd3dDevice->Release();
if (pD3D) pD3D->Release();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;
}

View File

@ -12,25 +12,43 @@ EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.ActiveCfg = Debug|x64
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.Build.0 = Debug|x64
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.ActiveCfg = Release|x64
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.Build.0 = Release|x64
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|x64.ActiveCfg = Debug|x64
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|x64.Build.0 = Debug|x64
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|x64.ActiveCfg = Release|x64
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|x64.Build.0 = Release|x64
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.ActiveCfg = Debug|x64
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.Build.0 = Debug|x64
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.ActiveCfg = Release|x64
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.Build.0 = Release|x64
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.ActiveCfg = Debug|x64
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.Build.0 = Debug|x64
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.ActiveCfg = Release|x64
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

1344
examples/libs/gl3w/GL/gl3w.c Normal file

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1234
examples/libs/gl3w/GL/gl3w.h Normal file

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View File

@ -0,0 +1,356 @@
/*************************************************************************
* GLFW 3.1 - www.glfw.org
* A library for OpenGL, window and input
*------------------------------------------------------------------------
* Copyright (c) 2002-2006 Marcus Geelnard
* Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would
* be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not
* be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*
*************************************************************************/
#ifndef _glfw3_native_h_
#define _glfw3_native_h_
#ifdef __cplusplus
extern "C" {
#endif
/*************************************************************************
* Doxygen documentation
*************************************************************************/
/*! @defgroup native Native access
*
* **By using the native access functions you assert that you know what you're
* doing and how to fix problems caused by using them. If you don't, you
* shouldn't be using them.**
*
* Before the inclusion of @ref glfw3native.h, you must define exactly one
* window system API macro and exactly one context creation API macro. Failure
* to do this will cause a compile-time error.
*
* The available window API macros are:
* * `GLFW_EXPOSE_NATIVE_WIN32`
* * `GLFW_EXPOSE_NATIVE_COCOA`
* * `GLFW_EXPOSE_NATIVE_X11`
*
* The available context API macros are:
* * `GLFW_EXPOSE_NATIVE_WGL`
* * `GLFW_EXPOSE_NATIVE_NSGL`
* * `GLFW_EXPOSE_NATIVE_GLX`
* * `GLFW_EXPOSE_NATIVE_EGL`
*
* These macros select which of the native access functions that are declared
* and which platform-specific headers to include. It is then up your (by
* definition platform-specific) code to handle which of these should be
* defined.
*/
/*************************************************************************
* System headers and types
*************************************************************************/
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
// This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
// example to allow applications to correctly declare a GL_ARB_debug_output
// callback) but windows.h assumes no one will define APIENTRY before it does
#undef APIENTRY
#include <windows.h>
#elif defined(GLFW_EXPOSE_NATIVE_COCOA)
#include <ApplicationServices/ApplicationServices.h>
#if defined(__OBJC__)
#import <Cocoa/Cocoa.h>
#else
typedef void* id;
#endif
#elif defined(GLFW_EXPOSE_NATIVE_X11)
#include <X11/Xlib.h>
#include <X11/extensions/Xrandr.h>
#else
#error "No window API selected"
#endif
#if defined(GLFW_EXPOSE_NATIVE_WGL)
/* WGL is declared by windows.h */
#elif defined(GLFW_EXPOSE_NATIVE_NSGL)
/* NSGL is declared by Cocoa.h */
#elif defined(GLFW_EXPOSE_NATIVE_GLX)
#include <GL/glx.h>
#elif defined(GLFW_EXPOSE_NATIVE_EGL)
#include <EGL/egl.h>
#else
#error "No context API selected"
#endif
/*************************************************************************
* Functions
*************************************************************************/
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
/*! @brief Returns the adapter device name of the specified monitor.
*
* @return The UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`)
* of the specified monitor, or `NULL` if an [error](@ref error_handling)
* occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);
/*! @brief Returns the display device name of the specified monitor.
*
* @return The UTF-8 encoded display device name (for example
* `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);
/*! @brief Returns the `HWND` of the specified window.
*
* @return The `HWND` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_WGL)
/*! @brief Returns the `HGLRC` of the specified window.
*
* @return The `HGLRC` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_COCOA)
/*! @brief Returns the `CGDirectDisplayID` of the specified monitor.
*
* @return The `CGDirectDisplayID` of the specified monitor, or
* `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);
/*! @brief Returns the `NSWindow` of the specified window.
*
* @return The `NSWindow` of the specified window, or `nil` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
/*! @brief Returns the `NSOpenGLContext` of the specified window.
*
* @return The `NSOpenGLContext` of the specified window, or `nil` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_X11)
/*! @brief Returns the `Display` used by GLFW.
*
* @return The `Display` used by GLFW, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI Display* glfwGetX11Display(void);
/*! @brief Returns the `RRCrtc` of the specified monitor.
*
* @return The `RRCrtc` of the specified monitor, or `None` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);
/*! @brief Returns the `RROutput` of the specified monitor.
*
* @return The `RROutput` of the specified monitor, or `None` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);
/*! @brief Returns the `Window` of the specified window.
*
* @return The `Window` of the specified window, or `None` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_GLX)
/*! @brief Returns the `GLXContext` of the specified window.
*
* @return The `GLXContext` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_EGL)
/*! @brief Returns the `EGLDisplay` used by GLFW.
*
* @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
/*! @brief Returns the `EGLContext` of the specified window.
*
* @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
/*! @brief Returns the `EGLSurface` of the specified window.
*
* @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
#endif
#ifdef __cplusplus
}
#endif
#endif /* _glfw3_native_h_ */

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@ -1,41 +1,41 @@
#
# Cross Platform Make file
#
# Cross Platform Makefile
# Compatible with Ubuntu 14.04.1 and Mac OS X
#
#
# if you using Mac OS X:
# You should install glew via homebrew
# brew install glew
# Also you'll need glfw
# You'll need glfw
# http://www.glfw.org
#
#CXX = g++
OBJS = main.o
OBJS = main.o imgui_impl_glfw_gl3.o
OBJS += ../../imgui.o
OBJS += ../libs/gl3w/GL/gl3w.o
UNAME_S := $(shell uname -s)
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
LIBS = `pkg-config --static --libs glfw3`
CXXFLAGS = -I../../ -I../libs/gl3w `pkg-config --cflags glfw3`
CXXFLAGS += -Wall
LIBS = `pkg-config --static --libs glfw3` -lGLEW
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
LIBS += -lglew -lglfw3
LIBS += -L/usr/local/lib
LIBS += -lglfw3
CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
CXXFLAGS = -I../../ -I../libs/gl3w -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
CXXFLAGS += -Wall
# CXXFLAGS += -D__APPLE__
CFLAGS = $(CXXFLAGS)
endif
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// ImGui GLFW binding with OpenGL3 + shaders
// https://github.com/ocornut/imgui
#include <imgui.h>
#include "imgui_impl_glfw_gl3.h"
// GL3W/GLFW
#include <GL/gl3w.h>
#include <GLFW/glfw3.h>
#ifdef _MSC_VER
#undef APIENTRY
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#include <GLFW/glfw3native.h>
#endif
// Data
static GLFWwindow* g_Window = NULL;
static double g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false };
static float g_MouseWheel = 0.0f;
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 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:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
if (cmd_lists_count == 0)
return;
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glActiveTexture(GL_TEXTURE0);
// Setup orthographic projection matrix
const float width = ImGui::GetIO().DisplaySize.x;
const float height = ImGui::GetIO().DisplaySize.y;
const float ortho_projection[4][4] =
{
{ 2.0f/width, 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/-height, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ -1.0f, 1.0f, 0.0f, 1.0f },
};
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_VboHandle);
size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
if (neededBufferSize > g_VboMaxSize)
{
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
unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
if (!buffer_data)
return;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
}
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(g_VaoHandle);
int cmd_offset = 0;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
int vtx_offset = cmd_offset;
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
{
if (pcmd->user_callback)
{
pcmd->user_callback(cmd_list, pcmd);
}
else
{
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
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;
}
cmd_offset = vtx_offset;
}
// Restore modified state
glBindVertexArray(0);
glUseProgram(0);
glDisable(GL_SCISSOR_TEST);
glBindTexture(GL_TEXTURE_2D, 0);
}
static const char* ImGui_ImplGlfwGL3_GetClipboardText()
{
return glfwGetClipboardString(g_Window);
}
static void ImGui_ImplGlfwGL3_SetClipboardText(const char* text)
{
glfwSetClipboardString(g_Window, text);
}
void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
{
if (action == GLFW_PRESS && button >= 0 && button < 3)
g_MousePressed[button] = true;
}
void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
{
g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
void ImGui_ImplGlfwGL3_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;
io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
io.KeyAlt = (mods & GLFW_MOD_ALT) != 0;
}
void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow*, unsigned int c)
{
ImGuiIO& io = ImGui::GetIO();
if (c > 0 && c < 0x10000)
io.AddInputCharacter((unsigned short)c);
}
void ImGui_ImplGlfwGL3_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
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;
}
bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
{
const GLchar *vertex_shader =
"#version 330\n"
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
"in vec4 Color;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* fragment_shader =
"#version 330\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
"}\n";
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_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_VboHandle);
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_DYNAMIC_DRAW);
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_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);
ImGui_ImplGlfwGL3_CreateFontsTexture();
return true;
}
bool ImGui_ImplGlfwGL3_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_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 = ImGui_ImplGlfwGL3_RenderDrawLists;
io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
#ifdef _MSC_VER
io.ImeWindowHandle = glfwGetWin32Window(g_Window);
#endif
if (install_callbacks)
{
glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL3_MouseButtonCallback);
glfwSetScrollCallback(window, ImGui_ImplGlfwGL3_ScrollCallback);
glfwSetKeyCallback(window, ImGui_ImplGlfwGL3_KeyCallback);
glfwSetCharCallback(window, ImGui_ImplGlfwGL3_CharCallback);
}
return true;
}
void ImGui_ImplGlfwGL3_Shutdown()
{
if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
g_VaoHandle = 0;
g_VboHandle = 0;
glDetachShader(g_ShaderHandle, g_VertHandle);
glDeleteShader(g_VertHandle);
g_VertHandle = 0;
glDetachShader(g_ShaderHandle, g_FragHandle);
glDeleteShader(g_FragHandle);
g_FragHandle = 0;
glDeleteProgram(g_ShaderHandle);
g_ShaderHandle = 0;
if (g_FontTexture)
{
glDeleteTextures(1, &g_FontTexture);
ImGui::GetIO().Fonts->TexID = 0;
g_FontTexture = 0;
}
ImGui::Shutdown();
}
void ImGui_ImplGlfwGL3_NewFrame()
{
if (!g_FontTexture)
ImGui_ImplGlfwGL3_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)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;
// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
{
double 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.)
}
else
{
io.MousePos = ImVec2(-1,-1);
}
for (int i = 0; i < 3; i++)
{
io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(g_Window, 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.
g_MousePressed[i] = false;
}
io.MouseWheel = g_MouseWheel;
g_MouseWheel = 0.0f;
// Start the frame
ImGui::NewFrame();
}

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// ImGui GLFW binding with OpenGL3 + shaders
// https://github.com/ocornut/imgui
struct GLFWwindow;
bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks);
void ImGui_ImplGlfwGL3_Shutdown();
void ImGui_ImplGlfwGL3_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
void ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
bool ImGui_ImplGlfwGL3_CreateDeviceObjects();
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
// Provided here if you want to chain callbacks.
// You can also handle inputs yourself and use those as a reference.
void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
void ImGui_ImplGlFwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow* window, unsigned int c);

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// ImGui - standalone example application for OpenGL 3, using programmable pipeline
// ImGui - standalone example application for Glfw + OpenGL 3, using programmable pipeline
#ifdef _MSC_VER
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#endif
#ifdef __clang__
#pragma clang diagnostic ignored "-Wunused-function" // warning: unused function
#endif
#include "../../imgui.h"
#include <imgui.h>
#include "imgui_impl_glfw_gl3.h"
#include <stdio.h>
// Glfw/Glew
#define GLEW_STATIC
#include <GL/glew.h>
#include <GL/gl3w.h>
#include <GLFW/glfw3.h>
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
static GLFWwindow* window;
static bool mousePressed[2] = { false, false };
// Shader variables
static int shader_handle, vert_handle, frag_handle;
static int texture_location, proj_mtx_location;
static int position_location, uv_location, colour_location;
static size_t vbo_max_size = 20000;
static unsigned int vbo_handle, vao_handle;
// 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)
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
static void error_callback(int error, const char* description)
{
if (cmd_lists_count == 0)
return;
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glActiveTexture(GL_TEXTURE0);
// Setup orthographic projection matrix
const float width = ImGui::GetIO().DisplaySize.x;
const float height = ImGui::GetIO().DisplaySize.y;
const float ortho_projection[4][4] =
{
{ 2.0f/width, 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/-height, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ -1.0f, 1.0f, 0.0f, 1.0f },
};
glUseProgram(shader_handle);
glUniform1i(texture_location, 0);
glUniformMatrix4fv(proj_mtx_location, 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, vbo_handle);
size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
if (neededBufferSize > vbo_max_size)
{
vbo_max_size = neededBufferSize + 5000; // Grow buffer
glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_STREAM_DRAW);
}
// Copy and convert all vertices into a single contiguous buffer
unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
if (!buffer_data)
return;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
}
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(vao_handle);
int cmd_offset = 0;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
int vtx_offset = cmd_offset;
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
{
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
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;
}
cmd_offset = vtx_offset;
}
// Restore modified state
glBindVertexArray(0);
glUseProgram(0);
glDisable(GL_SCISSOR_TEST);
glBindTexture(GL_TEXTURE_2D, 0);
fprintf(stderr, "Error %d: %s\n", error, description);
}
static const char* ImImpl_GetClipboardTextFn()
int main(int, char**)
{
return glfwGetClipboardString(window);
}
static void ImImpl_SetClipboardTextFn(const char* text)
{
glfwSetClipboardString(window, text);
}
// GLFW callbacks to get events
static void glfw_error_callback(int error, const char* description)
{
fputs(description, stderr);
}
static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
if (action == GLFW_PRESS && button >= 0 && button < 2)
mousePressed[button] = true;
}
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
ImGuiIO& io = ImGui::GetIO();
io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
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((unsigned short)c);
}
void InitGL()
{
glfwSetErrorCallback(glfw_error_callback);
// Setup window
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(1);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL);
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, glfw_key_callback);
glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
glfwSetScrollCallback(window, glfw_scroll_callback);
glfwSetCharCallback(window, glfw_char_callback);
gl3wInit();
glewExperimental = GL_TRUE;
GLenum err = glewInit();
if (GLEW_OK != err)
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
const GLchar *vertex_shader =
"#version 330\n"
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
"in vec4 Color;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* fragment_shader =
"#version 330\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
"}\n";
shader_handle = glCreateProgram();
vert_handle = glCreateShader(GL_VERTEX_SHADER);
frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vert_handle, 1, &vertex_shader, 0);
glShaderSource(frag_handle, 1, &fragment_shader, 0);
glCompileShader(vert_handle);
glCompileShader(frag_handle);
glAttachShader(shader_handle, vert_handle);
glAttachShader(shader_handle, frag_handle);
glLinkProgram(shader_handle);
texture_location = glGetUniformLocation(shader_handle, "Texture");
proj_mtx_location = glGetUniformLocation(shader_handle, "ProjMtx");
position_location = glGetAttribLocation(shader_handle, "Position");
uv_location = glGetAttribLocation(shader_handle, "UV");
colour_location = glGetAttribLocation(shader_handle, "Color");
glGenBuffers(1, &vbo_handle);
glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
glGenVertexArrays(1, &vao_handle);
glBindVertexArray(vao_handle);
glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
glEnableVertexAttribArray(position_location);
glEnableVertexAttribArray(uv_location);
glEnableVertexAttribArray(colour_location);
glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void LoadFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
// Setup ImGui binding
ImGui_ImplGlfwGL3_Init(window, true);
//ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font1 = io.Fonts->AddFontDefault();
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese());
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
GLuint tex_id;
glGenTextures(1, &tex_id);
glBindTexture(GL_TEXTURE_2D, tex_id);
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)tex_id;
}
void InitImGui()
{
ImGuiIO& io = ImGui::GetIO();
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.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;
LoadFontsTexture();
}
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
// Setup resolution (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
glfwGetWindowSize(window, &w, &h);
glfwGetFramebufferSize(window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
// Setup time step
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);
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] = mousePressed[0] || glfwGetMouseButton(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] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
// Start the frame
ImGui::NewFrame();
}
// Application code
int main(int argc, char** argv)
{
InitGL();
InitImGui();
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_col = ImColor(114, 144, 154);
ImVec4 clear_color = ImColor(114, 144, 154);
// Main loop
while (!glfwWindowShouldClose(window))
{
ImGuiIO& io = ImGui::GetIO();
io.MouseWheel = 0;
mousePressed[0] = mousePressed[1] = false;
glfwPollEvents();
UpdateImGui();
ImGui_ImplGlfwGL3_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
@ -343,7 +50,7 @@ int main(int argc, char** argv)
static float f;
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_col);
ImGui::ColorEdit3("clear color", (float*)&clear_color);
if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
@ -352,7 +59,8 @@ int main(int argc, char** argv)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
}
@ -360,28 +68,20 @@ int main(int argc, char** argv)
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
// Rendering
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(clear_col.x, clear_col.y, clear_col.z, clear_col.w);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui::Render();
glfwSwapBuffers(window);
}
// Cleanup
if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
glDetachShader(shader_handle, vert_handle);
glDetachShader(shader_handle, frag_handle);
glDeleteShader(vert_handle);
glDeleteShader(frag_handle);
glDeleteProgram(shader_handle);
ImGui::Shutdown();
ImGui_ImplGlfwGL3_Shutdown();
glfwTerminate();
return 0;

View File

@ -5,10 +5,18 @@
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}</ProjectGuid>
@ -20,60 +28,137 @@
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\libs\gl3w\GL\gl3w.c" />
<ClCompile Include="imgui_impl_glfw_gl3.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\libs\gl3w\GL\gl3w.h" />
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h" />
<ClInclude Include="imgui_impl_glfw_gl3.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

View File

@ -8,6 +8,9 @@
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="gl3w">
<UniqueIdentifier>{42f99867-3108-43b8-99d0-fabefaf1f2e3}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp">
@ -16,6 +19,12 @@
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="imgui_impl_glfw_gl3.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\libs\gl3w\GL\gl3w.c">
<Filter>gl3w</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
@ -24,5 +33,14 @@
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="imgui_impl_glfw_gl3.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\libs\gl3w\GL\gl3w.h">
<Filter>gl3w</Filter>
</ClInclude>
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h">
<Filter>gl3w</Filter>
</ClInclude>
</ItemGroup>
</Project>

View File

@ -1,19 +1,16 @@
#
# Cross Platform Make file
#
# Cross Platform Makefile
# Compatible with Ubuntu 14.04.1 and Mac OS X
#
#
# if you using Mac OS X:
# You should install glew via homebrew
# brew install glew
# Also you'll need glfw
# You'll need glfw
# http://www.glfw.org
#
#CXX = g++
OBJS = main.o
OBJS = main.o imgui_impl_glfw.o
OBJS += ../../imgui.o
UNAME_S := $(shell uname -s)
@ -21,21 +18,23 @@ UNAME_S := $(shell uname -s)
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS = `pkg-config --static --libs glfw3`
CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
CXXFLAGS += -Wall
LIBS = `pkg-config --static --libs glfw3` -lGLEW
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
LIBS += -lglew -lglfw3
LIBS += -L/usr/local/lib
LIBS += -lglfw3
CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
CXXFLAGS = -I../../ -I/usr/local/include
CXXFLAGS += -Wall
# CXXFLAGS += -D__APPLE__
CFLAGS = $(CXXFLAGS)
endif
.cpp.o:

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@ -1,73 +0,0 @@
The OpenGL Extension Wrangler Library
Copyright (C) 2002-2007, Milan Ikits <milan ikits[]ieee org>
Copyright (C) 2002-2007, Marcelo E. Magallon <mmagallo[]debian org>
Copyright (C) 2002, Lev Povalahev
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* The name of the author may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.
Mesa 3-D graphics library
Version: 7.0
Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Copyright (c) 2007 The Khronos Group Inc.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and/or associated documentation files (the
"Materials"), to deal in the Materials without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Materials, and to
permit persons to whom the Materials are furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Materials.
THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.

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@ -1,18 +0,0 @@
See doc/index.html for more information.
If you downloaded the tarball from the GLEW website, you just need to:
Unix:
make
Windows:
use the project file in build/vc6/
If you wish to build GLEW from scratch (update the extension data from
the net or add your own extension information), you need a Unix
environment (including wget, perl, and GNU make). The extension data
is regenerated from the top level source directory with:
make extensions

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@ -1,12 +0,0 @@
Major:
- add support for windows mini-client drivers
- add windows installer (msi)
- separate build of static and shared object files (for mingw and
cygwin)
- start designing GLEW 2.0
Minor:
- make auto scripts work with text mode cygwin mounts
- add support for all SUN, MTX, and OML extensions
- make auto/Makefile more robust against auto/core/*~ mistakes
- web poll on separating glew, glxew and wglew

File diff suppressed because it is too large Load Diff

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@ -1,180 +0,0 @@
/*************************************************************************
* GLFW 3.0 - www.glfw.org
* A library for OpenGL, window and input
*------------------------------------------------------------------------
* Copyright (c) 2002-2006 Marcus Geelnard
* Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would
* be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not
* be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*
*************************************************************************/
#ifndef _glfw3_native_h_
#define _glfw3_native_h_
#ifdef __cplusplus
extern "C" {
#endif
/*************************************************************************
* Doxygen documentation
*************************************************************************/
/*! @defgroup native Native access
*
* **By using the native API, you assert that you know what you're doing and
* how to fix problems caused by using it. If you don't, you shouldn't be
* using it.**
*
* Before the inclusion of @ref glfw3native.h, you must define exactly one
* window API macro and exactly one context API macro. Failure to do this
* will cause a compile-time error.
*
* The available window API macros are:
* * `GLFW_EXPOSE_NATIVE_WIN32`
* * `GLFW_EXPOSE_NATIVE_COCOA`
* * `GLFW_EXPOSE_NATIVE_X11`
*
* The available context API macros are:
* * `GLFW_EXPOSE_NATIVE_WGL`
* * `GLFW_EXPOSE_NATIVE_NSGL`
* * `GLFW_EXPOSE_NATIVE_GLX`
* * `GLFW_EXPOSE_NATIVE_EGL`
*
* These macros select which of the native access functions that are declared
* and which platform-specific headers to include. It is then up your (by
* definition platform-specific) code to handle which of these should be
* defined.
*/
/*************************************************************************
* System headers and types
*************************************************************************/
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
#include <windows.h>
#elif defined(GLFW_EXPOSE_NATIVE_COCOA)
#if defined(__OBJC__)
#import <Cocoa/Cocoa.h>
#else
typedef void* id;
#endif
#elif defined(GLFW_EXPOSE_NATIVE_X11)
#include <X11/Xlib.h>
#else
#error "No window API specified"
#endif
#if defined(GLFW_EXPOSE_NATIVE_WGL)
/* WGL is declared by windows.h */
#elif defined(GLFW_EXPOSE_NATIVE_NSGL)
/* NSGL is declared by Cocoa.h */
#elif defined(GLFW_EXPOSE_NATIVE_GLX)
#include <GL/glx.h>
#elif defined(GLFW_EXPOSE_NATIVE_EGL)
#include <EGL/egl.h>
#else
#error "No context API specified"
#endif
/*************************************************************************
* Functions
*************************************************************************/
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
/*! @brief Returns the `HWND` of the specified window.
* @return The `HWND` of the specified window.
* @ingroup native
*/
GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_WGL)
/*! @brief Returns the `HGLRC` of the specified window.
* @return The `HGLRC` of the specified window.
* @ingroup native
*/
GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_COCOA)
/*! @brief Returns the `NSWindow` of the specified window.
* @return The `NSWindow` of the specified window.
* @ingroup native
*/
GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
/*! @brief Returns the `NSOpenGLContext` of the specified window.
* @return The `NSOpenGLContext` of the specified window.
* @ingroup native
*/
GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_X11)
/*! @brief Returns the `Display` used by GLFW.
* @return The `Display` used by GLFW.
* @ingroup native
*/
GLFWAPI Display* glfwGetX11Display(void);
/*! @brief Returns the `Window` of the specified window.
* @return The `Window` of the specified window.
* @ingroup native
*/
GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_GLX)
/*! @brief Returns the `GLXContext` of the specified window.
* @return The `GLXContext` of the specified window.
* @ingroup native
*/
GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_EGL)
/*! @brief Returns the `EGLDisplay` used by GLFW.
* @return The `EGLDisplay` used by GLFW.
* @ingroup native
*/
GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
/*! @brief Returns the `EGLContext` of the specified window.
* @return The `EGLContext` of the specified window.
* @ingroup native
*/
GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
/*! @brief Returns the `EGLSurface` of the specified window.
* @return The `EGLSurface` of the specified window.
* @ingroup native
*/
GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
#endif
#ifdef __cplusplus
}
#endif
#endif /* _glfw3_native_h_ */

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@ -0,0 +1,260 @@
// ImGui GLFW binding with OpenGL
// https://github.com/ocornut/imgui
#include <imgui.h>
#include "imgui_impl_glfw.h"
// GLFW
#include <GLFW/glfw3.h>
#ifdef _MSC_VER
#undef APIENTRY
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#include <GLFW/glfw3native.h>
#endif
// Data
static GLFWwindow* g_Window = NULL;
static double g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false };
static float g_MouseWheel = 0.0f;
static GLuint g_FontTexture = 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:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
static void ImGui_ImplGlfw_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.
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);
// Setup orthographic projection matrix
const float width = ImGui::GetIO().DisplaySize.x;
const float height = ImGui::GetIO().DisplaySize.y;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// Render command lists
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
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.front();
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
int vtx_offset = 0;
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
if (pcmd->user_callback)
{
pcmd->user_callback(cmd_list, pcmd);
}
else
{
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
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;
}
}
#undef OFFSETOF
// Restore modified state
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
}
static const char* ImGui_ImplGlfw_GetClipboardText()
{
return glfwGetClipboardString(g_Window);
}
static void ImGui_ImplGlfw_SetClipboardText(const char* text)
{
glfwSetClipboardString(g_Window, text);
}
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
{
if (action == GLFW_PRESS && button >= 0 && button < 3)
g_MousePressed[button] = true;
}
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
{
g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
void ImGui_ImplGlFw_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;
io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
io.KeyAlt = (mods & GLFW_MOD_ALT) != 0;
}
void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
{
ImGuiIO& io = ImGui::GetIO();
if (c > 0 && c < 0x10000)
io.AddInputCharacter((unsigned short)c);
}
bool ImGui_ImplGlfw_CreateDeviceObjects()
{
ImGuiIO& io = ImGui::GetIO();
// Build texture
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
// Create 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_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
return true;
}
void ImGui_ImplGlfw_InvalidateDeviceObjects()
{
if (g_FontTexture)
{
glDeleteTextures(1, &g_FontTexture);
ImGui::GetIO().Fonts->TexID = 0;
g_FontTexture = 0;
}
}
bool ImGui_ImplGlfw_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_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 = ImGui_ImplGlfw_RenderDrawLists;
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
#ifdef _MSC_VER
io.ImeWindowHandle = glfwGetWin32Window(g_Window);
#endif
if (install_callbacks)
{
glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
glfwSetKeyCallback(window, ImGui_ImplGlFw_KeyCallback);
glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
}
return true;
}
void ImGui_ImplGlfw_Shutdown()
{
ImGui_ImplGlfw_InvalidateDeviceObjects();
ImGui::Shutdown();
}
void ImGui_ImplGlfw_NewFrame()
{
if (!g_FontTexture)
ImGui_ImplGlfw_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)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;
// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
{
double 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.)
}
else
{
io.MousePos = ImVec2(-1,-1);
}
for (int i = 0; i < 3; i++)
{
io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(g_Window, 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.
g_MousePressed[i] = false;
}
io.MouseWheel = g_MouseWheel;
g_MouseWheel = 0.0f;
// Start the frame
ImGui::NewFrame();
}

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// ImGui GLFW binding with OpenGL
// https://github.com/ocornut/imgui
struct GLFWwindow;
bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks);
void ImGui_ImplGlfw_Shutdown();
void ImGui_ImplGlfw_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
void ImGui_ImplGlfw_InvalidateDeviceObjects();
bool ImGui_ImplGlfw_CreateDeviceObjects();
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
// Provided here if you want to chain callbacks.
// You can also handle inputs yourself and use those as a reference.
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);

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@ -1,250 +1,42 @@
// ImGui - standalone example application for OpenGL 2, using fixed pipeline
// ImGui - standalone example application for Glfw + OpenGL 2, using fixed pipeline
#ifdef _MSC_VER
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#endif
#ifdef __clang__
#pragma clang diagnostic ignored "-Wunused-function" // warning: unused function
#endif
#include "../../imgui.h"
#include <imgui.h>
#include "imgui_impl_glfw.h"
#include <stdio.h>
// Glfw/Glew
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
static GLFWwindow* window;
static bool mousePressed[2] = { false, 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:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
static void error_callback(int error, const char* description)
{
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.
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);
// Setup orthographic projection matrix
const float width = ImGui::GetIO().DisplaySize.x;
const float height = ImGui::GetIO().DisplaySize.y;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
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.front();
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
int vtx_offset = 0;
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
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;
}
}
// Restore modified state
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
fprintf(stderr, "Error %d: %s\n", error, description);
}
// NB: ImGui already provide OS clipboard support for Windows so this isn't needed if you are using Windows only.
static const char* ImImpl_GetClipboardTextFn()
int main(int, char**)
{
return glfwGetClipboardString(window);
}
static void ImImpl_SetClipboardTextFn(const char* text)
{
glfwSetClipboardString(window, text);
}
// GLFW callbacks to get events
static void glfw_error_callback(int error, const char* description)
{
fputs(description, stderr);
}
static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
if (action == GLFW_PRESS && button >= 0 && button < 2)
mousePressed[button] = true;
}
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
ImGuiIO& io = ImGui::GetIO();
io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
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((unsigned short)c);
}
void InitGL()
{
glfwSetErrorCallback(glfw_error_callback);
// Setup window
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(1);
window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL);
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, glfw_key_callback);
glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
glfwSetScrollCallback(window, glfw_scroll_callback);
glfwSetCharCallback(window, glfw_char_callback);
glewInit();
}
void LoadFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
// Setup ImGui binding
ImGui_ImplGlfw_Init(window, true);
//ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font1 = io.Fonts->AddFontDefault();
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese());
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
GLuint tex_id;
glGenTextures(1, &tex_id);
glBindTexture(GL_TEXTURE_2D, tex_id);
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_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)tex_id;
}
void InitImGui()
{
ImGuiIO& io = ImGui::GetIO();
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 time step is variable)
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;
LoadFontsTexture();
}
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
// Setup resolution (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
glfwGetWindowSize(window, &w, &h);
glfwGetFramebufferSize(window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
// Setup time step
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);
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] = mousePressed[0] || glfwGetMouseButton(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] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
// Start the frame
ImGui::NewFrame();
}
// Application code
int main(int argc, char** argv)
{
InitGL();
InitImGui();
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_col = ImColor(114, 144, 154);
ImVec4 clear_color = ImColor(114, 144, 154);
// Main loop
while (!glfwWindowShouldClose(window))
{
ImGuiIO& io = ImGui::GetIO();
mousePressed[0] = mousePressed[1] = false;
glfwPollEvents();
UpdateImGui();
ImGui_ImplGlfw_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
@ -252,7 +44,7 @@ int main(int argc, char** argv)
static float f;
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_col);
ImGui::ColorEdit3("clear color", (float*)&clear_color);
if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
@ -261,7 +53,8 @@ int main(int argc, char** argv)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
}
@ -269,20 +62,20 @@ int main(int argc, char** argv)
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
// Rendering
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(clear_col.x, clear_col.y, clear_col.z, clear_col.w);
glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui::Render();
glfwSwapBuffers(window);
}
// Cleanup
ImGui::Shutdown();
ImGui_ImplGlfw_Shutdown();
glfwTerminate();
return 0;

View File

@ -5,10 +5,18 @@
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{9CDA7840-B7A5-496D-A527-E95571496D18}</ProjectGuid>
@ -20,60 +28,134 @@
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(ProjectDir)\glfw\include;$(ProjectDir)\glew\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(ProjectDir)\glfw\lib-msvc100;$(ProjectDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(ProjectDir)\glfw\include;$(ProjectDir)\glew\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(ProjectDir)\glfw\lib-msvc100;$(ProjectDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="imgui_impl_glfw.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="imgui_impl_glfw.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

View File

@ -16,6 +16,9 @@
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="imgui_impl_glfw.cpp">
<Filter>sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
@ -24,5 +27,8 @@
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="imgui_impl_glfw.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
</Project>

View File

@ -14,8 +14,13 @@
//---- Define assertion handler. Defaults to calling assert().
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
//---- Don't implement default clipboard handlers for Windows (so as not to link with OpenClipboard() and others Win32 functions)
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.
//#define IMGUI_API __declspec( dllexport )
//#define IMGUI_API __declspec( dllimport )
//---- Don't implement default handlers for Windows (so as not to link with OpenClipboard() and others Win32 functions)
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
//---- Include imgui_user.inl at the end of imgui.cpp so you can include code that extends ImGui using its private data/functions.
//#define IMGUI_INCLUDE_IMGUI_USER_INL
@ -36,7 +41,7 @@
//---- Freely implement extra functions within the ImGui:: namespace.
//---- Declare helpers or widgets implemented in imgui_user.inl or elsewhere, so end-user doesn't need to include multiple files.
//---- e.g. you can create variants of the ImGui::Value() helper for your low-level math types.
//---- e.g. you can create variants of the ImGui::Value() helper for your low-level math types, or your own widgets/helpers.
/*
namespace ImGui
{

2248
imgui.cpp

File diff suppressed because it is too large Load Diff

136
imgui.h
View File

@ -1,4 +1,4 @@
// ImGui library v1.33
// ImGui library v1.36
// See .cpp file for documentation.
// See ImGui::ShowTestWindow() for sample code.
// Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase.
@ -6,32 +6,35 @@
#pragma once
struct ImDrawCmd;
struct ImDrawList;
struct ImFont;
struct ImFontAtlas;
struct ImGuiAabb;
struct ImGuiIO;
struct ImGuiStorage;
struct ImGuiStyle;
struct ImGuiWindow;
#include "imconfig.h"
#include "imconfig.h" // User-editable configuration file
#include <float.h> // FLT_MAX
#include <stdarg.h> // va_list
#include <stddef.h> // ptrdiff_t
#include <stdlib.h> // NULL, malloc
#include <string.h> // memset, memmove
#define IMGUI_VERSION "1.36"
// Define assertion handler.
#ifndef IM_ASSERT
#include <assert.h>
#define IM_ASSERT(_EXPR) assert(_EXPR)
#endif
// Define attributes of all API symbols declarations, e.g. for DLL under Windows.
#ifndef IMGUI_API
#define IMGUI_API
#endif
// Forward declarations
struct ImDrawCmd;
struct ImDrawList;
struct ImFont;
struct ImFontAtlas;
struct ImGuiIO;
struct ImGuiStorage;
struct ImGuiStyle;
typedef unsigned int ImU32;
typedef unsigned short ImWchar; // character for display
typedef void* ImTextureID; // user data to refer to a texture (e.g. store your texture handle/id)
@ -41,7 +44,7 @@ typedef int ImGuiStyleVar; // enum ImGuiStyleVar_
typedef int ImGuiKey; // enum ImGuiKey_
typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_
typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_
typedef int ImGuiSetCondition; // enum ImGuiSetCondition_
typedef int ImGuiSetCond; // enum ImGuiSetCondition_
typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_
struct ImGuiTextEditCallbackData; // for advanced uses of InputText()
typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
@ -163,7 +166,6 @@ namespace ImGui
IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). on each axis.
IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
IMGUI_API void EndChild();
IMGUI_API bool GetWindowIsFocused();
IMGUI_API ImVec2 GetContentRegionMax(); // window or current column boundaries, in windows coordinates
IMGUI_API ImVec2 GetWindowContentRegionMin(); // window boundaries, in windows coordinates
IMGUI_API ImVec2 GetWindowContentRegionMax();
@ -175,13 +177,22 @@ namespace ImGui
IMGUI_API ImVec2 GetWindowSize(); // get current window position.
IMGUI_API float GetWindowWidth();
IMGUI_API bool GetWindowCollapsed();
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCondition cond = 0); // set next window position - call before Begin().
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCondition cond = 0); // set next window size. set to ImVec2(0,0) to force an auto-fit.
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCondition cond = 0); // set next window collapsed state.
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCondition cond = 0); // set current window position - call within Begin()/End(). may incur tearing.
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCondition cond = 0); // set current window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing.
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCondition cond = 0); // set current window collapsed state.
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position - call before Begin().
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set to ImVec2(0,0) to force an auto-fit.
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state.
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set current window position - call within Begin()/End(). may incur tearing.
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set current window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing.
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set current window collapsed state.
IMGUI_API void SetWindowFocus(); // set current window to be focused / front-most
IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0); // set named window position - call within Begin()/End(). may incur tearing.
IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0); // set named window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing.
IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state.
IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most
IMGUI_API float GetScrollPosY(); // get scrolling position (0..GetScrollMaxY())
IMGUI_API float GetScrollMaxY(); // get maximum scrolling position == ContentSize.Y - WindowSize.Y
IMGUI_API void SetScrollPosHere(); // adjust scrolling position to center into the current cursor position.
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget.
IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it).
@ -212,14 +223,20 @@ namespace ImGui
IMGUI_API void EndTooltip();
// Layout
IMGUI_API void BeginGroup();
IMGUI_API void EndGroup();
IMGUI_API void Separator(); // horizontal line
IMGUI_API void SameLine(int column_x = 0, int spacing_w = -1); // call between widgets to layout them horizontally
IMGUI_API void Spacing();
IMGUI_API void SameLine(int column_x = 0, int spacing_w = -1); // call between widgets or groups to layout them horizontally
IMGUI_API void Spacing(); // add vertical spacing
IMGUI_API void Indent(); // move content position toward the right by style.IndentSpacing pixels
IMGUI_API void Unindent(); // move content position back to the left (cancel Indent)
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border=true); // setup number of columns
IMGUI_API void NextColumn(); // next column
IMGUI_API float GetColumnOffset(int column_index = -1);
IMGUI_API void SetColumnOffset(int column_index, float offset);
IMGUI_API float GetColumnWidth(int column_index = -1);
IMGUI_API int GetColumnIndex(); // get current column index
IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this.
IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column.
IMGUI_API float GetColumnWidth(int column_index = -1); // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset())
IMGUI_API int GetColumnsCount(); // number of columns (what was passed to Columns())
IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position
IMGUI_API float GetCursorPosX(); // "
IMGUI_API float GetCursorPosY(); // "
@ -252,6 +269,7 @@ namespace ImGui
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text.
IMGUI_API void LabelText(const char* label, const char* fmt, ...); // display text+label aligned the same way as value+label widgets
IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args);
IMGUI_API void Bullet();
IMGUI_API void BulletText(const char* fmt, ...);
IMGUI_API void BulletTextV(const char* fmt, va_list args);
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0), bool repeat_when_held = false);
@ -259,7 +277,7 @@ namespace ImGui
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size);
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,1), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no paddnig.
IMGUI_API bool CollapsingHeader(const char* label, const char* str_id = NULL, const bool display_frame = true, const bool default_open = false);
IMGUI_API bool CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false);
IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders.
IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
@ -269,6 +287,8 @@ namespace ImGui
IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* display_format = "%.0f");
IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* display_format = "%.0f");
IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* display_format = "%.0f");
IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = "%.0f");
IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), size_t stride = sizeof(float));
IMGUI_API void PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), size_t stride = sizeof(float));
@ -283,6 +303,9 @@ namespace ImGui
IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision = -1);
IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision = -1);
IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0);
IMGUI_API bool InputInt2(const char* label, int v[2]);
IMGUI_API bool InputInt3(const char* label, int v[3]);
IMGUI_API bool InputInt4(const char* label, int v[4]);
IMGUI_API bool Combo(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1);
IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items = -1); // separate items with \0, end item-list with \0\0
IMGUI_API bool Combo(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
@ -290,6 +313,8 @@ namespace ImGui
IMGUI_API bool ColorEdit3(const char* label, float col[3]);
IMGUI_API bool ColorEdit4(const char* label, float col[4], bool show_alpha = true);
IMGUI_API void ColorEditMode(ImGuiColorEditMode mode);
// Trees
IMGUI_API bool TreeNode(const char* str_label_id); // if returning 'true' the node is open and the user is responsible for calling TreePop
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...); // "
IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...); // "
@ -298,7 +323,7 @@ namespace ImGui
IMGUI_API void TreePush(const char* str_id = NULL); // already called by TreeNode(), but you can call Push/Pop yourself for layouting purpose
IMGUI_API void TreePush(const void* ptr_id = NULL); // "
IMGUI_API void TreePop();
IMGUI_API void OpenNextNode(bool open); // force open/close the next TreeNode or CollapsingHeader
IMGUI_API void SetNextTreeNodeOpened(bool opened, ImGuiSetCond cond = 0); // set next tree node to be opened.
// Selectable / Lists
IMGUI_API bool Selectable(const char* label, bool selected, const ImVec2& size = ImVec2(0,0));
@ -329,15 +354,19 @@ namespace ImGui
IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse?
IMGUI_API bool IsItemActive(); // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
IMGUI_API bool IsAnyItemActive(); //
IMGUI_API ImVec2 GetItemBoxMin(); // get bounding box of last item
IMGUI_API ImVec2 GetItemBoxMax(); // get bounding box of last item
IMGUI_API bool IsWindowFocused(); // is current window focused (differentiate child windows from each others)
IMGUI_API bool IsRootWindowFocused(); // is current root window focused
IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused
IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item
IMGUI_API ImVec2 GetItemRectMax(); // "
IMGUI_API ImVec2 GetItemRectSize(); // "
IMGUI_API bool IsClipped(const ImVec2& item_size); // to perform coarse clipping on user's side (as an optimization)
IMGUI_API bool IsKeyPressed(int key_index, bool repeat = true); // key_index into the keys_down[512] array, imgui doesn't know the semantic of each entry
IMGUI_API bool IsMouseClicked(int button, bool repeat = false);
IMGUI_API bool IsMouseDoubleClicked(int button);
IMGUI_API bool IsMouseHoveringWindow(); // is mouse hovering current window ("window" in API names always refer to current window)
IMGUI_API bool IsMouseHoveringAnyWindow(); // is mouse hovering any active imgui window
IMGUI_API bool IsMouseHoveringBox(const ImVec2& box_min, const ImVec2& box_max); // is mouse hovering given bounding box
IMGUI_API bool IsMouseHoveringRect(const ImVec2& rect_min, const ImVec2& rect_max);// is mouse hovering given bounding rect
IMGUI_API bool IsPosHoveringAnyWindow(const ImVec2& pos); // is given position hovering any active imgui window
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_API float GetTime();
@ -354,12 +383,18 @@ namespace ImGui
IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
// Internal state access - if you want to share ImGui state between modules (e.g. DLL) or allocate it yourself
IMGUI_API const char* GetVersion();
IMGUI_API void* GetInternalState();
IMGUI_API size_t GetInternalStateSize();
IMGUI_API void SetInternalState(void* state, bool construct = false);
// Obsolete (will be removed)
IMGUI_API void GetDefaultFontData(const void** fnt_data, unsigned int* fnt_size, const void** png_data, unsigned int* png_size);
IMGUI_API void GetDefaultFontData(const void** fnt_data, unsigned int* fnt_size, const void** png_data, unsigned int* png_size); // OBSOLETE
static inline void OpenNextNode(bool open) { ImGui::SetNextTreeNodeOpened(open, 0); } // OBSOLETE
static inline bool GetWindowIsFocused() { return ImGui::IsWindowFocused(); } // OBSOLETE
static inline ImVec2 GetItemBoxMin() { return GetItemRectMin(); } // OBSOLETE
static inline ImVec2 GetItemBoxMax() { return GetItemRectMin(); } // OBSOLETE
static inline bool IsMouseHoveringBox(const ImVec2& rect_min, const ImVec2& rect_max) { return IsMouseHoveringRect(rect_min, rect_max); } // OBSOLETE
} // namespace ImGui
@ -370,7 +405,7 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scroll bar (window can still scroll with mouse or programatically)
ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbar (window can still scroll with mouse or programatically)
ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user scrolling with mouse wheel
ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
@ -480,7 +515,8 @@ enum ImGuiStyleVar_
ImGuiStyleVar_FrameRounding, // float
ImGuiStyleVar_ItemSpacing, // ImVec2
ImGuiStyleVar_ItemInnerSpacing, // ImVec2
ImGuiStyleVar_TreeNodeSpacing // float
ImGuiStyleVar_IndentSpacing, // float
ImGuiStyleVar_GrabMinSize // float
};
// Enumeration for ColorEditMode()
@ -493,13 +529,13 @@ enum ImGuiColorEditMode_
ImGuiColorEditMode_HEX = 2
};
// Condition flags for ImGui::SetWindow***() and SetNextWindow***() functions
// Those functions treat 0 as a shortcut to ImGuiSetCondition_Always
enum ImGuiSetCondition_
// Condition flags for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
// All those functions treat 0 as a shortcut to ImGuiSetCond_Always
enum ImGuiSetCond_
{
ImGuiSetCondition_Always = 1 << 0, // Set the variable
ImGuiSetCondition_FirstUseThisSession = 1 << 1, // Only set the variable on the first call per runtime session
ImGuiSetCondition_FirstUseEver = 1 << 2 // Only set the variable if the window doesn't exist in the .ini file
ImGuiSetCond_Always = 1 << 0, // Set the variable
ImGuiSetCond_Once = 1 << 1, // Only set the variable on the first call per runtime session
ImGuiSetCond_FirstUseEver = 1 << 2 // Only set the variable if the window doesn't exist in the .ini file
};
struct ImGuiStyle
@ -513,12 +549,13 @@ struct ImGuiStyle
float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines
ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
ImVec2 TouchExtraPadding; // Expand bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much!
ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
ImVec2 AutoFitPadding; // Extra space after auto-fit (double-clicking on resize grip)
float WindowFillAlphaDefault; // Default alpha of window background, if not specified in ImGui::Begin()
float TreeNodeSpacing; // Horizontal spacing when entering a tree node
float IndentSpacing; // Horizontal indentation when e.g. entering a tree node
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
float ScrollBarWidth; // Width of the vertical scroll bar
float ScrollbarWidth; // Width of the vertical scrollbar
float GrabMinSize; // Minimum width/height of a slider or scrollbar grab
ImVec4 Colors[ImGuiCol_COUNT];
IMGUI_API ImGuiStyle();
@ -561,12 +598,15 @@ struct ImGuiIO
const char* (*GetClipboardTextFn)();
void (*SetClipboardTextFn)(const char* text);
// Optional: override memory allocations (default to posix malloc/free). MemFreeFn() may be called with a NULL pointer.
// Optional: override memory allocations. MemFreeFn() may be called with a NULL pointer.
// (default to posix malloc/free)
void* (*MemAllocFn)(size_t sz);
void (*MemFreeFn)(void* ptr);
// Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows)
// (default to use native imm32 api on Windows)
void (*ImeSetInputScreenPosFn)(int x, int y);
void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning.
//------------------------------------------------------------------
// Input - Fill before calling NewFrame()
@ -578,6 +618,7 @@ struct ImGuiIO
bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
bool KeyCtrl; // Keyboard modifier pressed: Control
bool KeyShift; // Keyboard modifier pressed: Shift
bool KeyAlt; // Keyboard modifier pressed: Alt
bool KeysDown[512]; // Keyboard keys that are pressed (in whatever storage order you naturally have access to keyboard data)
ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
@ -666,7 +707,6 @@ struct ImGuiTextBuffer
ImVector<char> Buf;
ImGuiTextBuffer() { Buf.push_back(0); }
~ImGuiTextBuffer() { }
const char* begin() const { return &Buf.front(); }
const char* end() const { return &Buf.back(); } // Buf is zero-terminated, so end() will point on the zero-terminator
size_t size() const { return Buf.size()-1; }
@ -875,7 +915,7 @@ struct ImFontAtlas
IMGUI_API void SetTexID(void* id) { TexID = id; }
// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
// (Those functions could be static, aren't so simple use case doesn't have to refer to the ImFontAtlas:: type ever if in their code)
// (Those functions could be static but aren't so most users don't have to refer to the ImFontAtlas:: name ever if in their code; just using io.Fonts->)
IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
IMGUI_API const ImWchar* GetGlyphRangesChinese(); // Japanese + full set of about 21000 CJK Unified Ideographs
@ -908,7 +948,7 @@ struct ImFont
float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
float Scale; // = 1.0f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
ImVec2 DisplayOffset; // = (0.0f,0.0f) // Offset font rendering by xx pixels
ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found.
ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
// Members: Runtime data
struct Glyph
@ -921,9 +961,10 @@ struct ImFont
};
ImFontAtlas* ContainerAtlas; // What we has been loaded into
ImVector<Glyph> Glyphs;
const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
float FallbackXAdvance; //
ImVector<float> IndexXAdvance; // Glyphs->XAdvance directly indexable (for CalcTextSize functions which are often bottleneck in large UI)
ImVector<int> IndexLookup; // Index glyphs by Unicode code-point
const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
// Methods
IMGUI_API ImFont();
@ -931,6 +972,7 @@ struct ImFont
IMGUI_API void Clear();
IMGUI_API void BuildLookupTable();
IMGUI_API const Glyph* FindGlyph(unsigned short c) const;
IMGUI_API void SetFallbackChar(ImWchar c);
IMGUI_API bool IsLoaded() const { return ContainerAtlas != NULL; }
// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.

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