diff --git a/examples/opengl3_example/Makefile b/examples/opengl3_example/Makefile index bb0a19468..fa2665f73 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 2563bdb8d..966e93386 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 000000000..fb85b6d3e --- /dev/null +++ b/examples/opengl_example/imgui_impl_glfw.cpp @@ -0,0 +1,236 @@ +// ImGui GLFW bindings +// https://github.com/ocornut/imgui + +#include +#include "imgui_impl_glfw.h" + +// GLFW +#include +#ifdef _MSC_VER +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#define GLFW_EXPOSE_NATIVE_WGL +#include +#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 000000000..0b18ec778 --- /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 4cef9290a..d658f6ae4 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 +#include "imgui_impl_glfw.h" #include - -// GLFW #include -#ifdef _MSC_VER -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#define GLFW_EXPOSE_NATIVE_WGL -#include -#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 @@ 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); @@ -280,15 +65,15 @@ int main(int argc, char** argv) } // 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 557f0dc9d..69b5df6f3 100644 --- a/examples/opengl_example/opengl_example.vcxproj +++ b/examples/opengl_example/opengl_example.vcxproj @@ -39,10 +39,12 @@ $(ProjectDir)$(Configuration)\ $(ProjectDir)$(Configuration)\ + ../..;$(IncludePath) $(ProjectDir)$(Configuration)\ $(ProjectDir)$(Configuration)\ + ../..;$(IncludePath) @@ -79,11 +81,13 @@ + + diff --git a/examples/opengl_example/opengl_example.vcxproj.filters b/examples/opengl_example/opengl_example.vcxproj.filters index cf1ba2414..1365a7dab 100644 --- a/examples/opengl_example/opengl_example.vcxproj.filters +++ b/examples/opengl_example/opengl_example.vcxproj.filters @@ -16,6 +16,9 @@ imgui + + sources + @@ -24,5 +27,8 @@ imgui + + sources + \ No newline at end of file