| // ImGui GLFW binding with OpenGL (legacy, fixed pipeline) |
| // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) |
| |
| // Implemented features: |
| // [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. |
| |
| // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** |
| // **Prefer using the code in the opengl3_example/ folder** |
| // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. |
| // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more |
| // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might |
| // confuse your GPU driver. |
| // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. |
| |
| // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. |
| // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). |
| // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. |
| // https://github.com/ocornut/imgui |
| |
| // CHANGELOG |
| // (minor and older changes stripped away, please see git history for details) |
| // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. |
| // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()). |
| // 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL2 in their name. |
| // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself. |
| // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. |
| // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. |
| // 2018-02-06: Inputs: Honoring the io.WantSetMousePos flag by repositioning the mouse (ImGuiConfigFlags_NavEnableSetMousePos is set). |
| // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. |
| // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. |
| // 2018-01-09: Misc: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.*. |
| // 2017-09-01: OpenGL: Save and restore current polygon mode. |
| // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). |
| // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. |
| // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). |
| // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. |
| |
| #include "imgui.h" |
| #include "imgui_impl_glfw_gl2.h" |
| |
| // GLFW |
| #include <GLFW/glfw3.h> |
| #ifdef _WIN32 |
| #undef APIENTRY |
| #define GLFW_EXPOSE_NATIVE_WIN32 |
| #define GLFW_EXPOSE_NATIVE_WGL |
| #include <GLFW/glfw3native.h> |
| #endif |
| |
| // GLFW data |
| static GLFWwindow* g_Window = NULL; |
| static double g_Time = 0.0f; |
| static bool g_MouseJustPressed[3] = { false, false, false }; |
| static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; |
| |
| // OpenGL data |
| static GLuint g_FontTexture = 0; |
| |
| // OpenGL2 Render function. |
| // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) |
| // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. |
| void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data) |
| { |
| // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) |
| ImGuiIO& io = ImGui::GetIO(); |
| int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); |
| int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); |
| if (fb_width == 0 || fb_height == 0) |
| return; |
| draw_data->ScaleClipRects(io.DisplayFramebufferScale); |
| |
| // We are using the OpenGL fixed pipeline to make the example code simpler to read! |
| // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. |
| GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
| GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); |
| GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); |
| GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); |
| glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); |
| glEnable(GL_BLEND); |
| glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
| glDisable(GL_CULL_FACE); |
| glDisable(GL_DEPTH_TEST); |
| glEnable(GL_SCISSOR_TEST); |
| glEnableClientState(GL_VERTEX_ARRAY); |
| glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
| glEnableClientState(GL_COLOR_ARRAY); |
| glEnable(GL_TEXTURE_2D); |
| glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
| //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound |
| |
| // Setup viewport, orthographic projection matrix |
| glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); |
| glMatrixMode(GL_PROJECTION); |
| glPushMatrix(); |
| glLoadIdentity(); |
| glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); |
| glMatrixMode(GL_MODELVIEW); |
| glPushMatrix(); |
| glLoadIdentity(); |
| |
| // Render command lists |
| for (int n = 0; n < draw_data->CmdListsCount; n++) |
| { |
| const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
| const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; |
| const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; |
| glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); |
| glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); |
| glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); |
| |
| for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) |
| { |
| const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
| if (pcmd->UserCallback) |
| { |
| pcmd->UserCallback(cmd_list, pcmd); |
| } |
| else |
| { |
| glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); |
| glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); |
| glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); |
| } |
| idx_buffer += pcmd->ElemCount; |
| } |
| } |
| |
| // Restore modified state |
| glDisableClientState(GL_COLOR_ARRAY); |
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| glDisableClientState(GL_VERTEX_ARRAY); |
| glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); |
| glMatrixMode(GL_MODELVIEW); |
| glPopMatrix(); |
| glMatrixMode(GL_PROJECTION); |
| glPopMatrix(); |
| glPopAttrib(); |
| glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); |
| glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); |
| glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); |
| } |
| |
| static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data) |
| { |
| return glfwGetClipboardString((GLFWwindow*)user_data); |
| } |
| |
| static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text) |
| { |
| glfwSetClipboardString((GLFWwindow*)user_data, text); |
| } |
| |
| void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) |
| { |
| if (action == GLFW_PRESS && button >= 0 && button < 3) |
| g_MouseJustPressed[button] = true; |
| } |
| |
| void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| io.MouseWheelH += (float)xoffset; |
| io.MouseWheel += (float)yoffset; |
| } |
| |
| 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; |
| |
| (void)mods; // Modifiers are not reliable across systems |
| io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; |
| io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; |
| io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; |
| io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; |
| } |
| |
| void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| if (c > 0 && c < 0x10000) |
| io.AddInputCharacter((unsigned short)c); |
| } |
| |
| bool ImGui_ImplGlfwGL2_CreateDeviceObjects() |
| { |
| // Build texture atlas |
| ImGuiIO& io = ImGui::GetIO(); |
| unsigned char* pixels; |
| int width, height; |
| io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. |
| |
| // Upload texture to graphics system |
| GLint last_texture; |
| glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
| glGenTextures(1, &g_FontTexture); |
| glBindTexture(GL_TEXTURE_2D, g_FontTexture); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
| |
| // Store our identifier |
| io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; |
| |
| // Restore state |
| glBindTexture(GL_TEXTURE_2D, last_texture); |
| |
| return true; |
| } |
| |
| void ImGui_ImplGlfwGL2_InvalidateDeviceObjects() |
| { |
| if (g_FontTexture) |
| { |
| glDeleteTextures(1, &g_FontTexture); |
| ImGui::GetIO().Fonts->TexID = 0; |
| g_FontTexture = 0; |
| } |
| } |
| |
| static void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) |
| { |
| glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); |
| glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); |
| glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); |
| glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); |
| } |
| |
| bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) |
| { |
| g_Window = window; |
| |
| // Setup back-end capabilities flags |
| ImGuiIO& io = ImGui::GetIO(); |
| io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) |
| io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) |
| |
| // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. |
| io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; |
| io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; |
| io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; |
| io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; |
| io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN; |
| io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP; |
| io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; |
| io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; |
| io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; |
| io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; |
| io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; |
| io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; |
| io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; |
| io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; |
| io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; |
| io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; |
| io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; |
| io.KeyMap[ImGuiKey_V] = GLFW_KEY_V; |
| io.KeyMap[ImGuiKey_X] = GLFW_KEY_X; |
| io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; |
| io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; |
| |
| io.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText; |
| io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText; |
| io.ClipboardUserData = g_Window; |
| #ifdef _WIN32 |
| io.ImeWindowHandle = glfwGetWin32Window(g_Window); |
| #endif |
| |
| // Load cursors |
| // FIXME: GLFW doesn't expose suitable cursors for ResizeAll, ResizeNESW, ResizeNWSE. We revert to arrow cursor for those. |
| g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
| g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); |
| g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
| g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); |
| g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); |
| g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
| g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
| |
| if (install_callbacks) |
| ImGui_ImplGlfw_InstallCallbacks(window); |
| |
| return true; |
| } |
| |
| void ImGui_ImplGlfwGL2_Shutdown() |
| { |
| // Destroy GLFW mouse cursors |
| for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) |
| glfwDestroyCursor(g_MouseCursors[cursor_n]); |
| memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); |
| |
| // Destroy OpenGL objects |
| ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); |
| } |
| |
| void ImGui_ImplGlfwGL2_NewFrame() |
| { |
| if (!g_FontTexture) |
| ImGui_ImplGlfwGL2_CreateDeviceObjects(); |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| // Setup display size (every frame to accommodate for window resizing) |
| int w, h; |
| int display_w, display_h; |
| glfwGetWindowSize(g_Window, &w, &h); |
| glfwGetFramebufferSize(g_Window, &display_w, &display_h); |
| io.DisplaySize = ImVec2((float)w, (float)h); |
| io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); |
| |
| // Setup time step |
| double current_time = glfwGetTime(); |
| io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); |
| g_Time = current_time; |
| |
| // Setup inputs |
| // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) |
| if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) |
| { |
| // Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) |
| if (io.WantSetMousePos) |
| { |
| glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); |
| } |
| else |
| { |
| double mouse_x, mouse_y; |
| glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); |
| io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); |
| } |
| } |
| else |
| { |
| io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); |
| } |
| |
| for (int i = 0; i < 3; i++) |
| { |
| // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. |
| io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; |
| g_MouseJustPressed[i] = false; |
| } |
| |
| // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor |
| if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0 && glfwGetInputMode(g_Window, GLFW_CURSOR) != GLFW_CURSOR_DISABLED) |
| { |
| ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); |
| if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) |
| { |
| glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); |
| } |
| else |
| { |
| glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); |
| glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); |
| } |
| } |
| |
| // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. |
| ImGui::NewFrame(); |
| } |