Examples: Refactored opengl_example into a glfw specific file that can be copied and pasted.
Other examples will follow.
diff --git a/examples/opengl3_example/Makefile b/examples/opengl3_example/Makefile
index bb0a194..fa2665f 100644
--- a/examples/opengl3_example/Makefile
+++ b/examples/opengl3_example/Makefile
@@ -1,6 +1,5 @@
#
-# Cross Platform Make file
-#
+# Cross Platform Makefile
# Compatible with Ubuntu 14.04.1 and Mac OS X
#
#
diff --git a/examples/opengl_example/Makefile b/examples/opengl_example/Makefile
index 2563bdb..966e933 100644
--- a/examples/opengl_example/Makefile
+++ b/examples/opengl_example/Makefile
@@ -1,6 +1,5 @@
#
-# Cross Platform Make file
-#
+# Cross Platform Makefile
# Compatible with Ubuntu 14.04.1 and Mac OS X
#
#
@@ -11,7 +10,7 @@
#CXX = g++
-OBJS = main.o
+OBJS = main.o imgui_impl_glfw.o
OBJS += ../../imgui.o
UNAME_S := $(shell uname -s)
diff --git a/examples/opengl_example/imgui_impl_glfw.cpp b/examples/opengl_example/imgui_impl_glfw.cpp
new file mode 100644
index 0000000..fb85b6d
--- /dev/null
+++ b/examples/opengl_example/imgui_impl_glfw.cpp
@@ -0,0 +1,236 @@
+// ImGui GLFW bindings
+// 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
+
+static GLFWwindow* GWindow = NULL;
+static bool GMousePressed[3] = { false, false, false };
+static double GTime = 0.0f;
+static bool GFontTextureLoaded;
+
+// 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];
+ 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(GWindow);
+}
+
+static void ImGui_ImplGlfw_SetClipboardText(const char* text)
+{
+ glfwSetClipboardString(GWindow, text);
+}
+
+void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
+{
+ if (action == GLFW_PRESS && button >= 0 && button < 3)
+ GMousePressed[button] = true;
+}
+
+void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
+}
+
+void ImGui_ImplGlFw_KeyCallback(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;
+}
+
+void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (c > 0 && c < 0x10000)
+ io.AddInputCharacter((unsigned short)c);
+}
+
+void ImGui_ImplGlfw_LoadFontsTexture()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ 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;
+
+ GFontTextureLoaded = true;
+}
+
+bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
+{
+ GWindow = 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(GWindow);
+#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()
+{
+ GLuint tex_id = (GLuint)ImGui::GetIO().Fonts->TexID;
+ if (tex_id)
+ {
+ glDeleteTextures(1, &tex_id);
+ ImGui::GetIO().Fonts->TexID = 0;
+ }
+ ImGui::Shutdown();
+}
+
+void ImGui_ImplGlfw_NewFrame()
+{
+ if (!GFontTextureLoaded)
+ ImGui_ImplGlfw_LoadFontsTexture();
+
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup display size (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(GWindow, &w, &h);
+ glfwGetFramebufferSize(GWindow, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h);
+
+ // Setup time step
+ double current_time = glfwGetTime();
+ io.DeltaTime = GTime > 0.0 ? (float)(current_time - GTime) : (float)(1.0f/60.0f);
+ GTime = current_time;
+
+ // Setup inputs
+ // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
+ double mouse_x, mouse_y;
+ glfwGetCursorPos(GWindow, &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] = GMousePressed[0] || glfwGetMouseButton(GWindow, 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] = GMousePressed[1] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_RIGHT) != 0;
+ io.MouseDown[2] = GMousePressed[2] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_MIDDLE) != 0;
+ GMousePressed[0] = false;
+ GMousePressed[1] = false;
+ GMousePressed[2] = false;
+
+ // Start the frame
+ ImGui::NewFrame();
+}
diff --git a/examples/opengl_example/imgui_impl_glfw.h b/examples/opengl_example/imgui_impl_glfw.h
new file mode 100644
index 0000000..0b18ec7
--- /dev/null
+++ b/examples/opengl_example/imgui_impl_glfw.h
@@ -0,0 +1,16 @@
+// ImGui GLFW bindings
+// https://github.com/ocornut/imgui
+
+struct GLFWwindow;
+
+bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks);
+void ImGui_ImplGlfw_Shutdown();
+void ImGui_ImplGlfw_LoadFontsTexture();
+void ImGui_ImplGlfw_NewFrame();
+
+// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
+// Provide here if you want to chain callbacks
+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);
diff --git a/examples/opengl_example/main.cpp b/examples/opengl_example/main.cpp
index 4cef929..d658f6a 100644
--- a/examples/opengl_example/main.cpp
+++ b/examples/opengl_example/main.cpp
@@ -1,256 +1,41 @@
-// 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
#include <GLFW/glfw3.h>
-#ifdef _MSC_VER
-#undef APIENTRY
-#define GLFW_EXPOSE_NATIVE_WIN32
-#define GLFW_EXPOSE_NATIVE_WGL
-#include <GLFW/glfw3native.h>
-#endif
-static GLFWwindow* window;
-static bool mousePressed[2] = { false, false };
-
-#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
-
-// 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: %s\n", 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 argc, char** argv)
{
- return glfwGetClipboardString(window);
-}
-
-static void ImImpl_SetClipboardTextFn(const char* text)
-{
- glfwSetClipboardString(window, text);
-}
-
-// GLFW callbacks
-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);
+ 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);
-}
-void LoadFontsTexture()
-{
- ImGuiIO& io = ImGui::GetIO();
+ 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", 18.0f, 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;
-#ifdef _MSC_VER
- io.ImeWindowHandle = glfwGetWin32Window(window);
-#endif
-
- 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();
+ ImGui_ImplGlfw_LoadFontsTexture();
bool show_test_window = true;
bool show_another_window = false;
- ImVec4 clear_col = ImColor(114, 144, 154);
+ ImVec4 clear_color = ImColor(114, 144, 154);
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"
@@ -258,7 +43,7 @@
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);
@@ -280,15 +65,15 @@
}
// 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;
diff --git a/examples/opengl_example/opengl_example.vcxproj b/examples/opengl_example/opengl_example.vcxproj
index 557f0dc..69b5df6 100644
--- a/examples/opengl_example/opengl_example.vcxproj
+++ b/examples/opengl_example/opengl_example.vcxproj
@@ -39,10 +39,12 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(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>../..;$(IncludePath)</IncludePath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
@@ -79,11 +81,13 @@
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="imgui_impl_glfw.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="imgui_impl_glfw.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
diff --git a/examples/opengl_example/opengl_example.vcxproj.filters b/examples/opengl_example/opengl_example.vcxproj.filters
index cf1ba24..1365a7d 100644
--- a/examples/opengl_example/opengl_example.vcxproj.filters
+++ b/examples/opengl_example/opengl_example.vcxproj.filters
@@ -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>
\ No newline at end of file