diff --git a/examples/README.txt b/examples/README.txt index 0a5ad0e..f958d52 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -25,3 +25,6 @@ ios_example/ iOS example. Using Synergy to access keyboard/mouse data from server computer. Synergy keyboard integration is rather hacky. + +sdl_opengl_example/ + SDL2 + OpenGL example. diff --git a/examples/README.txt b/examples/README.txt index 0a5ad0e..f958d52 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -25,3 +25,6 @@ ios_example/ iOS example. Using Synergy to access keyboard/mouse data from server computer. Synergy keyboard integration is rather hacky. + +sdl_opengl_example/ + SDL2 + OpenGL example. diff --git a/examples/opengl_sdl_example/imgui_impl_sdl.cpp b/examples/opengl_sdl_example/imgui_impl_sdl.cpp deleted file mode 100644 index b1e129e..0000000 --- a/examples/opengl_sdl_example/imgui_impl_sdl.cpp +++ /dev/null @@ -1,277 +0,0 @@ -#ifdef _MSC_VER -#include -#include -#include -#endif - -#ifdef MACOSX -#include -#endif - -#include -#include -#include -#include "imgui_impl_sdl.h" - -// Data -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_ImplSdl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) -{ - // 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); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context - - // 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); - glBindTexture(GL_TEXTURE_2D, 0); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glPopAttrib(); -} - -static const char* ImGui_ImplSdl_GetClipboardText() -{ - return SDL_GetClipboardText(); -} - -static void ImGui_ImplSdl_SetClipboardText(const char* text) -{ - SDL_SetClipboardText(text); -} - -void ImGui_ImplSdl_KeyCallback(int key, bool down) -{ - ImGuiIO& io = ImGui::GetIO(); - if (down) - io.KeysDown[key] = true; - else - io.KeysDown[key] = false; - - io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); - io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); - io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); -} - -void ImGui_ImplSdl_CharCallback(unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplSdl_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; - - io.Fonts->ClearInputData(); - io.Fonts->ClearTexData(); - - return true; -} - -void ImGui_ImplSdl_InvalidateDeviceObjects() -{ - if (g_FontTexture) - { - glDeleteTextures(1, &g_FontTexture); - ImGui::GetIO().Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplSdl_Init(SDL_Window *window) -{ - ImGuiIO& io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. - 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_Home] = SDL_SCANCODE_HOME; - io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; - io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; - io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; - io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; - io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; - io.KeyMap[ImGuiKey_A] = SDLK_a; - io.KeyMap[ImGuiKey_C] = SDLK_c; - io.KeyMap[ImGuiKey_V] = SDLK_v; - io.KeyMap[ImGuiKey_X] = SDLK_x; - io.KeyMap[ImGuiKey_Y] = SDLK_y; - io.KeyMap[ImGuiKey_Z] = SDLK_z; - - io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; - io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText; - -#ifdef _MSC_VER - SDL_SysWMinfo wmInfo; - SDL_VERSION(&wmInfo.version); - SDL_GetWindowWMInfo(window, &wmInfo); - io.ImeWindowHandle = wmInfo.info.win.window; -#endif - - return true; -} - -void ImGui_ImplSdl_Shutdown() -{ - ImGui_ImplSdl_InvalidateDeviceObjects(); - ImGui::Shutdown(); -} - -bool ImGui_ImplSdl_NewFrame(SDL_Window *window) -{ - if (!g_FontTexture) - ImGui_ImplSdl_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - bool done = false; - SDL_Event event; - while (SDL_PollEvent(&event)) - { - switch (event.type) - { - case SDL_QUIT: - done = true; - break; - case SDL_MOUSEWHEEL: - if (event.wheel.y > 0) - g_MouseWheel = 1; - if (event.wheel.y < 0) - g_MouseWheel = -1; - break; - 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; - break; - case SDL_TEXTINPUT: - ImGui_ImplSdl_CharCallback(event.text.text[0]); - break; - case SDL_KEYUP: - ImGui_ImplSdl_KeyCallback(event.key.keysym.sym&~SDLK_SCANCODE_MASK, false); - break; - case SDL_KEYDOWN: - ImGui_ImplSdl_KeyCallback(event.key.keysym.sym&~SDLK_SCANCODE_MASK, true); - break; - default: - break; - } - } - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - SDL_GetWindowSize(window, &w, &h); - io.DisplaySize = ImVec2((float)w, (float)h); - - // Time - Uint32 time = SDL_GetTicks(); - double current_time = time / 1000.0; - - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - int mx, my; - Uint32 mouseMask = SDL_GetMouseState(&mx, &my); - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) - io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) - else - io.MousePos = ImVec2(-1,-1); - - io.MouseDown[0] = g_MousePressed[0] || (mouseMask & 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] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; - io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; - g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; - - io.MouseWheel = g_MouseWheel; - g_MouseWheel = 0.0f; - - // Hide/show hardware mouse cursor - SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); - - // Start the frame - ImGui::NewFrame(); - return done; -} diff --git a/examples/README.txt b/examples/README.txt index 0a5ad0e..f958d52 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -25,3 +25,6 @@ ios_example/ iOS example. Using Synergy to access keyboard/mouse data from server computer. Synergy keyboard integration is rather hacky. + +sdl_opengl_example/ + SDL2 + OpenGL example. diff --git a/examples/opengl_sdl_example/imgui_impl_sdl.cpp b/examples/opengl_sdl_example/imgui_impl_sdl.cpp deleted file mode 100644 index b1e129e..0000000 --- a/examples/opengl_sdl_example/imgui_impl_sdl.cpp +++ /dev/null @@ -1,277 +0,0 @@ -#ifdef _MSC_VER -#include -#include -#include -#endif - -#ifdef MACOSX -#include -#endif - -#include -#include -#include -#include "imgui_impl_sdl.h" - -// Data -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_ImplSdl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) -{ - // 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); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context - - // 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); - glBindTexture(GL_TEXTURE_2D, 0); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glPopAttrib(); -} - -static const char* ImGui_ImplSdl_GetClipboardText() -{ - return SDL_GetClipboardText(); -} - -static void ImGui_ImplSdl_SetClipboardText(const char* text) -{ - SDL_SetClipboardText(text); -} - -void ImGui_ImplSdl_KeyCallback(int key, bool down) -{ - ImGuiIO& io = ImGui::GetIO(); - if (down) - io.KeysDown[key] = true; - else - io.KeysDown[key] = false; - - io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); - io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); - io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); -} - -void ImGui_ImplSdl_CharCallback(unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplSdl_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; - - io.Fonts->ClearInputData(); - io.Fonts->ClearTexData(); - - return true; -} - -void ImGui_ImplSdl_InvalidateDeviceObjects() -{ - if (g_FontTexture) - { - glDeleteTextures(1, &g_FontTexture); - ImGui::GetIO().Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplSdl_Init(SDL_Window *window) -{ - ImGuiIO& io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. - 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_Home] = SDL_SCANCODE_HOME; - io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; - io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; - io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; - io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; - io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; - io.KeyMap[ImGuiKey_A] = SDLK_a; - io.KeyMap[ImGuiKey_C] = SDLK_c; - io.KeyMap[ImGuiKey_V] = SDLK_v; - io.KeyMap[ImGuiKey_X] = SDLK_x; - io.KeyMap[ImGuiKey_Y] = SDLK_y; - io.KeyMap[ImGuiKey_Z] = SDLK_z; - - io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; - io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText; - -#ifdef _MSC_VER - SDL_SysWMinfo wmInfo; - SDL_VERSION(&wmInfo.version); - SDL_GetWindowWMInfo(window, &wmInfo); - io.ImeWindowHandle = wmInfo.info.win.window; -#endif - - return true; -} - -void ImGui_ImplSdl_Shutdown() -{ - ImGui_ImplSdl_InvalidateDeviceObjects(); - ImGui::Shutdown(); -} - -bool ImGui_ImplSdl_NewFrame(SDL_Window *window) -{ - if (!g_FontTexture) - ImGui_ImplSdl_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - bool done = false; - SDL_Event event; - while (SDL_PollEvent(&event)) - { - switch (event.type) - { - case SDL_QUIT: - done = true; - break; - case SDL_MOUSEWHEEL: - if (event.wheel.y > 0) - g_MouseWheel = 1; - if (event.wheel.y < 0) - g_MouseWheel = -1; - break; - 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; - break; - case SDL_TEXTINPUT: - ImGui_ImplSdl_CharCallback(event.text.text[0]); - break; - case SDL_KEYUP: - ImGui_ImplSdl_KeyCallback(event.key.keysym.sym&~SDLK_SCANCODE_MASK, false); - break; - case SDL_KEYDOWN: - ImGui_ImplSdl_KeyCallback(event.key.keysym.sym&~SDLK_SCANCODE_MASK, true); - break; - default: - break; - } - } - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - SDL_GetWindowSize(window, &w, &h); - io.DisplaySize = ImVec2((float)w, (float)h); - - // Time - Uint32 time = SDL_GetTicks(); - double current_time = time / 1000.0; - - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - int mx, my; - Uint32 mouseMask = SDL_GetMouseState(&mx, &my); - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) - io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) - else - io.MousePos = ImVec2(-1,-1); - - io.MouseDown[0] = g_MousePressed[0] || (mouseMask & 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] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; - io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; - g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; - - io.MouseWheel = g_MouseWheel; - g_MouseWheel = 0.0f; - - // Hide/show hardware mouse cursor - SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); - - // Start the frame - ImGui::NewFrame(); - return done; -} diff --git a/examples/opengl_sdl_example/imgui_impl_sdl.h b/examples/opengl_sdl_example/imgui_impl_sdl.h deleted file mode 100644 index d8f3c2e..0000000 --- a/examples/opengl_sdl_example/imgui_impl_sdl.h +++ /dev/null @@ -1,11 +0,0 @@ -struct SDL_Window; - -bool ImGui_ImplSdl_Init(SDL_Window *window); -void ImGui_ImplSdl_Shutdown(); -bool ImGui_ImplSdl_NewFrame(SDL_Window *window); - -void ImGui_ImplSdl_InvalidateDeviceObjects(); -bool ImGui_ImplSdl_CreateDeviceObjects(); - -void ImGui_ImplSdl_KeyCallback(int key, int, bool down); -void ImGui_ImplSdl_CharCallback(unsigned int c); diff --git a/examples/README.txt b/examples/README.txt index 0a5ad0e..f958d52 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -25,3 +25,6 @@ ios_example/ iOS example. Using Synergy to access keyboard/mouse data from server computer. Synergy keyboard integration is rather hacky. + +sdl_opengl_example/ + SDL2 + OpenGL example. diff --git a/examples/opengl_sdl_example/imgui_impl_sdl.cpp b/examples/opengl_sdl_example/imgui_impl_sdl.cpp deleted file mode 100644 index b1e129e..0000000 --- a/examples/opengl_sdl_example/imgui_impl_sdl.cpp +++ /dev/null @@ -1,277 +0,0 @@ -#ifdef _MSC_VER -#include -#include -#include -#endif - -#ifdef MACOSX -#include -#endif - -#include -#include -#include -#include "imgui_impl_sdl.h" - -// Data -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_ImplSdl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) -{ - // 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); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context - - // 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); - glBindTexture(GL_TEXTURE_2D, 0); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glPopAttrib(); -} - -static const char* ImGui_ImplSdl_GetClipboardText() -{ - return SDL_GetClipboardText(); -} - -static void ImGui_ImplSdl_SetClipboardText(const char* text) -{ - SDL_SetClipboardText(text); -} - -void ImGui_ImplSdl_KeyCallback(int key, bool down) -{ - ImGuiIO& io = ImGui::GetIO(); - if (down) - io.KeysDown[key] = true; - else - io.KeysDown[key] = false; - - io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); - io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); - io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); -} - -void ImGui_ImplSdl_CharCallback(unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplSdl_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; - - io.Fonts->ClearInputData(); - io.Fonts->ClearTexData(); - - return true; -} - -void ImGui_ImplSdl_InvalidateDeviceObjects() -{ - if (g_FontTexture) - { - glDeleteTextures(1, &g_FontTexture); - ImGui::GetIO().Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplSdl_Init(SDL_Window *window) -{ - ImGuiIO& io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. - 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_Home] = SDL_SCANCODE_HOME; - io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; - io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; - io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; - io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; - io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; - io.KeyMap[ImGuiKey_A] = SDLK_a; - io.KeyMap[ImGuiKey_C] = SDLK_c; - io.KeyMap[ImGuiKey_V] = SDLK_v; - io.KeyMap[ImGuiKey_X] = SDLK_x; - io.KeyMap[ImGuiKey_Y] = SDLK_y; - io.KeyMap[ImGuiKey_Z] = SDLK_z; - - io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; - io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText; - -#ifdef _MSC_VER - SDL_SysWMinfo wmInfo; - SDL_VERSION(&wmInfo.version); - SDL_GetWindowWMInfo(window, &wmInfo); - io.ImeWindowHandle = wmInfo.info.win.window; -#endif - - return true; -} - -void ImGui_ImplSdl_Shutdown() -{ - ImGui_ImplSdl_InvalidateDeviceObjects(); - ImGui::Shutdown(); -} - -bool ImGui_ImplSdl_NewFrame(SDL_Window *window) -{ - if (!g_FontTexture) - ImGui_ImplSdl_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - bool done = false; - SDL_Event event; - while (SDL_PollEvent(&event)) - { - switch (event.type) - { - case SDL_QUIT: - done = true; - break; - case SDL_MOUSEWHEEL: - if (event.wheel.y > 0) - g_MouseWheel = 1; - if (event.wheel.y < 0) - g_MouseWheel = -1; - break; - 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; - break; - case SDL_TEXTINPUT: - ImGui_ImplSdl_CharCallback(event.text.text[0]); - break; - case SDL_KEYUP: - ImGui_ImplSdl_KeyCallback(event.key.keysym.sym&~SDLK_SCANCODE_MASK, false); - break; - case SDL_KEYDOWN: - ImGui_ImplSdl_KeyCallback(event.key.keysym.sym&~SDLK_SCANCODE_MASK, true); - break; - default: - break; - } - } - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - SDL_GetWindowSize(window, &w, &h); - io.DisplaySize = ImVec2((float)w, (float)h); - - // Time - Uint32 time = SDL_GetTicks(); - double current_time = time / 1000.0; - - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - int mx, my; - Uint32 mouseMask = SDL_GetMouseState(&mx, &my); - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) - io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) - else - io.MousePos = ImVec2(-1,-1); - - io.MouseDown[0] = g_MousePressed[0] || (mouseMask & 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] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; - io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; - g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; - - io.MouseWheel = g_MouseWheel; - g_MouseWheel = 0.0f; - - // Hide/show hardware mouse cursor - SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); - - // Start the frame - ImGui::NewFrame(); - return done; -} diff --git a/examples/opengl_sdl_example/imgui_impl_sdl.h b/examples/opengl_sdl_example/imgui_impl_sdl.h deleted file mode 100644 index d8f3c2e..0000000 --- a/examples/opengl_sdl_example/imgui_impl_sdl.h +++ /dev/null @@ -1,11 +0,0 @@ -struct SDL_Window; - -bool ImGui_ImplSdl_Init(SDL_Window *window); -void ImGui_ImplSdl_Shutdown(); -bool ImGui_ImplSdl_NewFrame(SDL_Window *window); - -void ImGui_ImplSdl_InvalidateDeviceObjects(); -bool ImGui_ImplSdl_CreateDeviceObjects(); - -void ImGui_ImplSdl_KeyCallback(int key, int, bool down); -void ImGui_ImplSdl_CharCallback(unsigned int c); diff --git a/examples/opengl_sdl_example/main.cpp b/examples/opengl_sdl_example/main.cpp deleted file mode 100644 index c6aa24e..0000000 --- a/examples/opengl_sdl_example/main.cpp +++ /dev/null @@ -1,106 +0,0 @@ -// ImGui - standalone example application for SDL2 - -#include -#include "imgui_impl_sdl.h" -#include - -#ifdef WIN32 -#include -#include -#include -#endif - -#ifdef MACOSX -#include -#endif - -#include -#include - -int SDL_main(int /*argc*/, char* /*argv*/[]) -{ - // Setup SDL - if (SDL_Init(SDL_INIT_EVERYTHING) != 0) - return -1; - - // Init OpenGL - SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); - SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); - SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); - - // SDL window - SDL_DisplayMode current; - SDL_GetCurrentDisplayMode(0, ¤t); - SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); - - // Create an OpenGL context associated with the window. - SDL_GLContext glcontext = SDL_GL_CreateContext(window); - - // Setup ImGui binding - ImGui_ImplSdl_Init(window); - //ImGuiIO& io = ImGui::GetIO(); - //ImFont* my_font0 = io.Fonts->AddFontDefault(); - //ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); - //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f); - //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_color = ImColor(114, 144, 154); - - // Main loop - bool done = false; - while (!done) - { - done = ImGui_ImplSdl_NewFrame(window); - - // 1. Show a simple window - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" - { - static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - 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); - } - - // 2. Show another simple window, this time using an explicit Begin/End pair - if (show_another_window) - { - ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); - ImGui::Begin("Another Window", &show_another_window); - ImGui::Text("Hello"); - ImGui::End(); - } - - // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() - if (show_test_window) - { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); - ImGui::ShowTestWindow(&show_test_window); - } - - // Rendering - 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(); - SDL_GL_SwapWindow(window); - } - - // Cleanup - ImGui_ImplSdl_Shutdown(); - - SDL_GL_DeleteContext(glcontext); - SDL_DestroyWindow(window); - - SDL_Quit(); - - return 0; -} diff --git a/examples/README.txt b/examples/README.txt index 0a5ad0e..f958d52 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -25,3 +25,6 @@ ios_example/ iOS example. Using Synergy to access keyboard/mouse data from server computer. Synergy keyboard integration is rather hacky. + +sdl_opengl_example/ + SDL2 + OpenGL example. diff --git a/examples/opengl_sdl_example/imgui_impl_sdl.cpp b/examples/opengl_sdl_example/imgui_impl_sdl.cpp deleted file mode 100644 index b1e129e..0000000 --- a/examples/opengl_sdl_example/imgui_impl_sdl.cpp +++ /dev/null @@ -1,277 +0,0 @@ -#ifdef _MSC_VER -#include -#include -#include -#endif - -#ifdef MACOSX -#include -#endif - -#include -#include -#include -#include "imgui_impl_sdl.h" - -// Data -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_ImplSdl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) -{ - // 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); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context - - // 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); - glBindTexture(GL_TEXTURE_2D, 0); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glPopAttrib(); -} - -static const char* ImGui_ImplSdl_GetClipboardText() -{ - return SDL_GetClipboardText(); -} - -static void ImGui_ImplSdl_SetClipboardText(const char* text) -{ - SDL_SetClipboardText(text); -} - -void ImGui_ImplSdl_KeyCallback(int key, bool down) -{ - ImGuiIO& io = ImGui::GetIO(); - if (down) - io.KeysDown[key] = true; - else - io.KeysDown[key] = false; - - io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); - io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); - io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); -} - -void ImGui_ImplSdl_CharCallback(unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplSdl_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; - - io.Fonts->ClearInputData(); - io.Fonts->ClearTexData(); - - return true; -} - -void ImGui_ImplSdl_InvalidateDeviceObjects() -{ - if (g_FontTexture) - { - glDeleteTextures(1, &g_FontTexture); - ImGui::GetIO().Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplSdl_Init(SDL_Window *window) -{ - ImGuiIO& io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. - 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_Home] = SDL_SCANCODE_HOME; - io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; - io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; - io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; - io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; - io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; - io.KeyMap[ImGuiKey_A] = SDLK_a; - io.KeyMap[ImGuiKey_C] = SDLK_c; - io.KeyMap[ImGuiKey_V] = SDLK_v; - io.KeyMap[ImGuiKey_X] = SDLK_x; - io.KeyMap[ImGuiKey_Y] = SDLK_y; - io.KeyMap[ImGuiKey_Z] = SDLK_z; - - io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; - io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText; - -#ifdef _MSC_VER - SDL_SysWMinfo wmInfo; - SDL_VERSION(&wmInfo.version); - SDL_GetWindowWMInfo(window, &wmInfo); - io.ImeWindowHandle = wmInfo.info.win.window; -#endif - - return true; -} - -void ImGui_ImplSdl_Shutdown() -{ - ImGui_ImplSdl_InvalidateDeviceObjects(); - ImGui::Shutdown(); -} - -bool ImGui_ImplSdl_NewFrame(SDL_Window *window) -{ - if (!g_FontTexture) - ImGui_ImplSdl_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - bool done = false; - SDL_Event event; - while (SDL_PollEvent(&event)) - { - switch (event.type) - { - case SDL_QUIT: - done = true; - break; - case SDL_MOUSEWHEEL: - if (event.wheel.y > 0) - g_MouseWheel = 1; - if (event.wheel.y < 0) - g_MouseWheel = -1; - break; - 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; - break; - case SDL_TEXTINPUT: - ImGui_ImplSdl_CharCallback(event.text.text[0]); - break; - case SDL_KEYUP: - ImGui_ImplSdl_KeyCallback(event.key.keysym.sym&~SDLK_SCANCODE_MASK, false); - break; - case SDL_KEYDOWN: - ImGui_ImplSdl_KeyCallback(event.key.keysym.sym&~SDLK_SCANCODE_MASK, true); - break; - default: - break; - } - } - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - SDL_GetWindowSize(window, &w, &h); - io.DisplaySize = ImVec2((float)w, (float)h); - - // Time - Uint32 time = SDL_GetTicks(); - double current_time = time / 1000.0; - - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - int mx, my; - Uint32 mouseMask = SDL_GetMouseState(&mx, &my); - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) - io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) - else - io.MousePos = ImVec2(-1,-1); - - io.MouseDown[0] = g_MousePressed[0] || (mouseMask & 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] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; - io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; - g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; - - io.MouseWheel = g_MouseWheel; - g_MouseWheel = 0.0f; - - // Hide/show hardware mouse cursor - SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); - - // Start the frame - ImGui::NewFrame(); - return done; -} diff --git a/examples/opengl_sdl_example/imgui_impl_sdl.h b/examples/opengl_sdl_example/imgui_impl_sdl.h deleted file mode 100644 index d8f3c2e..0000000 --- a/examples/opengl_sdl_example/imgui_impl_sdl.h +++ /dev/null @@ -1,11 +0,0 @@ -struct SDL_Window; - -bool ImGui_ImplSdl_Init(SDL_Window *window); -void ImGui_ImplSdl_Shutdown(); -bool ImGui_ImplSdl_NewFrame(SDL_Window *window); - -void ImGui_ImplSdl_InvalidateDeviceObjects(); -bool ImGui_ImplSdl_CreateDeviceObjects(); - -void ImGui_ImplSdl_KeyCallback(int key, int, bool down); -void ImGui_ImplSdl_CharCallback(unsigned int c); diff --git a/examples/opengl_sdl_example/main.cpp b/examples/opengl_sdl_example/main.cpp deleted file mode 100644 index c6aa24e..0000000 --- a/examples/opengl_sdl_example/main.cpp +++ /dev/null @@ -1,106 +0,0 @@ -// ImGui - standalone example application for SDL2 - -#include -#include "imgui_impl_sdl.h" -#include - -#ifdef WIN32 -#include -#include -#include -#endif - -#ifdef MACOSX -#include -#endif - -#include -#include - -int SDL_main(int /*argc*/, char* /*argv*/[]) -{ - // Setup SDL - if (SDL_Init(SDL_INIT_EVERYTHING) != 0) - return -1; - - // Init OpenGL - SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); - SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); - SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); - - // SDL window - SDL_DisplayMode current; - SDL_GetCurrentDisplayMode(0, ¤t); - SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); - - // Create an OpenGL context associated with the window. - SDL_GLContext glcontext = SDL_GL_CreateContext(window); - - // Setup ImGui binding - ImGui_ImplSdl_Init(window); - //ImGuiIO& io = ImGui::GetIO(); - //ImFont* my_font0 = io.Fonts->AddFontDefault(); - //ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); - //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f); - //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_color = ImColor(114, 144, 154); - - // Main loop - bool done = false; - while (!done) - { - done = ImGui_ImplSdl_NewFrame(window); - - // 1. Show a simple window - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" - { - static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - 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); - } - - // 2. Show another simple window, this time using an explicit Begin/End pair - if (show_another_window) - { - ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); - ImGui::Begin("Another Window", &show_another_window); - ImGui::Text("Hello"); - ImGui::End(); - } - - // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() - if (show_test_window) - { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); - ImGui::ShowTestWindow(&show_test_window); - } - - // Rendering - 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(); - SDL_GL_SwapWindow(window); - } - - // Cleanup - ImGui_ImplSdl_Shutdown(); - - SDL_GL_DeleteContext(glcontext); - SDL_DestroyWindow(window); - - SDL_Quit(); - - return 0; -} diff --git a/examples/sdl_opengl_example/imgui_impl_sdl.cpp b/examples/sdl_opengl_example/imgui_impl_sdl.cpp new file mode 100644 index 0000000..b1e129e --- /dev/null +++ b/examples/sdl_opengl_example/imgui_impl_sdl.cpp @@ -0,0 +1,277 @@ +#ifdef _MSC_VER +#include +#include +#include +#endif + +#ifdef MACOSX +#include +#endif + +#include +#include +#include +#include "imgui_impl_sdl.h" + +// Data +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_ImplSdl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) +{ + // 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); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context + + // 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); + glBindTexture(GL_TEXTURE_2D, 0); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); +} + +static const char* ImGui_ImplSdl_GetClipboardText() +{ + return SDL_GetClipboardText(); +} + +static void ImGui_ImplSdl_SetClipboardText(const char* text) +{ + SDL_SetClipboardText(text); +} + +void ImGui_ImplSdl_KeyCallback(int key, bool down) +{ + ImGuiIO& io = ImGui::GetIO(); + if (down) + io.KeysDown[key] = true; + else + io.KeysDown[key] = false; + + io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); + io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); + io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); +} + +void ImGui_ImplSdl_CharCallback(unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +bool ImGui_ImplSdl_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; + + io.Fonts->ClearInputData(); + io.Fonts->ClearTexData(); + + return true; +} + +void ImGui_ImplSdl_InvalidateDeviceObjects() +{ + if (g_FontTexture) + { + glDeleteTextures(1, &g_FontTexture); + ImGui::GetIO().Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplSdl_Init(SDL_Window *window) +{ + ImGuiIO& io = ImGui::GetIO(); + io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + 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_Home] = SDL_SCANCODE_HOME; + io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; + io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; + io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; + io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; + io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; + io.KeyMap[ImGuiKey_A] = SDLK_a; + io.KeyMap[ImGuiKey_C] = SDLK_c; + io.KeyMap[ImGuiKey_V] = SDLK_v; + io.KeyMap[ImGuiKey_X] = SDLK_x; + io.KeyMap[ImGuiKey_Y] = SDLK_y; + io.KeyMap[ImGuiKey_Z] = SDLK_z; + + io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; + io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText; + +#ifdef _MSC_VER + SDL_SysWMinfo wmInfo; + SDL_VERSION(&wmInfo.version); + SDL_GetWindowWMInfo(window, &wmInfo); + io.ImeWindowHandle = wmInfo.info.win.window; +#endif + + return true; +} + +void ImGui_ImplSdl_Shutdown() +{ + ImGui_ImplSdl_InvalidateDeviceObjects(); + ImGui::Shutdown(); +} + +bool ImGui_ImplSdl_NewFrame(SDL_Window *window) +{ + if (!g_FontTexture) + ImGui_ImplSdl_CreateDeviceObjects(); + + ImGuiIO& io = ImGui::GetIO(); + + bool done = false; + SDL_Event event; + while (SDL_PollEvent(&event)) + { + switch (event.type) + { + case SDL_QUIT: + done = true; + break; + case SDL_MOUSEWHEEL: + if (event.wheel.y > 0) + g_MouseWheel = 1; + if (event.wheel.y < 0) + g_MouseWheel = -1; + break; + 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; + break; + case SDL_TEXTINPUT: + ImGui_ImplSdl_CharCallback(event.text.text[0]); + break; + case SDL_KEYUP: + ImGui_ImplSdl_KeyCallback(event.key.keysym.sym&~SDLK_SCANCODE_MASK, false); + break; + case SDL_KEYDOWN: + ImGui_ImplSdl_KeyCallback(event.key.keysym.sym&~SDLK_SCANCODE_MASK, true); + break; + default: + break; + } + } + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + SDL_GetWindowSize(window, &w, &h); + io.DisplaySize = ImVec2((float)w, (float)h); + + // Time + Uint32 time = SDL_GetTicks(); + double current_time = time / 1000.0; + + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + int mx, my; + Uint32 mouseMask = SDL_GetMouseState(&mx, &my); + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) + io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) + else + io.MousePos = ImVec2(-1,-1); + + io.MouseDown[0] = g_MousePressed[0] || (mouseMask & 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] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; + io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; + g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; + + io.MouseWheel = g_MouseWheel; + g_MouseWheel = 0.0f; + + // Hide/show hardware mouse cursor + SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); + + // Start the frame + ImGui::NewFrame(); + return done; +} diff --git a/examples/README.txt b/examples/README.txt index 0a5ad0e..f958d52 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -25,3 +25,6 @@ ios_example/ iOS example. Using Synergy to access keyboard/mouse data from server computer. Synergy keyboard integration is rather hacky. + +sdl_opengl_example/ + SDL2 + OpenGL example. diff --git a/examples/opengl_sdl_example/imgui_impl_sdl.cpp b/examples/opengl_sdl_example/imgui_impl_sdl.cpp deleted file mode 100644 index b1e129e..0000000 --- a/examples/opengl_sdl_example/imgui_impl_sdl.cpp +++ /dev/null @@ -1,277 +0,0 @@ -#ifdef _MSC_VER -#include -#include -#include -#endif - -#ifdef MACOSX -#include -#endif - -#include -#include -#include -#include "imgui_impl_sdl.h" - -// Data -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_ImplSdl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) -{ - // 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); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context - - // 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); - glBindTexture(GL_TEXTURE_2D, 0); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glPopAttrib(); -} - -static const char* ImGui_ImplSdl_GetClipboardText() -{ - return SDL_GetClipboardText(); -} - -static void ImGui_ImplSdl_SetClipboardText(const char* text) -{ - SDL_SetClipboardText(text); -} - -void ImGui_ImplSdl_KeyCallback(int key, bool down) -{ - ImGuiIO& io = ImGui::GetIO(); - if (down) - io.KeysDown[key] = true; - else - io.KeysDown[key] = false; - - io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); - io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); - io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); -} - -void ImGui_ImplSdl_CharCallback(unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplSdl_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; - - io.Fonts->ClearInputData(); - io.Fonts->ClearTexData(); - - return true; -} - -void ImGui_ImplSdl_InvalidateDeviceObjects() -{ - if (g_FontTexture) - { - glDeleteTextures(1, &g_FontTexture); - ImGui::GetIO().Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplSdl_Init(SDL_Window *window) -{ - ImGuiIO& io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. - 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_Home] = SDL_SCANCODE_HOME; - io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; - io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; - io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; - io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; - io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; - io.KeyMap[ImGuiKey_A] = SDLK_a; - io.KeyMap[ImGuiKey_C] = SDLK_c; - io.KeyMap[ImGuiKey_V] = SDLK_v; - io.KeyMap[ImGuiKey_X] = SDLK_x; - io.KeyMap[ImGuiKey_Y] = SDLK_y; - io.KeyMap[ImGuiKey_Z] = SDLK_z; - - io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; - io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText; - -#ifdef _MSC_VER - SDL_SysWMinfo wmInfo; - SDL_VERSION(&wmInfo.version); - SDL_GetWindowWMInfo(window, &wmInfo); - io.ImeWindowHandle = wmInfo.info.win.window; -#endif - - return true; -} - -void ImGui_ImplSdl_Shutdown() -{ - ImGui_ImplSdl_InvalidateDeviceObjects(); - ImGui::Shutdown(); -} - -bool ImGui_ImplSdl_NewFrame(SDL_Window *window) -{ - if (!g_FontTexture) - ImGui_ImplSdl_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - bool done = false; - SDL_Event event; - while (SDL_PollEvent(&event)) - { - switch (event.type) - { - case SDL_QUIT: - done = true; - break; - case SDL_MOUSEWHEEL: - if (event.wheel.y > 0) - g_MouseWheel = 1; - if (event.wheel.y < 0) - g_MouseWheel = -1; - break; - 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; - break; - case SDL_TEXTINPUT: - ImGui_ImplSdl_CharCallback(event.text.text[0]); - break; - case SDL_KEYUP: - ImGui_ImplSdl_KeyCallback(event.key.keysym.sym&~SDLK_SCANCODE_MASK, false); - break; - case SDL_KEYDOWN: - ImGui_ImplSdl_KeyCallback(event.key.keysym.sym&~SDLK_SCANCODE_MASK, true); - break; - default: - break; - } - } - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - SDL_GetWindowSize(window, &w, &h); - io.DisplaySize = ImVec2((float)w, (float)h); - - // Time - Uint32 time = SDL_GetTicks(); - double current_time = time / 1000.0; - - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - int mx, my; - Uint32 mouseMask = SDL_GetMouseState(&mx, &my); - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) - io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) - else - io.MousePos = ImVec2(-1,-1); - - io.MouseDown[0] = g_MousePressed[0] || (mouseMask & 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] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; - io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; - g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; - - io.MouseWheel = g_MouseWheel; - g_MouseWheel = 0.0f; - - // Hide/show hardware mouse cursor - SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); - - // Start the frame - ImGui::NewFrame(); - return done; -} diff --git a/examples/opengl_sdl_example/imgui_impl_sdl.h b/examples/opengl_sdl_example/imgui_impl_sdl.h deleted file mode 100644 index d8f3c2e..0000000 --- a/examples/opengl_sdl_example/imgui_impl_sdl.h +++ /dev/null @@ -1,11 +0,0 @@ -struct SDL_Window; - -bool ImGui_ImplSdl_Init(SDL_Window *window); -void ImGui_ImplSdl_Shutdown(); -bool ImGui_ImplSdl_NewFrame(SDL_Window *window); - -void ImGui_ImplSdl_InvalidateDeviceObjects(); -bool ImGui_ImplSdl_CreateDeviceObjects(); - -void ImGui_ImplSdl_KeyCallback(int key, int, bool down); -void ImGui_ImplSdl_CharCallback(unsigned int c); diff --git a/examples/opengl_sdl_example/main.cpp b/examples/opengl_sdl_example/main.cpp deleted file mode 100644 index c6aa24e..0000000 --- a/examples/opengl_sdl_example/main.cpp +++ /dev/null @@ -1,106 +0,0 @@ -// ImGui - standalone example application for SDL2 - -#include -#include "imgui_impl_sdl.h" -#include - -#ifdef WIN32 -#include -#include -#include -#endif - -#ifdef MACOSX -#include -#endif - -#include -#include - -int SDL_main(int /*argc*/, char* /*argv*/[]) -{ - // Setup SDL - if (SDL_Init(SDL_INIT_EVERYTHING) != 0) - return -1; - - // Init OpenGL - SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); - SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); - SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); - - // SDL window - SDL_DisplayMode current; - SDL_GetCurrentDisplayMode(0, ¤t); - SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); - - // Create an OpenGL context associated with the window. - SDL_GLContext glcontext = SDL_GL_CreateContext(window); - - // Setup ImGui binding - ImGui_ImplSdl_Init(window); - //ImGuiIO& io = ImGui::GetIO(); - //ImFont* my_font0 = io.Fonts->AddFontDefault(); - //ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); - //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f); - //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_color = ImColor(114, 144, 154); - - // Main loop - bool done = false; - while (!done) - { - done = ImGui_ImplSdl_NewFrame(window); - - // 1. Show a simple window - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" - { - static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - 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); - } - - // 2. Show another simple window, this time using an explicit Begin/End pair - if (show_another_window) - { - ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); - ImGui::Begin("Another Window", &show_another_window); - ImGui::Text("Hello"); - ImGui::End(); - } - - // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() - if (show_test_window) - { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); - ImGui::ShowTestWindow(&show_test_window); - } - - // Rendering - 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(); - SDL_GL_SwapWindow(window); - } - - // Cleanup - ImGui_ImplSdl_Shutdown(); - - SDL_GL_DeleteContext(glcontext); - SDL_DestroyWindow(window); - - SDL_Quit(); - - return 0; -} diff --git a/examples/sdl_opengl_example/imgui_impl_sdl.cpp b/examples/sdl_opengl_example/imgui_impl_sdl.cpp new file mode 100644 index 0000000..b1e129e --- /dev/null +++ b/examples/sdl_opengl_example/imgui_impl_sdl.cpp @@ -0,0 +1,277 @@ +#ifdef _MSC_VER +#include +#include +#include +#endif + +#ifdef MACOSX +#include +#endif + +#include +#include +#include +#include "imgui_impl_sdl.h" + +// Data +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_ImplSdl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) +{ + // 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); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context + + // 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); + glBindTexture(GL_TEXTURE_2D, 0); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); +} + +static const char* ImGui_ImplSdl_GetClipboardText() +{ + return SDL_GetClipboardText(); +} + +static void ImGui_ImplSdl_SetClipboardText(const char* text) +{ + SDL_SetClipboardText(text); +} + +void ImGui_ImplSdl_KeyCallback(int key, bool down) +{ + ImGuiIO& io = ImGui::GetIO(); + if (down) + io.KeysDown[key] = true; + else + io.KeysDown[key] = false; + + io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); + io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); + io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); +} + +void ImGui_ImplSdl_CharCallback(unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +bool ImGui_ImplSdl_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; + + io.Fonts->ClearInputData(); + io.Fonts->ClearTexData(); + + return true; +} + +void ImGui_ImplSdl_InvalidateDeviceObjects() +{ + if (g_FontTexture) + { + glDeleteTextures(1, &g_FontTexture); + ImGui::GetIO().Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplSdl_Init(SDL_Window *window) +{ + ImGuiIO& io = ImGui::GetIO(); + io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + 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_Home] = SDL_SCANCODE_HOME; + io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; + io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; + io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; + io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; + io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; + io.KeyMap[ImGuiKey_A] = SDLK_a; + io.KeyMap[ImGuiKey_C] = SDLK_c; + io.KeyMap[ImGuiKey_V] = SDLK_v; + io.KeyMap[ImGuiKey_X] = SDLK_x; + io.KeyMap[ImGuiKey_Y] = SDLK_y; + io.KeyMap[ImGuiKey_Z] = SDLK_z; + + io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; + io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText; + +#ifdef _MSC_VER + SDL_SysWMinfo wmInfo; + SDL_VERSION(&wmInfo.version); + SDL_GetWindowWMInfo(window, &wmInfo); + io.ImeWindowHandle = wmInfo.info.win.window; +#endif + + return true; +} + +void ImGui_ImplSdl_Shutdown() +{ + ImGui_ImplSdl_InvalidateDeviceObjects(); + ImGui::Shutdown(); +} + +bool ImGui_ImplSdl_NewFrame(SDL_Window *window) +{ + if (!g_FontTexture) + ImGui_ImplSdl_CreateDeviceObjects(); + + ImGuiIO& io = ImGui::GetIO(); + + bool done = false; + SDL_Event event; + while (SDL_PollEvent(&event)) + { + switch (event.type) + { + case SDL_QUIT: + done = true; + break; + case SDL_MOUSEWHEEL: + if (event.wheel.y > 0) + g_MouseWheel = 1; + if (event.wheel.y < 0) + g_MouseWheel = -1; + break; + 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; + break; + case SDL_TEXTINPUT: + ImGui_ImplSdl_CharCallback(event.text.text[0]); + break; + case SDL_KEYUP: + ImGui_ImplSdl_KeyCallback(event.key.keysym.sym&~SDLK_SCANCODE_MASK, false); + break; + case SDL_KEYDOWN: + ImGui_ImplSdl_KeyCallback(event.key.keysym.sym&~SDLK_SCANCODE_MASK, true); + break; + default: + break; + } + } + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + SDL_GetWindowSize(window, &w, &h); + io.DisplaySize = ImVec2((float)w, (float)h); + + // Time + Uint32 time = SDL_GetTicks(); + double current_time = time / 1000.0; + + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + int mx, my; + Uint32 mouseMask = SDL_GetMouseState(&mx, &my); + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) + io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) + else + io.MousePos = ImVec2(-1,-1); + + io.MouseDown[0] = g_MousePressed[0] || (mouseMask & 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] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; + io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; + g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; + + io.MouseWheel = g_MouseWheel; + g_MouseWheel = 0.0f; + + // Hide/show hardware mouse cursor + SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); + + // Start the frame + ImGui::NewFrame(); + return done; +} diff --git a/examples/sdl_opengl_example/imgui_impl_sdl.h b/examples/sdl_opengl_example/imgui_impl_sdl.h new file mode 100644 index 0000000..d8f3c2e --- /dev/null +++ b/examples/sdl_opengl_example/imgui_impl_sdl.h @@ -0,0 +1,11 @@ +struct SDL_Window; + +bool ImGui_ImplSdl_Init(SDL_Window *window); +void ImGui_ImplSdl_Shutdown(); +bool ImGui_ImplSdl_NewFrame(SDL_Window *window); + +void ImGui_ImplSdl_InvalidateDeviceObjects(); +bool ImGui_ImplSdl_CreateDeviceObjects(); + +void ImGui_ImplSdl_KeyCallback(int key, int, bool down); +void ImGui_ImplSdl_CharCallback(unsigned int c); diff --git a/examples/README.txt b/examples/README.txt index 0a5ad0e..f958d52 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -25,3 +25,6 @@ ios_example/ iOS example. Using Synergy to access keyboard/mouse data from server computer. Synergy keyboard integration is rather hacky. + +sdl_opengl_example/ + SDL2 + OpenGL example. diff --git a/examples/opengl_sdl_example/imgui_impl_sdl.cpp b/examples/opengl_sdl_example/imgui_impl_sdl.cpp deleted file mode 100644 index b1e129e..0000000 --- a/examples/opengl_sdl_example/imgui_impl_sdl.cpp +++ /dev/null @@ -1,277 +0,0 @@ -#ifdef _MSC_VER -#include -#include -#include -#endif - -#ifdef MACOSX -#include -#endif - -#include -#include -#include -#include "imgui_impl_sdl.h" - -// Data -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_ImplSdl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) -{ - // 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); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context - - // 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); - glBindTexture(GL_TEXTURE_2D, 0); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glPopAttrib(); -} - -static const char* ImGui_ImplSdl_GetClipboardText() -{ - return SDL_GetClipboardText(); -} - -static void ImGui_ImplSdl_SetClipboardText(const char* text) -{ - SDL_SetClipboardText(text); -} - -void ImGui_ImplSdl_KeyCallback(int key, bool down) -{ - ImGuiIO& io = ImGui::GetIO(); - if (down) - io.KeysDown[key] = true; - else - io.KeysDown[key] = false; - - io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); - io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); - io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); -} - -void ImGui_ImplSdl_CharCallback(unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplSdl_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; - - io.Fonts->ClearInputData(); - io.Fonts->ClearTexData(); - - return true; -} - -void ImGui_ImplSdl_InvalidateDeviceObjects() -{ - if (g_FontTexture) - { - glDeleteTextures(1, &g_FontTexture); - ImGui::GetIO().Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplSdl_Init(SDL_Window *window) -{ - ImGuiIO& io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. - 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_Home] = SDL_SCANCODE_HOME; - io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; - io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; - io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; - io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; - io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; - io.KeyMap[ImGuiKey_A] = SDLK_a; - io.KeyMap[ImGuiKey_C] = SDLK_c; - io.KeyMap[ImGuiKey_V] = SDLK_v; - io.KeyMap[ImGuiKey_X] = SDLK_x; - io.KeyMap[ImGuiKey_Y] = SDLK_y; - io.KeyMap[ImGuiKey_Z] = SDLK_z; - - io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; - io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText; - -#ifdef _MSC_VER - SDL_SysWMinfo wmInfo; - SDL_VERSION(&wmInfo.version); - SDL_GetWindowWMInfo(window, &wmInfo); - io.ImeWindowHandle = wmInfo.info.win.window; -#endif - - return true; -} - -void ImGui_ImplSdl_Shutdown() -{ - ImGui_ImplSdl_InvalidateDeviceObjects(); - ImGui::Shutdown(); -} - -bool ImGui_ImplSdl_NewFrame(SDL_Window *window) -{ - if (!g_FontTexture) - ImGui_ImplSdl_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - bool done = false; - SDL_Event event; - while (SDL_PollEvent(&event)) - { - switch (event.type) - { - case SDL_QUIT: - done = true; - break; - case SDL_MOUSEWHEEL: - if (event.wheel.y > 0) - g_MouseWheel = 1; - if (event.wheel.y < 0) - g_MouseWheel = -1; - break; - 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; - break; - case SDL_TEXTINPUT: - ImGui_ImplSdl_CharCallback(event.text.text[0]); - break; - case SDL_KEYUP: - ImGui_ImplSdl_KeyCallback(event.key.keysym.sym&~SDLK_SCANCODE_MASK, false); - break; - case SDL_KEYDOWN: - ImGui_ImplSdl_KeyCallback(event.key.keysym.sym&~SDLK_SCANCODE_MASK, true); - break; - default: - break; - } - } - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - SDL_GetWindowSize(window, &w, &h); - io.DisplaySize = ImVec2((float)w, (float)h); - - // Time - Uint32 time = SDL_GetTicks(); - double current_time = time / 1000.0; - - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - int mx, my; - Uint32 mouseMask = SDL_GetMouseState(&mx, &my); - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) - io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) - else - io.MousePos = ImVec2(-1,-1); - - io.MouseDown[0] = g_MousePressed[0] || (mouseMask & 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] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; - io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; - g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; - - io.MouseWheel = g_MouseWheel; - g_MouseWheel = 0.0f; - - // Hide/show hardware mouse cursor - SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); - - // Start the frame - ImGui::NewFrame(); - return done; -} diff --git a/examples/opengl_sdl_example/imgui_impl_sdl.h b/examples/opengl_sdl_example/imgui_impl_sdl.h deleted file mode 100644 index d8f3c2e..0000000 --- a/examples/opengl_sdl_example/imgui_impl_sdl.h +++ /dev/null @@ -1,11 +0,0 @@ -struct SDL_Window; - -bool ImGui_ImplSdl_Init(SDL_Window *window); -void ImGui_ImplSdl_Shutdown(); -bool ImGui_ImplSdl_NewFrame(SDL_Window *window); - -void ImGui_ImplSdl_InvalidateDeviceObjects(); -bool ImGui_ImplSdl_CreateDeviceObjects(); - -void ImGui_ImplSdl_KeyCallback(int key, int, bool down); -void ImGui_ImplSdl_CharCallback(unsigned int c); diff --git a/examples/opengl_sdl_example/main.cpp b/examples/opengl_sdl_example/main.cpp deleted file mode 100644 index c6aa24e..0000000 --- a/examples/opengl_sdl_example/main.cpp +++ /dev/null @@ -1,106 +0,0 @@ -// ImGui - standalone example application for SDL2 - -#include -#include "imgui_impl_sdl.h" -#include - -#ifdef WIN32 -#include -#include -#include -#endif - -#ifdef MACOSX -#include -#endif - -#include -#include - -int SDL_main(int /*argc*/, char* /*argv*/[]) -{ - // Setup SDL - if (SDL_Init(SDL_INIT_EVERYTHING) != 0) - return -1; - - // Init OpenGL - SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); - SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); - SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); - - // SDL window - SDL_DisplayMode current; - SDL_GetCurrentDisplayMode(0, ¤t); - SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); - - // Create an OpenGL context associated with the window. - SDL_GLContext glcontext = SDL_GL_CreateContext(window); - - // Setup ImGui binding - ImGui_ImplSdl_Init(window); - //ImGuiIO& io = ImGui::GetIO(); - //ImFont* my_font0 = io.Fonts->AddFontDefault(); - //ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); - //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f); - //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_color = ImColor(114, 144, 154); - - // Main loop - bool done = false; - while (!done) - { - done = ImGui_ImplSdl_NewFrame(window); - - // 1. Show a simple window - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" - { - static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - 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); - } - - // 2. Show another simple window, this time using an explicit Begin/End pair - if (show_another_window) - { - ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); - ImGui::Begin("Another Window", &show_another_window); - ImGui::Text("Hello"); - ImGui::End(); - } - - // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() - if (show_test_window) - { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); - ImGui::ShowTestWindow(&show_test_window); - } - - // Rendering - 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(); - SDL_GL_SwapWindow(window); - } - - // Cleanup - ImGui_ImplSdl_Shutdown(); - - SDL_GL_DeleteContext(glcontext); - SDL_DestroyWindow(window); - - SDL_Quit(); - - return 0; -} diff --git a/examples/sdl_opengl_example/imgui_impl_sdl.cpp b/examples/sdl_opengl_example/imgui_impl_sdl.cpp new file mode 100644 index 0000000..b1e129e --- /dev/null +++ b/examples/sdl_opengl_example/imgui_impl_sdl.cpp @@ -0,0 +1,277 @@ +#ifdef _MSC_VER +#include +#include +#include +#endif + +#ifdef MACOSX +#include +#endif + +#include +#include +#include +#include "imgui_impl_sdl.h" + +// Data +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_ImplSdl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) +{ + // 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); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context + + // 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); + glBindTexture(GL_TEXTURE_2D, 0); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); +} + +static const char* ImGui_ImplSdl_GetClipboardText() +{ + return SDL_GetClipboardText(); +} + +static void ImGui_ImplSdl_SetClipboardText(const char* text) +{ + SDL_SetClipboardText(text); +} + +void ImGui_ImplSdl_KeyCallback(int key, bool down) +{ + ImGuiIO& io = ImGui::GetIO(); + if (down) + io.KeysDown[key] = true; + else + io.KeysDown[key] = false; + + io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); + io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); + io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); +} + +void ImGui_ImplSdl_CharCallback(unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +bool ImGui_ImplSdl_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; + + io.Fonts->ClearInputData(); + io.Fonts->ClearTexData(); + + return true; +} + +void ImGui_ImplSdl_InvalidateDeviceObjects() +{ + if (g_FontTexture) + { + glDeleteTextures(1, &g_FontTexture); + ImGui::GetIO().Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplSdl_Init(SDL_Window *window) +{ + ImGuiIO& io = ImGui::GetIO(); + io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + 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_Home] = SDL_SCANCODE_HOME; + io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; + io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; + io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; + io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; + io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; + io.KeyMap[ImGuiKey_A] = SDLK_a; + io.KeyMap[ImGuiKey_C] = SDLK_c; + io.KeyMap[ImGuiKey_V] = SDLK_v; + io.KeyMap[ImGuiKey_X] = SDLK_x; + io.KeyMap[ImGuiKey_Y] = SDLK_y; + io.KeyMap[ImGuiKey_Z] = SDLK_z; + + io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; + io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText; + +#ifdef _MSC_VER + SDL_SysWMinfo wmInfo; + SDL_VERSION(&wmInfo.version); + SDL_GetWindowWMInfo(window, &wmInfo); + io.ImeWindowHandle = wmInfo.info.win.window; +#endif + + return true; +} + +void ImGui_ImplSdl_Shutdown() +{ + ImGui_ImplSdl_InvalidateDeviceObjects(); + ImGui::Shutdown(); +} + +bool ImGui_ImplSdl_NewFrame(SDL_Window *window) +{ + if (!g_FontTexture) + ImGui_ImplSdl_CreateDeviceObjects(); + + ImGuiIO& io = ImGui::GetIO(); + + bool done = false; + SDL_Event event; + while (SDL_PollEvent(&event)) + { + switch (event.type) + { + case SDL_QUIT: + done = true; + break; + case SDL_MOUSEWHEEL: + if (event.wheel.y > 0) + g_MouseWheel = 1; + if (event.wheel.y < 0) + g_MouseWheel = -1; + break; + 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; + break; + case SDL_TEXTINPUT: + ImGui_ImplSdl_CharCallback(event.text.text[0]); + break; + case SDL_KEYUP: + ImGui_ImplSdl_KeyCallback(event.key.keysym.sym&~SDLK_SCANCODE_MASK, false); + break; + case SDL_KEYDOWN: + ImGui_ImplSdl_KeyCallback(event.key.keysym.sym&~SDLK_SCANCODE_MASK, true); + break; + default: + break; + } + } + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + SDL_GetWindowSize(window, &w, &h); + io.DisplaySize = ImVec2((float)w, (float)h); + + // Time + Uint32 time = SDL_GetTicks(); + double current_time = time / 1000.0; + + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + int mx, my; + Uint32 mouseMask = SDL_GetMouseState(&mx, &my); + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) + io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) + else + io.MousePos = ImVec2(-1,-1); + + io.MouseDown[0] = g_MousePressed[0] || (mouseMask & 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] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; + io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; + g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; + + io.MouseWheel = g_MouseWheel; + g_MouseWheel = 0.0f; + + // Hide/show hardware mouse cursor + SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); + + // Start the frame + ImGui::NewFrame(); + return done; +} diff --git a/examples/sdl_opengl_example/imgui_impl_sdl.h b/examples/sdl_opengl_example/imgui_impl_sdl.h new file mode 100644 index 0000000..d8f3c2e --- /dev/null +++ b/examples/sdl_opengl_example/imgui_impl_sdl.h @@ -0,0 +1,11 @@ +struct SDL_Window; + +bool ImGui_ImplSdl_Init(SDL_Window *window); +void ImGui_ImplSdl_Shutdown(); +bool ImGui_ImplSdl_NewFrame(SDL_Window *window); + +void ImGui_ImplSdl_InvalidateDeviceObjects(); +bool ImGui_ImplSdl_CreateDeviceObjects(); + +void ImGui_ImplSdl_KeyCallback(int key, int, bool down); +void ImGui_ImplSdl_CharCallback(unsigned int c); diff --git a/examples/sdl_opengl_example/main.cpp b/examples/sdl_opengl_example/main.cpp new file mode 100644 index 0000000..c6aa24e --- /dev/null +++ b/examples/sdl_opengl_example/main.cpp @@ -0,0 +1,106 @@ +// ImGui - standalone example application for SDL2 + +#include +#include "imgui_impl_sdl.h" +#include + +#ifdef WIN32 +#include +#include +#include +#endif + +#ifdef MACOSX +#include +#endif + +#include +#include + +int SDL_main(int /*argc*/, char* /*argv*/[]) +{ + // Setup SDL + if (SDL_Init(SDL_INIT_EVERYTHING) != 0) + return -1; + + // Init OpenGL + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); + + // SDL window + SDL_DisplayMode current; + SDL_GetCurrentDisplayMode(0, ¤t); + SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); + + // Create an OpenGL context associated with the window. + SDL_GLContext glcontext = SDL_GL_CreateContext(window); + + // Setup ImGui binding + ImGui_ImplSdl_Init(window); + //ImGuiIO& io = ImGui::GetIO(); + //ImFont* my_font0 = io.Fonts->AddFontDefault(); + //ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); + //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f); + //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_color = ImColor(114, 144, 154); + + // Main loop + bool done = false; + while (!done) + { + done = ImGui_ImplSdl_NewFrame(window); + + // 1. Show a simple window + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" + { + static float f = 0.0f; + ImGui::Text("Hello, world!"); + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); + 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); + } + + // 2. Show another simple window, this time using an explicit Begin/End pair + if (show_another_window) + { + ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); + ImGui::Begin("Another Window", &show_another_window); + ImGui::Text("Hello"); + ImGui::End(); + } + + // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() + if (show_test_window) + { + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); + ImGui::ShowTestWindow(&show_test_window); + } + + // Rendering + 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(); + SDL_GL_SwapWindow(window); + } + + // Cleanup + ImGui_ImplSdl_Shutdown(); + + SDL_GL_DeleteContext(glcontext); + SDL_DestroyWindow(window); + + SDL_Quit(); + + return 0; +}