| // ImGui SDL2 binding with OpenGL (legacy, fixed pipeline) |
| // (SDL 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. |
| // Missing features: |
| // [ ] SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. |
| |
| // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** |
| // **Prefer using the code in the sdl_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) |
| // 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). |
| // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. |
| // 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. |
| // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL2_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. |
| // 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). |
| // 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. |
| // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. |
| // 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. |
| // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. |
| // 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. |
| // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. |
| // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) |
| |
| #include <SDL.h> |
| #include <SDL_syswm.h> |
| #include <SDL_opengl.h> |
| #include "imgui.h" |
| #include "imgui_impl_sdl_gl2.h" |
| |
| // Data |
| static Uint64 g_Time = 0; |
| static bool g_MousePressed[3] = { false, false, false }; |
| static GLuint g_FontTexture = 0; |
| static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; |
| static char* g_ClipboardTextData = NULL; |
| |
| // 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_ImplSdlGL2_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_ImplSdlGL2_GetClipboardText(void*) |
| { |
| if (g_ClipboardTextData) |
| SDL_free(g_ClipboardTextData); |
| g_ClipboardTextData = SDL_GetClipboardText(); |
| return g_ClipboardTextData; |
| } |
| |
| static void ImGui_ImplSdlGL2_SetClipboardText(void*, const char* text) |
| { |
| SDL_SetClipboardText(text); |
| } |
| |
| // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
| // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. |
| // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. |
| // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
| bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| switch (event->type) |
| { |
| case SDL_MOUSEWHEEL: |
| { |
| if (event->wheel.x > 0) io.MouseWheelH += 1; |
| if (event->wheel.x < 0) io.MouseWheelH -= 1; |
| if (event->wheel.y > 0) io.MouseWheel += 1; |
| if (event->wheel.y < 0) io.MouseWheel -= 1; |
| return true; |
| } |
| case SDL_MOUSEBUTTONDOWN: |
| { |
| if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; |
| if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; |
| if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; |
| return true; |
| } |
| case SDL_TEXTINPUT: |
| { |
| io.AddInputCharactersUTF8(event->text.text); |
| return true; |
| } |
| case SDL_KEYDOWN: |
| case SDL_KEYUP: |
| { |
| int key = event->key.keysym.scancode; |
| IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown)); |
| io.KeysDown[key] = (event->type == SDL_KEYDOWN); |
| io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); |
| io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); |
| io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); |
| io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); |
| return true; |
| } |
| } |
| return false; |
| } |
| |
| bool ImGui_ImplSdlGL2_CreateDeviceObjects() |
| { |
| // Build texture atlas |
| ImGuiIO& io = ImGui::GetIO(); |
| unsigned char* pixels; |
| int width, height; |
| io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height); |
| |
| // 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_ALPHA, width, height, 0, GL_ALPHA, 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_ImplSdlGL2_InvalidateDeviceObjects() |
| { |
| if (g_FontTexture) |
| { |
| glDeleteTextures(1, &g_FontTexture); |
| ImGui::GetIO().Fonts->TexID = 0; |
| g_FontTexture = 0; |
| } |
| } |
| |
| bool ImGui_ImplSdlGL2_Init(SDL_Window* window) |
| { |
| // Setup back-end capabilities flags |
| ImGuiIO& io = ImGui::GetIO(); |
| io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) |
| |
| // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. |
| io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB; |
| io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; |
| io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; |
| io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; |
| io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; |
| io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; |
| io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; |
| io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; |
| io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; |
| io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT; |
| io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE; |
| io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE; |
| io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE; |
| io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN; |
| io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE; |
| io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A; |
| io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C; |
| io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V; |
| io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X; |
| io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y; |
| io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z; |
| |
| io.SetClipboardTextFn = ImGui_ImplSdlGL2_SetClipboardText; |
| io.GetClipboardTextFn = ImGui_ImplSdlGL2_GetClipboardText; |
| io.ClipboardUserData = NULL; |
| |
| g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); |
| g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); |
| g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); |
| g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); |
| g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); |
| g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); |
| g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); |
| |
| #ifdef _WIN32 |
| SDL_SysWMinfo wmInfo; |
| SDL_VERSION(&wmInfo.version); |
| SDL_GetWindowWMInfo(window, &wmInfo); |
| io.ImeWindowHandle = wmInfo.info.win.window; |
| #else |
| (void)window; |
| #endif |
| |
| return true; |
| } |
| |
| void ImGui_ImplSdlGL2_Shutdown() |
| { |
| // Destroy SDL mouse cursors |
| for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) |
| SDL_FreeCursor(g_MouseCursors[cursor_n]); |
| memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); |
| |
| // Destroy last known clipboard data |
| if (g_ClipboardTextData) |
| SDL_free(g_ClipboardTextData); |
| |
| // Destroy OpenGL objects |
| ImGui_ImplSdlGL2_InvalidateDeviceObjects(); |
| } |
| |
| void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window) |
| { |
| if (!g_FontTexture) |
| ImGui_ImplSdlGL2_CreateDeviceObjects(); |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| // Setup display size (every frame to accommodate for window resizing) |
| int w, h; |
| int display_w, display_h; |
| SDL_GetWindowSize(window, &w, &h); |
| SDL_GL_GetDrawableSize(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 (we don't use SDL_GetTicks() because it is using millisecond resolution) |
| static Uint64 frequency = SDL_GetPerformanceFrequency(); |
| Uint64 current_time = SDL_GetPerformanceCounter(); |
| io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f); |
| g_Time = current_time; |
| |
| // Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler) |
| int mx, my; |
| Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my); |
| io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); |
| io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_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] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; |
| io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; |
| g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; |
| |
| // We need to use SDL_CaptureMouse() to easily retrieve mouse coordinates outside of the client area. This is only supported from SDL 2.0.4 (released Jan 2016) |
| #if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4) |
| if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE)) != 0) |
| io.MousePos = ImVec2((float)mx, (float)my); |
| bool any_mouse_button_down = false; |
| for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++) |
| any_mouse_button_down |= io.MouseDown[n]; |
| if (any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) == 0) |
| SDL_CaptureMouse(SDL_TRUE); |
| if (!any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) != 0) |
| SDL_CaptureMouse(SDL_FALSE); |
| #else |
| if ((SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0) |
| io.MousePos = ImVec2((float)mx, (float)my); |
| #endif |
| |
| // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor |
| if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0) |
| { |
| ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); |
| if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) |
| { |
| SDL_ShowCursor(0); |
| } |
| else |
| { |
| SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); |
| SDL_ShowCursor(1); |
| } |
| } |
| |
| // 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(); |
| } |