Working on conan integration.
This should automatically add support for imgui etc.
This commit is contained in:
parent
49f0a2f6b8
commit
47543a5a9b
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@ -3,23 +3,18 @@ project(kge)
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set(CMAKE_CXX_STANDARD 14)
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add_library(imgui
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imgui/imconfig.h
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imgui/imgui.cpp
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imgui/imgui.h
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imgui/imgui_draw.cpp
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imgui/imgui_impl_opengl3.h
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imgui/imgui_impl_opengl3.cpp
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imgui/imgui_impl_opengl3_loader.h
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imgui/imgui_impl_sdl3.cpp
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imgui/imgui_impl_sdl3.h
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imgui/imgui_internal.h
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imgui/imgui_tables.cpp
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imgui/imgui_widgets.cpp
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imgui/imstb_rectpack.h
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imgui/imstb_textedit.h
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imgui/imstb_truetype.h
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)
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find_package(imgui REQUIRED)
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find_package(glfw3 REQUIRED)
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find_package(glew REQUIRED)
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add_executable(kge kge.cc Cursor.h Buffer.h Platform.cc Platform.h
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imgui.h)
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add_executable(kge kge.cc
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# Buffer.cc
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# Cursor.cc
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GUI.cc
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Platform.cc
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)
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target_link_libraries(kge
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imgui::imgui
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GLEW::GLEW
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glfw
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)
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@ -0,0 +1,17 @@
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//
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// Created by kyle on 2023-10-04.
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//
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#include "GUI.h"
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static struct {
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ImGuiIO *io;
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} gui;
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void
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InitGUI()
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{
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}
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@ -0,0 +1,15 @@
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//
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// Created by kyle on 2023-10-04.
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//
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#ifndef KGE_GUI_H
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#define KGE_GUI_H
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#include "imgui.h"
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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void InitGUI();
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#endif //KGE_GUI_H
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@ -7,6 +7,7 @@
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#ifdef WIN32
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#include "imgui/imgui.h"
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#include <windows.h>
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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@ -0,0 +1,548 @@
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# This file is managed by Conan, contents will be overwritten.
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# To keep your changes, remove these comment lines, but the plugin won't be able to modify your requirements
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set(CONAN_MINIMUM_VERSION 2.0.5)
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function(detect_os OS OS_API_LEVEL OS_SDK OS_SUBSYSTEM OS_VERSION)
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# it could be cross compilation
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message(STATUS "CMake-Conan: cmake_system_name=${CMAKE_SYSTEM_NAME}")
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if(CMAKE_SYSTEM_NAME AND NOT CMAKE_SYSTEM_NAME STREQUAL "Generic")
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if(${CMAKE_SYSTEM_NAME} STREQUAL "Darwin")
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set(${OS} Macos PARENT_SCOPE)
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elseif(${CMAKE_SYSTEM_NAME} STREQUAL "QNX")
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set(${OS} Neutrino PARENT_SCOPE)
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elseif(${CMAKE_SYSTEM_NAME} STREQUAL "CYGWIN")
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set(${OS} Windows PARENT_SCOPE)
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set(${OS_SUBSYSTEM} cygwin PARENT_SCOPE)
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elseif(${CMAKE_SYSTEM_NAME} MATCHES "^MSYS")
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set(${OS} Windows PARENT_SCOPE)
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set(${OS_SUBSYSTEM} msys2 PARENT_SCOPE)
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else()
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set(${OS} ${CMAKE_SYSTEM_NAME} PARENT_SCOPE)
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endif()
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if(${CMAKE_SYSTEM_NAME} STREQUAL "Android")
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string(REGEX MATCH "[0-9]+" _OS_API_LEVEL ${ANDROID_PLATFORM})
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message(STATUS "CMake-Conan: android_platform=${ANDROID_PLATFORM}")
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set(${OS_API_LEVEL} ${_OS_API_LEVEL} PARENT_SCOPE)
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endif()
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if(CMAKE_SYSTEM_NAME MATCHES "Darwin|iOS|tvOS|watchOS")
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# CMAKE_OSX_SYSROOT contains the full path to the SDK for MakeFile/Ninja
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# generators, but just has the original input string for Xcode.
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if(NOT IS_DIRECTORY ${CMAKE_OSX_SYSROOT})
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set(_OS_SDK ${CMAKE_OSX_SYSROOT})
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else()
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if(CMAKE_OSX_SYSROOT MATCHES Simulator)
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set(apple_platform_suffix simulator)
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else()
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set(apple_platform_suffix os)
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endif()
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if(CMAKE_OSX_SYSROOT MATCHES AppleTV)
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set(_OS_SDK "appletv${apple_platform_suffix}")
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elseif(CMAKE_OSX_SYSROOT MATCHES iPhone)
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set(_OS_SDK "iphone${apple_platform_suffix}")
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elseif(CMAKE_OSX_SYSROOT MATCHES Watch)
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set(_OS_SDK "watch${apple_platform_suffix}")
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endif()
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endif()
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if(DEFINED _OS_SDK)
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message(STATUS "CMake-Conan: cmake_osx_sysroot=${CMAKE_OSX_SYSROOT}")
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set(${OS_SDK} ${_OS_SDK} PARENT_SCOPE)
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endif()
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if(DEFINED CMAKE_OSX_DEPLOYMENT_TARGET)
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message(STATUS "CMake-Conan: cmake_osx_deployment_target=${CMAKE_OSX_DEPLOYMENT_TARGET}")
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set(${OS_VERSION} ${CMAKE_OSX_DEPLOYMENT_TARGET} PARENT_SCOPE)
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endif()
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endif()
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endif()
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endfunction()
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function(detect_arch ARCH)
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# CMAKE_OSX_ARCHITECTURES can contain multiple architectures, but Conan only supports one.
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# Therefore this code only finds one. If the recipes support multiple architectures, the
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# build will work. Otherwise, there will be a linker error for the missing architecture(s).
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if(DEFINED CMAKE_OSX_ARCHITECTURES)
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string(REPLACE " " ";" apple_arch_list "${CMAKE_OSX_ARCHITECTURES}")
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list(LENGTH apple_arch_list apple_arch_count)
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if(apple_arch_count GREATER 1)
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message(WARNING "CMake-Conan: Multiple architectures detected, this will only work if Conan recipe(s) produce fat binaries.")
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endif()
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endif()
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if(CMAKE_SYSTEM_PROCESSOR MATCHES "aarch64|ARM64|arm64" OR CMAKE_OSX_ARCHITECTURES MATCHES arm64)
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set(_ARCH armv8)
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elseif(CMAKE_SYSTEM_PROCESSOR MATCHES "armv7-a|armv7l" OR CMAKE_OSX_ARCHITECTURES MATCHES armv7)
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set(_ARCH armv7)
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elseif(CMAKE_OSX_ARCHITECTURES MATCHES armv7s)
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set(_ARCH armv7s)
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elseif(CMAKE_SYSTEM_PROCESSOR MATCHES "i686" OR CMAKE_OSX_ARCHITECTURES MATCHES i386)
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set(_ARCH x86)
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elseif(CMAKE_SYSTEM_PROCESSOR MATCHES "AMD64|amd64|x86_64" OR CMAKE_OSX_ARCHITECTURES MATCHES x86_64)
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set(_ARCH x86_64)
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endif()
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message(STATUS "CMake-Conan: cmake_system_processor=${_ARCH}")
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set(${ARCH} ${_ARCH} PARENT_SCOPE)
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endfunction()
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function(detect_cxx_standard CXX_STANDARD)
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set(${CXX_STANDARD} ${CMAKE_CXX_STANDARD} PARENT_SCOPE)
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if(CMAKE_CXX_EXTENSIONS)
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set(${CXX_STANDARD} "gnu${CMAKE_CXX_STANDARD}" PARENT_SCOPE)
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endif()
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endfunction()
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macro(detect_gnu_libstdcxx)
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# _CONAN_IS_GNU_LIBSTDCXX true if GNU libstdc++
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check_cxx_source_compiles("
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#include <cstddef>
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#if !defined(__GLIBCXX__) && !defined(__GLIBCPP__)
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static_assert(false);
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#endif
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int main(){}" _CONAN_IS_GNU_LIBSTDCXX)
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# _CONAN_GNU_LIBSTDCXX_IS_CXX11_ABI true if C++11 ABI
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check_cxx_source_compiles("
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#include <string>
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static_assert(sizeof(std::string) != sizeof(void*), \"using libstdc++\");
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int main () {}" _CONAN_GNU_LIBSTDCXX_IS_CXX11_ABI)
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set(_CONAN_GNU_LIBSTDCXX_SUFFIX "")
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if(_CONAN_GNU_LIBSTDCXX_IS_CXX11_ABI)
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set(_CONAN_GNU_LIBSTDCXX_SUFFIX "11")
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endif()
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unset (_CONAN_GNU_LIBSTDCXX_IS_CXX11_ABI)
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endmacro()
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macro(detect_libcxx)
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# _CONAN_IS_LIBCXX true if LLVM libc++
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check_cxx_source_compiles("
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#include <cstddef>
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#if !defined(_LIBCPP_VERSION)
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static_assert(false);
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#endif
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int main(){}" _CONAN_IS_LIBCXX)
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endmacro()
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function(detect_lib_cxx OS LIB_CXX)
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if(${OS} STREQUAL "Android")
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message(STATUS "CMake-Conan: android_stl=${ANDROID_STL}")
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set(${LIB_CXX} ${ANDROID_STL} PARENT_SCOPE)
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return()
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endif()
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include(CheckCXXSourceCompiles)
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if(CMAKE_CXX_COMPILER_ID MATCHES "GNU")
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detect_gnu_libstdcxx()
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set(${LIB_CXX} "libstdc++${_CONAN_GNU_LIBSTDCXX_SUFFIX}" PARENT_SCOPE)
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elseif(CMAKE_CXX_COMPILER_ID MATCHES "AppleClang")
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set(${LIB_CXX} "libc++" PARENT_SCOPE)
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elseif(CMAKE_CXX_COMPILER_ID MATCHES "Clang" AND NOT CMAKE_SYSTEM_NAME MATCHES "Windows")
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# Check for libc++
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detect_libcxx()
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if(_CONAN_IS_LIBCXX)
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set(${LIB_CXX} "libc++" PARENT_SCOPE)
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return()
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endif()
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# Check for libstdc++
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detect_gnu_libstdcxx()
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if(_CONAN_IS_GNU_LIBSTDCXX)
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set(${LIB_CXX} "libstdc++${_CONAN_GNU_LIBSTDCXX_SUFFIX}" PARENT_SCOPE)
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return()
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endif()
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# TODO: it would be an error if we reach this point
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elseif(CMAKE_CXX_COMPILER_ID MATCHES "MSVC")
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# Do nothing - compiler.runtime and compiler.runtime_type
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# should be handled separately: https://github.com/conan-io/cmake-conan/pull/516
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return()
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else()
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# TODO: unable to determine, ask user to provide a full profile file instead
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endif()
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endfunction()
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function(detect_compiler COMPILER COMPILER_VERSION COMPILER_RUNTIME COMPILER_RUNTIME_TYPE)
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if(DEFINED CMAKE_CXX_COMPILER_ID)
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set(_COMPILER ${CMAKE_CXX_COMPILER_ID})
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set(_COMPILER_VERSION ${CMAKE_CXX_COMPILER_VERSION})
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else()
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if(NOT DEFINED CMAKE_C_COMPILER_ID)
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message(FATAL_ERROR "C or C++ compiler not defined")
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endif()
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set(_COMPILER ${CMAKE_C_COMPILER_ID})
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set(_COMPILER_VERSION ${CMAKE_C_COMPILER_VERSION})
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endif()
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message(STATUS "CMake-Conan: CMake compiler=${_COMPILER}")
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message(STATUS "CMake-Conan: CMake compiler version=${_COMPILER_VERSION}")
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if(_COMPILER MATCHES MSVC)
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set(_COMPILER "msvc")
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string(SUBSTRING ${MSVC_VERSION} 0 3 _COMPILER_VERSION)
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# Configure compiler.runtime and compiler.runtime_type settings for MSVC
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if(CMAKE_MSVC_RUNTIME_LIBRARY)
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set(_KNOWN_MSVC_RUNTIME_VALUES "")
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list(APPEND _KNOWN_MSVC_RUNTIME_VALUES MultiThreaded MultiThreadedDLL)
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list(APPEND _KNOWN_MSVC_RUNTIME_VALUES MultiThreadedDebug MultiThreadedDebugDLL)
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list(APPEND _KNOWN_MSVC_RUNTIME_VALUES MultiThreaded$<$<CONFIG:Debug>:Debug> MultiThreaded$<$<CONFIG:Debug>:Debug>DLL)
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# only accept the 6 possible values, otherwise we don't don't know to map this
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if(NOT CMAKE_MSVC_RUNTIME_LIBRARY IN_LIST _KNOWN_MSVC_RUNTIME_VALUES)
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message(FATAL_ERROR "CMake-Conan: unable to map MSVC runtime: ${CMAKE_MSVC_RUNTIME_LIBRARY} to Conan settings")
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endif()
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# Runtime is "dynamic" in all cases if it ends in DLL
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if(CMAKE_MSVC_RUNTIME_LIBRARY MATCHES ".*DLL$")
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set(_COMPILER_RUNTIME "dynamic")
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else()
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set(_COMPILER_RUNTIME "static")
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endif()
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# Only define compiler.runtime_type when explicitly requested
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# If a generator expression is used, let Conan handle it conditional on build_type
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get_property(_IS_MULTI_CONFIG_GENERATOR GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG)
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if(NOT CMAKE_MSVC_RUNTIME_LIBRARY MATCHES "<CONFIG:Debug>:Debug>")
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if(CMAKE_MSVC_RUNTIME_LIBRARY MATCHES "Debug")
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set(_COMPILER_RUNTIME_TYPE "Debug")
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else()
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set(_COMPILER_RUNTIME_TYPE "Release")
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endif()
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endif()
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unset(_KNOWN_MSVC_RUNTIME_VALUES)
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unset(_IS_MULTI_CONFIG_GENERATOR)
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endif()
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elseif(_COMPILER MATCHES AppleClang)
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set(_COMPILER "apple-clang")
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string(REPLACE "." ";" VERSION_LIST ${CMAKE_CXX_COMPILER_VERSION})
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list(GET VERSION_LIST 0 _COMPILER_VERSION)
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elseif(_COMPILER MATCHES Clang)
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set(_COMPILER "clang")
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string(REPLACE "." ";" VERSION_LIST ${CMAKE_CXX_COMPILER_VERSION})
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list(GET VERSION_LIST 0 _COMPILER_VERSION)
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elseif(_COMPILER MATCHES GNU)
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set(_COMPILER "gcc")
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string(REPLACE "." ";" VERSION_LIST ${CMAKE_CXX_COMPILER_VERSION})
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list(GET VERSION_LIST 0 _COMPILER_VERSION)
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endif()
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message(STATUS "CMake-Conan: [settings] compiler=${_COMPILER}")
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message(STATUS "CMake-Conan: [settings] compiler.version=${_COMPILER_VERSION}")
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if (_COMPILER_RUNTIME)
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message(STATUS "CMake-Conan: [settings] compiler.runtime=${_COMPILER_RUNTIME}")
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endif()
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if (_COMPILER_RUNTIME_TYPE)
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message(STATUS "CMake-Conan: [settings] compiler.runtime_type=${_COMPILER_RUNTIME_TYPE}")
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endif()
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set(${COMPILER} ${_COMPILER} PARENT_SCOPE)
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set(${COMPILER_VERSION} ${_COMPILER_VERSION} PARENT_SCOPE)
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set(${COMPILER_RUNTIME} ${_COMPILER_RUNTIME} PARENT_SCOPE)
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set(${COMPILER_RUNTIME_TYPE} ${_COMPILER_RUNTIME_TYPE} PARENT_SCOPE)
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endfunction()
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||||
function(detect_build_type BUILD_TYPE)
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get_property(_MULTICONFIG_GENERATOR GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG)
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if(NOT _MULTICONFIG_GENERATOR)
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||||
# Only set when we know we are in a single-configuration generator
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||||
# Note: we may want to fail early if `CMAKE_BUILD_TYPE` is not defined
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||||
set(${BUILD_TYPE} ${CMAKE_BUILD_TYPE} PARENT_SCOPE)
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||||
endif()
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||||
endfunction()
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||||
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||||
macro(append_compiler_executables_configuration)
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set(_conan_c_compiler "")
|
||||
set(_conan_cpp_compiler "")
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||||
if(CMAKE_C_COMPILER)
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||||
set(_conan_c_compiler "\"c\":\"${CMAKE_C_COMPILER}\",")
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||||
else()
|
||||
message(WARNING "CMake-Conan: The C compiler is not defined. "
|
||||
"Please define CMAKE_C_COMPILER or enable the C language.")
|
||||
endif()
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||||
if(CMAKE_CXX_COMPILER)
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set(_conan_cpp_compiler "\"cpp\":\"${CMAKE_CXX_COMPILER}\"")
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||||
else()
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||||
message(WARNING "CMake-Conan: The C++ compiler is not defined. "
|
||||
"Please define CMAKE_CXX_COMPILER or enable the C++ language.")
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||||
endif()
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||||
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||||
string(APPEND PROFILE "tools.build:compiler_executables={${_conan_c_compiler}${_conan_cpp_compiler}}\n")
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||||
unset(_conan_c_compiler)
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||||
unset(_conan_cpp_compiler)
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||||
endmacro()
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||||
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||||
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||||
function(detect_host_profile output_file)
|
||||
detect_os(MYOS MYOS_API_LEVEL MYOS_SDK MYOS_SUBSYSTEM MYOS_VERSION)
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||||
detect_arch(MYARCH)
|
||||
detect_compiler(MYCOMPILER MYCOMPILER_VERSION MYCOMPILER_RUNTIME MYCOMPILER_RUNTIME_TYPE)
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||||
detect_cxx_standard(MYCXX_STANDARD)
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||||
detect_lib_cxx(MYOS MYLIB_CXX)
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||||
detect_build_type(MYBUILD_TYPE)
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||||
|
||||
set(PROFILE "")
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||||
string(APPEND PROFILE "[settings]\n")
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||||
if(MYARCH)
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||||
string(APPEND PROFILE arch=${MYARCH} "\n")
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||||
endif()
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||||
if(MYOS)
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||||
string(APPEND PROFILE os=${MYOS} "\n")
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||||
endif()
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||||
if(MYOS_API_LEVEL)
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||||
string(APPEND PROFILE os.api_level=${MYOS_API_LEVEL} "\n")
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||||
endif()
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||||
if(MYOS_VERSION)
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||||
string(APPEND PROFILE os.version=${MYOS_VERSION} "\n")
|
||||
endif()
|
||||
if(MYOS_SDK)
|
||||
string(APPEND PROFILE os.sdk=${MYOS_SDK} "\n")
|
||||
endif()
|
||||
if(MYOS_SUBSYSTEM)
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||||
string(APPEND PROFILE os.subsystem=${MYOS_SUBSYSTEM} "\n")
|
||||
endif()
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||||
if(MYCOMPILER)
|
||||
string(APPEND PROFILE compiler=${MYCOMPILER} "\n")
|
||||
endif()
|
||||
if(MYCOMPILER_VERSION)
|
||||
string(APPEND PROFILE compiler.version=${MYCOMPILER_VERSION} "\n")
|
||||
endif()
|
||||
if(MYCOMPILER_RUNTIME)
|
||||
string(APPEND PROFILE compiler.runtime=${MYCOMPILER_RUNTIME} "\n")
|
||||
endif()
|
||||
if(MYCOMPILER_RUNTIME_TYPE)
|
||||
string(APPEND PROFILE compiler.runtime_type=${MYCOMPILER_RUNTIME_TYPE} "\n")
|
||||
endif()
|
||||
if(MYCXX_STANDARD)
|
||||
string(APPEND PROFILE compiler.cppstd=${MYCXX_STANDARD} "\n")
|
||||
endif()
|
||||
if(MYLIB_CXX)
|
||||
string(APPEND PROFILE compiler.libcxx=${MYLIB_CXX} "\n")
|
||||
endif()
|
||||
if(MYBUILD_TYPE)
|
||||
string(APPEND PROFILE "build_type=${MYBUILD_TYPE}\n")
|
||||
endif()
|
||||
|
||||
if(NOT DEFINED output_file)
|
||||
set(_FN "${CMAKE_BINARY_DIR}/profile")
|
||||
else()
|
||||
set(_FN ${output_file})
|
||||
endif()
|
||||
|
||||
string(APPEND PROFILE "[conf]\n")
|
||||
string(APPEND PROFILE "tools.cmake.cmaketoolchain:generator=${CMAKE_GENERATOR}\n")
|
||||
|
||||
# propagate compilers via profile
|
||||
append_compiler_executables_configuration()
|
||||
|
||||
if(${MYOS} STREQUAL "Android")
|
||||
string(APPEND PROFILE "tools.android:ndk_path=${CMAKE_ANDROID_NDK}\n")
|
||||
endif()
|
||||
|
||||
message(STATUS "CMake-Conan: Creating profile ${_FN}")
|
||||
file(WRITE ${_FN} ${PROFILE})
|
||||
message(STATUS "CMake-Conan: Profile: \n${PROFILE}")
|
||||
endfunction()
|
||||
|
||||
|
||||
function(conan_profile_detect_default)
|
||||
message(STATUS "CMake-Conan: Checking if a default profile exists")
|
||||
execute_process(COMMAND ${CONAN_COMMAND} profile path default
|
||||
RESULT_VARIABLE return_code
|
||||
OUTPUT_VARIABLE conan_stdout
|
||||
ERROR_VARIABLE conan_stderr
|
||||
ECHO_ERROR_VARIABLE # show the text output regardless
|
||||
ECHO_OUTPUT_VARIABLE
|
||||
WORKING_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR})
|
||||
if(NOT ${return_code} EQUAL "0")
|
||||
message(STATUS "CMake-Conan: The default profile doesn't exist, detecting it.")
|
||||
execute_process(COMMAND ${CONAN_COMMAND} profile detect
|
||||
RESULT_VARIABLE return_code
|
||||
OUTPUT_VARIABLE conan_stdout
|
||||
ERROR_VARIABLE conan_stderr
|
||||
ECHO_ERROR_VARIABLE # show the text output regardless
|
||||
ECHO_OUTPUT_VARIABLE
|
||||
WORKING_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR})
|
||||
endif()
|
||||
endfunction()
|
||||
|
||||
|
||||
function(conan_install)
|
||||
cmake_parse_arguments(ARGS CONAN_ARGS ${ARGN})
|
||||
set(CONAN_OUTPUT_FOLDER ${CMAKE_BINARY_DIR}/conan)
|
||||
# Invoke "conan install" with the provided arguments
|
||||
set(CONAN_ARGS ${CONAN_ARGS} -of=${CONAN_OUTPUT_FOLDER})
|
||||
message(STATUS "CMake-Conan: conan install ${CMAKE_SOURCE_DIR} ${CONAN_ARGS} ${ARGN}")
|
||||
execute_process(COMMAND ${CONAN_COMMAND} install ${CMAKE_SOURCE_DIR} ${CONAN_ARGS} ${ARGN} --format=json
|
||||
RESULT_VARIABLE return_code
|
||||
OUTPUT_VARIABLE conan_stdout
|
||||
ERROR_VARIABLE conan_stderr
|
||||
ECHO_ERROR_VARIABLE # show the text output regardless
|
||||
WORKING_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR})
|
||||
if(NOT "${return_code}" STREQUAL "0")
|
||||
message(FATAL_ERROR "Conan install failed='${return_code}'")
|
||||
else()
|
||||
# the files are generated in a folder that depends on the layout used, if
|
||||
# one is specified, but we don't know a priori where this is.
|
||||
# TODO: this can be made more robust if Conan can provide this in the json output
|
||||
string(JSON CONAN_GENERATORS_FOLDER GET ${conan_stdout} graph nodes 0 generators_folder)
|
||||
# message("conan stdout: ${conan_stdout}")
|
||||
message(STATUS "CMake-Conan: CONAN_GENERATORS_FOLDER=${CONAN_GENERATORS_FOLDER}")
|
||||
set_property(GLOBAL PROPERTY CONAN_GENERATORS_FOLDER "${CONAN_GENERATORS_FOLDER}")
|
||||
# reconfigure on conanfile changes
|
||||
string(JSON CONANFILE GET ${conan_stdout} graph nodes 0 label)
|
||||
message(STATUS "CMake-Conan: CONANFILE=${CMAKE_SOURCE_DIR}/${CONANFILE}")
|
||||
set_property(DIRECTORY ${CMAKE_SOURCE_DIR} APPEND PROPERTY CMAKE_CONFIGURE_DEPENDS "${CMAKE_SOURCE_DIR}/${CONANFILE}")
|
||||
# success
|
||||
set_property(GLOBAL PROPERTY CONAN_INSTALL_SUCCESS TRUE)
|
||||
endif()
|
||||
endfunction()
|
||||
|
||||
|
||||
function(conan_get_version conan_command conan_current_version)
|
||||
execute_process(
|
||||
COMMAND ${conan_command} --version
|
||||
OUTPUT_VARIABLE conan_output
|
||||
RESULT_VARIABLE conan_result
|
||||
OUTPUT_STRIP_TRAILING_WHITESPACE
|
||||
)
|
||||
if(conan_result)
|
||||
message(FATAL_ERROR "CMake-Conan: Error when trying to run Conan")
|
||||
endif()
|
||||
|
||||
string(REGEX MATCH "[0-9]+\\.[0-9]+\\.[0-9]+" conan_version ${conan_output})
|
||||
set(${conan_current_version} ${conan_version} PARENT_SCOPE)
|
||||
endfunction()
|
||||
|
||||
|
||||
function(conan_version_check)
|
||||
set(options )
|
||||
set(oneValueArgs MINIMUM CURRENT)
|
||||
set(multiValueArgs )
|
||||
cmake_parse_arguments(CONAN_VERSION_CHECK
|
||||
"${options}" "${oneValueArgs}" "${multiValueArgs}" ${ARGN})
|
||||
|
||||
if(NOT CONAN_VERSION_CHECK_MINIMUM)
|
||||
message(FATAL_ERROR "CMake-Conan: Required parameter MINIMUM not set!")
|
||||
endif()
|
||||
if(NOT CONAN_VERSION_CHECK_CURRENT)
|
||||
message(FATAL_ERROR "CMake-Conan: Required parameter CURRENT not set!")
|
||||
endif()
|
||||
|
||||
if(CONAN_VERSION_CHECK_CURRENT VERSION_LESS CONAN_VERSION_CHECK_MINIMUM)
|
||||
message(FATAL_ERROR "CMake-Conan: Conan version must be ${CONAN_VERSION_CHECK_MINIMUM} or later")
|
||||
endif()
|
||||
endfunction()
|
||||
|
||||
macro(construct_profile_argument argument_variable profile_list)
|
||||
set(${argument_variable} "")
|
||||
if("${profile_list}" STREQUAL "CONAN_HOST_PROFILE")
|
||||
set(_arg_flag "--profile:host=")
|
||||
elseif("${profile_list}" STREQUAL "CONAN_BUILD_PROFILE")
|
||||
set(_arg_flag "--profile:build=")
|
||||
endif()
|
||||
|
||||
set(_profile_list "${${profile_list}}")
|
||||
list(TRANSFORM _profile_list REPLACE "auto-cmake" "${CMAKE_BINARY_DIR}/conan_host_profile")
|
||||
list(TRANSFORM _profile_list PREPEND ${_arg_flag})
|
||||
set(${argument_variable} ${_profile_list})
|
||||
|
||||
unset(_arg_flag)
|
||||
unset(_profile_list)
|
||||
endmacro()
|
||||
|
||||
|
||||
macro(conan_provide_dependency method package_name)
|
||||
set_property(GLOBAL PROPERTY CONAN_PROVIDE_DEPENDENCY_INVOKED TRUE)
|
||||
get_property(CONAN_INSTALL_SUCCESS GLOBAL PROPERTY CONAN_INSTALL_SUCCESS)
|
||||
if(NOT CONAN_INSTALL_SUCCESS)
|
||||
find_program(CONAN_COMMAND "conan" REQUIRED)
|
||||
conan_get_version(${CONAN_COMMAND} CONAN_CURRENT_VERSION)
|
||||
conan_version_check(MINIMUM ${CONAN_MINIMUM_VERSION} CURRENT ${CONAN_CURRENT_VERSION})
|
||||
message(STATUS "CMake-Conan: first find_package() found. Installing dependencies with Conan")
|
||||
if("default" IN_LIST CONAN_HOST_PROFILE OR "default" IN_LIST CONAN_BUILD_PROFILE)
|
||||
conan_profile_detect_default()
|
||||
endif()
|
||||
if("auto-cmake" IN_LIST CONAN_HOST_PROFILE)
|
||||
detect_host_profile(${CMAKE_BINARY_DIR}/conan_host_profile)
|
||||
endif()
|
||||
construct_profile_argument(_host_profile_flags CONAN_HOST_PROFILE)
|
||||
construct_profile_argument(_build_profile_flags CONAN_BUILD_PROFILE)
|
||||
get_property(_MULTICONFIG_GENERATOR GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG)
|
||||
if(NOT _MULTICONFIG_GENERATOR)
|
||||
message(STATUS "CMake-Conan: Installing single configuration ${CMAKE_BUILD_TYPE}")
|
||||
conan_install(${_host_profile_flags} ${_build_profile_flags} --build=missing -g CMakeDeps)
|
||||
else()
|
||||
message(STATUS "CMake-Conan: Installing both Debug and Release")
|
||||
conan_install(${_host_profile_flags} ${_build_profile_flags} -s build_type=Release --build=missing -g CMakeDeps)
|
||||
conan_install(${_host_profile_flags} ${_build_profile_flags} -s build_type=Debug --build=missing -g CMakeDeps)
|
||||
endif()
|
||||
unset(_MULTICONFIG_GENERATOR)
|
||||
else()
|
||||
message(STATUS "CMake-Conan: find_package(${ARGV1}) found, 'conan install' already ran")
|
||||
endif()
|
||||
|
||||
get_property(CONAN_GENERATORS_FOLDER GLOBAL PROPERTY CONAN_GENERATORS_FOLDER)
|
||||
|
||||
# Ensure that we consider Conan-provided packages ahead of any other,
|
||||
# irrespective of other settings that modify the search order or search paths
|
||||
# This follows the guidelines from the find_package documentation
|
||||
# (https://cmake.org/cmake/help/latest/command/find_package.html):
|
||||
# find_package (<PackageName> PATHS paths... NO_DEFAULT_PATH)
|
||||
# find_package (<PackageName>)
|
||||
|
||||
# Filter out `REQUIRED` from the argument list, as the first call may fail
|
||||
set(_find_args "${ARGN}")
|
||||
list(REMOVE_ITEM _find_args "REQUIRED")
|
||||
if(NOT "MODULE" IN_LIST _find_args)
|
||||
find_package(${package_name} ${_find_args} BYPASS_PROVIDER PATHS "${CONAN_GENERATORS_FOLDER}" NO_DEFAULT_PATH NO_CMAKE_FIND_ROOT_PATH)
|
||||
endif()
|
||||
|
||||
# Invoke find_package a second time - if the first call succeeded,
|
||||
# this will simply reuse the result. If not, fall back to CMake default search
|
||||
# behaviour, also allowing modules to be searched.
|
||||
set(_cmake_module_path_orig "${CMAKE_MODULE_PATH}")
|
||||
list(PREPEND CMAKE_MODULE_PATH "${CONAN_GENERATORS_FOLDER}")
|
||||
if(NOT ${package_name}_FOUND)
|
||||
find_package(${package_name} ${ARGN} BYPASS_PROVIDER)
|
||||
endif()
|
||||
|
||||
set(CMAKE_MODULE_PATH "${_cmake_module_path_orig}")
|
||||
unset(_find_args)
|
||||
unset(_cmake_module_path_orig)
|
||||
unset(_host_profile_flags)
|
||||
unset(_build_profile_flags)
|
||||
endmacro()
|
||||
|
||||
|
||||
cmake_language(
|
||||
SET_DEPENDENCY_PROVIDER conan_provide_dependency
|
||||
SUPPORTED_METHODS FIND_PACKAGE
|
||||
)
|
||||
|
||||
macro(conan_provide_dependency_check)
|
||||
set(_CONAN_PROVIDE_DEPENDENCY_INVOKED FALSE)
|
||||
get_property(_CONAN_PROVIDE_DEPENDENCY_INVOKED GLOBAL PROPERTY CONAN_PROVIDE_DEPENDENCY_INVOKED)
|
||||
if(NOT _CONAN_PROVIDE_DEPENDENCY_INVOKED)
|
||||
message(WARNING "Conan is correctly configured as dependency provider, "
|
||||
"but Conan has not been invoked. Please add at least one "
|
||||
"call to `find_package()`.")
|
||||
if(DEFINED CONAN_COMMAND)
|
||||
# supress warning in case `CONAN_COMMAND` was specified but unused.
|
||||
set(_CONAN_COMMAND ${CONAN_COMMAND})
|
||||
unset(_CONAN_COMMAND)
|
||||
endif()
|
||||
endif()
|
||||
unset(_CONAN_PROVIDE_DEPENDENCY_INVOKED)
|
||||
endmacro()
|
||||
|
||||
# Add a deferred call at the end of processing the top-level directory
|
||||
# to check if the dependency provider was invoked at all.
|
||||
cmake_language(DEFER DIRECTORY "${CMAKE_SOURCE_DIR}" CALL conan_provide_dependency_check)
|
||||
|
||||
# Configurable variables for Conan profiles
|
||||
set(CONAN_HOST_PROFILE "default;auto-cmake" CACHE STRING "Conan host profile")
|
||||
set(CONAN_BUILD_PROFILE "default" CACHE STRING "Conan build profile")
|
|
@ -0,0 +1,8 @@
|
|||
# This file is managed by Conan, contents will be overwritten.
|
||||
# To keep your changes, remove these comment lines, but the plugin won't be able to modify your requirements
|
||||
|
||||
requirements:
|
||||
- "glfw/3.3.8"
|
||||
- "glew/2.2.0"
|
||||
- "imgui/1.89.9"
|
||||
- "opengl/system"
|
|
@ -0,0 +1,23 @@
|
|||
# This file is managed by Conan, contents will be overwritten.
|
||||
# To keep your changes, remove these comment lines, but the plugin won't be able to modify your requirements
|
||||
|
||||
from conan import ConanFile
|
||||
from conan.tools.cmake import cmake_layout, CMakeToolchain
|
||||
|
||||
class ConanApplication(ConanFile):
|
||||
package_type = "application"
|
||||
settings = "os", "compiler", "build_type", "arch"
|
||||
generators = "CMakeDeps"
|
||||
|
||||
def layout(self):
|
||||
cmake_layout(self)
|
||||
|
||||
def generate(self):
|
||||
tc = CMakeToolchain(self)
|
||||
tc.user_presets_path = False
|
||||
tc.generate()
|
||||
|
||||
def requirements(self):
|
||||
requirements = self.conan_data.get('requirements', [])
|
||||
for requirement in requirements:
|
||||
self.requires(requirement)
|
9
imgui.h
9
imgui.h
|
@ -7,14 +7,9 @@
|
|||
|
||||
|
||||
#include "imgui/imgui.h"
|
||||
#include "imgui/imgui_impl_sdl3.h"
|
||||
#include "imgui/imgui_impl_opengl3.h"
|
||||
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#include <SDL3/SDL_opengles2.h>
|
||||
#else
|
||||
#include <SDL3/SDL_opengl.h>
|
||||
#endif
|
||||
#include "imgui/imgui_impl_opengl3_loader.h"
|
||||
#include "imgui/imgui_impl_glfw.h"
|
||||
|
||||
|
||||
#endif //KGE_IMGUI_H
|
||||
|
|
|
@ -0,0 +1,803 @@
|
|||
// dear imgui: Platform Backend for GLFW
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
|
||||
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
|
||||
// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491)
|
||||
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
|
||||
// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
|
||||
// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
|
||||
// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
|
||||
// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
|
||||
// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
|
||||
// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
|
||||
// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18.
|
||||
// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
|
||||
// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
|
||||
// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
|
||||
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
|
||||
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
|
||||
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
||||
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
|
||||
// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
|
||||
// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
|
||||
// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
|
||||
// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
|
||||
// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
|
||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
|
||||
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
|
||||
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
|
||||
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
|
||||
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||
// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
|
||||
// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
|
||||
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
||||
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
|
||||
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
|
||||
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_glfw.h"
|
||||
|
||||
// Clang warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#endif
|
||||
|
||||
// GLFW
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#ifdef _WIN32
|
||||
#undef APIENTRY
|
||||
#define GLFW_EXPOSE_NATIVE_WIN32
|
||||
#include <GLFW/glfw3native.h> // for glfwGetWin32Window()
|
||||
#endif
|
||||
#ifdef __APPLE__
|
||||
#define GLFW_EXPOSE_NATIVE_COCOA
|
||||
#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
|
||||
#endif
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
#include <emscripten/html5.h>
|
||||
#endif
|
||||
|
||||
// We gather version tests as define in order to easily see which features are version-dependent.
|
||||
#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
|
||||
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
|
||||
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
|
||||
#else
|
||||
#define GLFW_HAS_NEW_CURSORS (0)
|
||||
#endif
|
||||
#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
|
||||
#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
|
||||
#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
|
||||
|
||||
// GLFW data
|
||||
enum GlfwClientApi
|
||||
{
|
||||
GlfwClientApi_Unknown,
|
||||
GlfwClientApi_OpenGL,
|
||||
GlfwClientApi_Vulkan
|
||||
};
|
||||
|
||||
struct ImGui_ImplGlfw_Data
|
||||
{
|
||||
GLFWwindow* Window;
|
||||
GlfwClientApi ClientApi;
|
||||
double Time;
|
||||
GLFWwindow* MouseWindow;
|
||||
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
ImVec2 LastValidMousePos;
|
||||
bool InstalledCallbacks;
|
||||
bool CallbacksChainForAllWindows;
|
||||
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
GLFWwindowfocusfun PrevUserCallbackWindowFocus;
|
||||
GLFWcursorposfun PrevUserCallbackCursorPos;
|
||||
GLFWcursorenterfun PrevUserCallbackCursorEnter;
|
||||
GLFWmousebuttonfun PrevUserCallbackMousebutton;
|
||||
GLFWscrollfun PrevUserCallbackScroll;
|
||||
GLFWkeyfun PrevUserCallbackKey;
|
||||
GLFWcharfun PrevUserCallbackChar;
|
||||
GLFWmonitorfun PrevUserCallbackMonitor;
|
||||
#ifdef _WIN32
|
||||
WNDPROC GlfwWndProc;
|
||||
#endif
|
||||
|
||||
ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
||||
// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
|
||||
// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
|
||||
// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
|
||||
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
||||
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
|
||||
{
|
||||
return glfwGetClipboardString((GLFWwindow*)user_data);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
|
||||
{
|
||||
glfwSetClipboardString((GLFWwindow*)user_data, text);
|
||||
}
|
||||
|
||||
static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
|
||||
{
|
||||
switch (key)
|
||||
{
|
||||
case GLFW_KEY_TAB: return ImGuiKey_Tab;
|
||||
case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
|
||||
case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
|
||||
case GLFW_KEY_UP: return ImGuiKey_UpArrow;
|
||||
case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
|
||||
case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
|
||||
case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
|
||||
case GLFW_KEY_HOME: return ImGuiKey_Home;
|
||||
case GLFW_KEY_END: return ImGuiKey_End;
|
||||
case GLFW_KEY_INSERT: return ImGuiKey_Insert;
|
||||
case GLFW_KEY_DELETE: return ImGuiKey_Delete;
|
||||
case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
|
||||
case GLFW_KEY_SPACE: return ImGuiKey_Space;
|
||||
case GLFW_KEY_ENTER: return ImGuiKey_Enter;
|
||||
case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
|
||||
case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
|
||||
case GLFW_KEY_COMMA: return ImGuiKey_Comma;
|
||||
case GLFW_KEY_MINUS: return ImGuiKey_Minus;
|
||||
case GLFW_KEY_PERIOD: return ImGuiKey_Period;
|
||||
case GLFW_KEY_SLASH: return ImGuiKey_Slash;
|
||||
case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
|
||||
case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
|
||||
case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
|
||||
case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
|
||||
case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
|
||||
case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
|
||||
case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
|
||||
case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
|
||||
case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
|
||||
case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
|
||||
case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
|
||||
case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
|
||||
case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
|
||||
case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
|
||||
case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
|
||||
case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
|
||||
case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
|
||||
case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
|
||||
case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
|
||||
case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
|
||||
case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
|
||||
case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
|
||||
case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
|
||||
case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
||||
case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
|
||||
case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
|
||||
case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
|
||||
case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
|
||||
case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
|
||||
case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
|
||||
case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
|
||||
case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
|
||||
case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
|
||||
case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
|
||||
case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
|
||||
case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
|
||||
case GLFW_KEY_MENU: return ImGuiKey_Menu;
|
||||
case GLFW_KEY_0: return ImGuiKey_0;
|
||||
case GLFW_KEY_1: return ImGuiKey_1;
|
||||
case GLFW_KEY_2: return ImGuiKey_2;
|
||||
case GLFW_KEY_3: return ImGuiKey_3;
|
||||
case GLFW_KEY_4: return ImGuiKey_4;
|
||||
case GLFW_KEY_5: return ImGuiKey_5;
|
||||
case GLFW_KEY_6: return ImGuiKey_6;
|
||||
case GLFW_KEY_7: return ImGuiKey_7;
|
||||
case GLFW_KEY_8: return ImGuiKey_8;
|
||||
case GLFW_KEY_9: return ImGuiKey_9;
|
||||
case GLFW_KEY_A: return ImGuiKey_A;
|
||||
case GLFW_KEY_B: return ImGuiKey_B;
|
||||
case GLFW_KEY_C: return ImGuiKey_C;
|
||||
case GLFW_KEY_D: return ImGuiKey_D;
|
||||
case GLFW_KEY_E: return ImGuiKey_E;
|
||||
case GLFW_KEY_F: return ImGuiKey_F;
|
||||
case GLFW_KEY_G: return ImGuiKey_G;
|
||||
case GLFW_KEY_H: return ImGuiKey_H;
|
||||
case GLFW_KEY_I: return ImGuiKey_I;
|
||||
case GLFW_KEY_J: return ImGuiKey_J;
|
||||
case GLFW_KEY_K: return ImGuiKey_K;
|
||||
case GLFW_KEY_L: return ImGuiKey_L;
|
||||
case GLFW_KEY_M: return ImGuiKey_M;
|
||||
case GLFW_KEY_N: return ImGuiKey_N;
|
||||
case GLFW_KEY_O: return ImGuiKey_O;
|
||||
case GLFW_KEY_P: return ImGuiKey_P;
|
||||
case GLFW_KEY_Q: return ImGuiKey_Q;
|
||||
case GLFW_KEY_R: return ImGuiKey_R;
|
||||
case GLFW_KEY_S: return ImGuiKey_S;
|
||||
case GLFW_KEY_T: return ImGuiKey_T;
|
||||
case GLFW_KEY_U: return ImGuiKey_U;
|
||||
case GLFW_KEY_V: return ImGuiKey_V;
|
||||
case GLFW_KEY_W: return ImGuiKey_W;
|
||||
case GLFW_KEY_X: return ImGuiKey_X;
|
||||
case GLFW_KEY_Y: return ImGuiKey_Y;
|
||||
case GLFW_KEY_Z: return ImGuiKey_Z;
|
||||
case GLFW_KEY_F1: return ImGuiKey_F1;
|
||||
case GLFW_KEY_F2: return ImGuiKey_F2;
|
||||
case GLFW_KEY_F3: return ImGuiKey_F3;
|
||||
case GLFW_KEY_F4: return ImGuiKey_F4;
|
||||
case GLFW_KEY_F5: return ImGuiKey_F5;
|
||||
case GLFW_KEY_F6: return ImGuiKey_F6;
|
||||
case GLFW_KEY_F7: return ImGuiKey_F7;
|
||||
case GLFW_KEY_F8: return ImGuiKey_F8;
|
||||
case GLFW_KEY_F9: return ImGuiKey_F9;
|
||||
case GLFW_KEY_F10: return ImGuiKey_F10;
|
||||
case GLFW_KEY_F11: return ImGuiKey_F11;
|
||||
case GLFW_KEY_F12: return ImGuiKey_F12;
|
||||
default: return ImGuiKey_None;
|
||||
}
|
||||
}
|
||||
|
||||
// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
|
||||
// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
|
||||
static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
|
||||
io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS));
|
||||
io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS));
|
||||
io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));
|
||||
}
|
||||
|
||||
static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackMousebutton(window, button, action, mods);
|
||||
|
||||
ImGui_ImplGlfw_UpdateKeyModifiers(window);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (button >= 0 && button < ImGuiMouseButton_COUNT)
|
||||
io.AddMouseButtonEvent(button, action == GLFW_PRESS);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
|
||||
return;
|
||||
#endif
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
|
||||
}
|
||||
|
||||
static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
|
||||
{
|
||||
#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__)
|
||||
// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
|
||||
// (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
|
||||
// See https://github.com/glfw/glfw/issues/1502 for details.
|
||||
// Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
|
||||
// This won't cover edge cases but this is at least going to cover common cases.
|
||||
if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
|
||||
return key;
|
||||
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
|
||||
const char* key_name = glfwGetKeyName(key, scancode);
|
||||
glfwSetErrorCallback(prev_error_callback);
|
||||
#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
|
||||
(void)glfwGetError(nullptr);
|
||||
#endif
|
||||
if (key_name && key_name[0] != 0 && key_name[1] == 0)
|
||||
{
|
||||
const char char_names[] = "`-=[]\\,;\'./";
|
||||
const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
|
||||
IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
|
||||
if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
|
||||
else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
|
||||
else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
|
||||
else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
|
||||
}
|
||||
// if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
|
||||
#else
|
||||
IM_UNUSED(scancode);
|
||||
#endif
|
||||
return key;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
|
||||
|
||||
if (action != GLFW_PRESS && action != GLFW_RELEASE)
|
||||
return;
|
||||
|
||||
ImGui_ImplGlfw_UpdateKeyModifiers(window);
|
||||
|
||||
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
|
||||
io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
|
||||
io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackWindowFocus(window, focused);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddFocusEvent(focused != 0);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackCursorPos(window, x, y);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddMousePosEvent((float)x, (float)y);
|
||||
bd->LastValidMousePos = ImVec2((float)x, (float)y);
|
||||
}
|
||||
|
||||
// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
|
||||
// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
|
||||
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackCursorEnter(window, entered);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (entered)
|
||||
{
|
||||
bd->MouseWindow = window;
|
||||
io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
|
||||
}
|
||||
else if (!entered && bd->MouseWindow == window)
|
||||
{
|
||||
bd->LastValidMousePos = io.MousePos;
|
||||
bd->MouseWindow = nullptr;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackChar(window, c);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddInputCharacter(c);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
|
||||
{
|
||||
// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
|
||||
}
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
|
||||
{
|
||||
// Mimic Emscripten_HandleWheel() in SDL.
|
||||
// Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
|
||||
float multiplier = 0.0f;
|
||||
if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.
|
||||
else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step.
|
||||
else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps.
|
||||
float wheel_x = ev->deltaX * -multiplier;
|
||||
float wheel_y = ev->deltaY * -multiplier;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddMouseWheelEvent(wheel_x, wheel_y);
|
||||
//IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y);
|
||||
return EM_TRUE;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _WIN32
|
||||
// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
|
||||
// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
|
||||
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
|
||||
{
|
||||
LPARAM extra_info = ::GetMessageExtraInfo();
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
|
||||
return ImGuiMouseSource_Pen;
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
|
||||
return ImGuiMouseSource_TouchScreen;
|
||||
return ImGuiMouseSource_Mouse;
|
||||
}
|
||||
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
switch (msg)
|
||||
{
|
||||
case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
|
||||
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
|
||||
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
|
||||
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
|
||||
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
|
||||
ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
|
||||
break;
|
||||
}
|
||||
return ::CallWindowProc(bd->GlfwWndProc, hWnd, msg, wParam, lParam);
|
||||
}
|
||||
#endif
|
||||
|
||||
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
|
||||
IM_ASSERT(bd->Window == window);
|
||||
|
||||
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
|
||||
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
|
||||
bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
|
||||
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
||||
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
||||
bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
||||
bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
|
||||
bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
|
||||
bd->InstalledCallbacks = true;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
|
||||
IM_ASSERT(bd->Window == window);
|
||||
|
||||
glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
|
||||
glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
|
||||
glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
|
||||
glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
|
||||
glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
|
||||
glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
|
||||
glfwSetCharCallback(window, bd->PrevUserCallbackChar);
|
||||
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
|
||||
bd->InstalledCallbacks = false;
|
||||
bd->PrevUserCallbackWindowFocus = nullptr;
|
||||
bd->PrevUserCallbackCursorEnter = nullptr;
|
||||
bd->PrevUserCallbackCursorPos = nullptr;
|
||||
bd->PrevUserCallbackMousebutton = nullptr;
|
||||
bd->PrevUserCallbackScroll = nullptr;
|
||||
bd->PrevUserCallbackKey = nullptr;
|
||||
bd->PrevUserCallbackChar = nullptr;
|
||||
bd->PrevUserCallbackMonitor = nullptr;
|
||||
}
|
||||
|
||||
// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user.
|
||||
// This is 'false' by default meaning we only chain callbacks for the main viewport.
|
||||
// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.
|
||||
// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.
|
||||
void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
bd->CallbacksChainForAllWindows = chain_for_all_windows;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
//printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_glfw";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
|
||||
bd->Window = window;
|
||||
bd->Time = 0.0;
|
||||
|
||||
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
|
||||
io.ClipboardUserData = bd->Window;
|
||||
|
||||
// Create mouse cursors
|
||||
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
|
||||
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
|
||||
// Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
|
||||
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
|
||||
#if GLFW_HAS_NEW_CURSORS
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
|
||||
#else
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
#endif
|
||||
glfwSetErrorCallback(prev_error_callback);
|
||||
#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
|
||||
(void)glfwGetError(nullptr);
|
||||
#endif
|
||||
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
if (install_callbacks)
|
||||
ImGui_ImplGlfw_InstallCallbacks(window);
|
||||
// Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
|
||||
// We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
|
||||
// FIXME: May break chaining in case user registered their own Emscripten callback?
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
|
||||
#endif
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
#ifdef _WIN32
|
||||
main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
|
||||
#elif defined(__APPLE__)
|
||||
main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
|
||||
#else
|
||||
IM_UNUSED(main_viewport);
|
||||
#endif
|
||||
|
||||
// Windows: register a WndProc hook so we can intercept some messages.
|
||||
#ifdef _WIN32
|
||||
bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
|
||||
IM_ASSERT(bd->GlfwWndProc != nullptr);
|
||||
::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
|
||||
#endif
|
||||
|
||||
bd->ClientApi = client_api;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
|
||||
{
|
||||
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
|
||||
{
|
||||
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
|
||||
{
|
||||
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_Shutdown()
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
if (bd->InstalledCallbacks)
|
||||
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, nullptr);
|
||||
#endif
|
||||
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
|
||||
|
||||
// Windows: register a WndProc hook so we can intercept some messages.
|
||||
#ifdef _WIN32
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc);
|
||||
bd->GlfwWndProc = nullptr;
|
||||
#endif
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
|
||||
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
|
||||
{
|
||||
GLFWwindow* window = bd->Window;
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
const bool is_window_focused = true;
|
||||
#else
|
||||
const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
|
||||
#endif
|
||||
if (is_window_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y);
|
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
|
||||
if (bd->MouseWindow == nullptr)
|
||||
{
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
||||
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
||||
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMouseCursor()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
|
||||
return;
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
|
||||
{
|
||||
GLFWwindow* window = bd->Window;
|
||||
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
|
||||
glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update gamepad inputs
|
||||
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
|
||||
static void ImGui_ImplGlfw_UpdateGamepads()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
return;
|
||||
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__)
|
||||
GLFWgamepadstate gamepad;
|
||||
if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
|
||||
return;
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
|
||||
#define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
|
||||
#else
|
||||
int axes_count = 0, buttons_count = 0;
|
||||
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
|
||||
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
|
||||
if (axes_count == 0 || buttons_count == 0)
|
||||
return;
|
||||
#define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
|
||||
#define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
|
||||
#endif
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
|
||||
MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);
|
||||
MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
glfwGetWindowSize(bd->Window, &w, &h);
|
||||
glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
|
||||
|
||||
// Setup time step
|
||||
// (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
|
||||
double current_time = glfwGetTime();
|
||||
if (current_time <= bd->Time)
|
||||
current_time = bd->Time + 0.00001f;
|
||||
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
ImGui_ImplGlfw_UpdateMouseData();
|
||||
ImGui_ImplGlfw_UpdateMouseCursor();
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplGlfw_UpdateGamepads();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
|
@ -0,0 +1,53 @@
|
|||
// dear imgui: Platform Backend for GLFW
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
|
||||
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
struct GLFWwindow;
|
||||
struct GLFWmonitor;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
|
||||
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
|
||||
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
|
||||
|
||||
// GLFW callbacks install
|
||||
// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
|
||||
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
|
||||
|
||||
// GFLW callbacks options:
|
||||
// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
|
||||
|
||||
// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
|
@ -0,0 +1,302 @@
|
|||
// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in imgui_impl_opengl3.cpp**
|
||||
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
|
||||
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
|
||||
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
|
||||
// confuse your GPU driver.
|
||||
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
|
||||
// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
|
||||
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
|
||||
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2017-09-01: OpenGL: Save and restore current polygon mode.
|
||||
// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
|
||||
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_opengl2.h"
|
||||
#include <stdint.h> // intptr_t
|
||||
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
|
||||
#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
|
||||
#endif
|
||||
|
||||
// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
|
||||
#if defined(_WIN32) && !defined(APIENTRY)
|
||||
#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
|
||||
#endif
|
||||
#if defined(_WIN32) && !defined(WINGDIAPI)
|
||||
#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
|
||||
#endif
|
||||
#if defined(__APPLE__)
|
||||
#define GL_SILENCE_DEPRECATION
|
||||
#include <OpenGL/gl.h>
|
||||
#else
|
||||
#include <GL/gl.h>
|
||||
#endif
|
||||
|
||||
struct ImGui_ImplOpenGL2_Data
|
||||
{
|
||||
GLuint FontTexture;
|
||||
|
||||
ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL2_Init()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_opengl2";
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL2_Shutdown()
|
||||
{
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplOpenGL2_DestroyDeviceObjects();
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL2_NewFrame()
|
||||
{
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL2_Init()?");
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplOpenGL2_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
|
||||
{
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
//glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_COLOR_MATERIAL);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
glShadeModel(GL_SMOOTH);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
|
||||
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
|
||||
// you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
|
||||
// (DO NOT MODIFY THIS FILE! Add the code in your calling function)
|
||||
// GLint last_program;
|
||||
// glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
// glUseProgram(0);
|
||||
// ImGui_ImplOpenGL2_RenderDrawData(...);
|
||||
// glUseProgram(last_program)
|
||||
// There are potentially many more states you could need to clear/setup that we can't access from default headers.
|
||||
// e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
}
|
||||
|
||||
// OpenGL2 Render function.
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
|
||||
// This is in order to be able to run within an OpenGL engine that doesn't do so.
|
||||
void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||
if (fb_width == 0 || fb_height == 0)
|
||||
return;
|
||||
|
||||
// Backup GL state
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
||||
GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
|
||||
GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
|
||||
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
|
||||
|
||||
// Setup desired GL state
|
||||
ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
||||
|
||||
// Render command lists
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
|
||||
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
||||
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
|
||||
glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
|
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Restore modified GL state
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
glPopAttrib();
|
||||
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
|
||||
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||||
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
|
||||
glShadeModel(last_shade_model);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL2_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
|
||||
// Upload texture to graphics system
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
GLint last_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGenTextures(1, &bd->FontTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
|
||||
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL2_DestroyFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
if (bd->FontTexture)
|
||||
{
|
||||
glDeleteTextures(1, &bd->FontTexture);
|
||||
io.Fonts->SetTexID(0);
|
||||
bd->FontTexture = 0;
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL2_CreateDeviceObjects()
|
||||
{
|
||||
return ImGui_ImplOpenGL2_CreateFontsTexture();
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL2_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplOpenGL2_DestroyFontsTexture();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
|
@ -0,0 +1,38 @@
|
|||
// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in imgui_impl_opengl3.cpp**
|
||||
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
|
||||
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
|
||||
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
|
||||
// confuse your GPU driver.
|
||||
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
45
kge.cc
45
kge.cc
|
@ -1,10 +1,53 @@
|
|||
//
|
||||
// Created by kyle on 2023-10-04.
|
||||
//
|
||||
#include <stdio.h>
|
||||
|
||||
#include <iostream>
|
||||
#include "Platform.h"
|
||||
#include "GUI.h"
|
||||
|
||||
static void
|
||||
glfw_error_callback(int error, const char *description)
|
||||
{
|
||||
cerr << "GLFW error " << error << ": " << description << std::endl;
|
||||
}
|
||||
|
||||
|
||||
int
|
||||
main(int argc, const char *argv[])
|
||||
{
|
||||
const char *glsl_version = "#version 130";
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
||||
|
||||
// Setup window
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit()) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (window == NULL)
|
||||
return 1;
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapInterval(1); // Enable vsync
|
||||
|
||||
bool err = glewInit() != GLEW_OK;
|
||||
|
||||
if (err)
|
||||
{
|
||||
std::cerr << "Failed to initialize OpenGL loader!" << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
int screen_width, screen_height;
|
||||
glfwGetFramebufferSize(window, &screen_width, &screen_height);
|
||||
glViewport(0, 0, screen_width, screen_height);
|
||||
|
||||
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext(NULL);
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
return 0;
|
||||
}
|
Loading…
Reference in New Issue