1 // ImGui GLFW binding with OpenGL (legacy, fixed pipeline)
2 // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
3
4 // Implemented features:
5 // [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
6
7 // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
8 // **Prefer using the code in the opengl3_example/ folder**
9 // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
10 // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
11 // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
12 // confuse your GPU driver.
13 // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
14
15 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
16 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
17 // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
18 // https://github.com/ocornut/imgui
19
20 // CHANGELOG
21 // (minor and older changes stripped away, please see git history for details)
22 // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
23 // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
24 // 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL2 in their name.
25 // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
26 // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
27 // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
28 // 2018-02-06: Inputs: Honoring the io.WantSetMousePos flag by repositioning the mouse (ImGuiConfigFlags_NavEnableSetMousePos is set).
29 // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
30 // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
31 // 2018-01-09: Misc: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.*.
32 // 2017-09-01: OpenGL: Save and restore current polygon mode.
33 // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
34 // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
35 // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
36 // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
37
38 #include "imgui.h"
39 #include "imgui_impl_glfw_gl2.h"
40
41 // GLFW
42 #include <GLFW/glfw3.h>
43 #ifdef _WIN32
44 #undef APIENTRY
45 #define GLFW_EXPOSE_NATIVE_WIN32
46 #define GLFW_EXPOSE_NATIVE_WGL
47 #include <GLFW/glfw3native.h>
48 #endif
49
50 // GLFW data
51 static GLFWwindow* g_Window = NULL;
52 static double g_Time = 0.0f;
53 static bool g_MouseJustPressed[3] = { false, false, false };
54 static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
55
56 // OpenGL data
57 static GLuint g_FontTexture = 0;
58
59 // OpenGL2 Render function.
60 // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
61 // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData * draw_data)62 void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data)
63 {
64 // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
65 ImGuiIO& io = ImGui::GetIO();
66 int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
67 int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
68 if (fb_width == 0 || fb_height == 0)
69 return;
70 draw_data->ScaleClipRects(io.DisplayFramebufferScale);
71
72 // We are using the OpenGL fixed pipeline to make the example code simpler to read!
73 // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
74 GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
75 GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
76 GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
77 GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
78 glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
79 glEnable(GL_BLEND);
80 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
81 glDisable(GL_CULL_FACE);
82 glDisable(GL_DEPTH_TEST);
83 glEnable(GL_SCISSOR_TEST);
84 glEnableClientState(GL_VERTEX_ARRAY);
85 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
86 glEnableClientState(GL_COLOR_ARRAY);
87 glEnable(GL_TEXTURE_2D);
88 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
89 //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
90
91 // Setup viewport, orthographic projection matrix
92 glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
93 glMatrixMode(GL_PROJECTION);
94 glPushMatrix();
95 glLoadIdentity();
96 glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
97 glMatrixMode(GL_MODELVIEW);
98 glPushMatrix();
99 glLoadIdentity();
100
101 // Render command lists
102 for (int n = 0; n < draw_data->CmdListsCount; n++)
103 {
104 const ImDrawList* cmd_list = draw_data->CmdLists[n];
105 const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
106 const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
107 glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
108 glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
109 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
110
111 for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
112 {
113 const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
114 if (pcmd->UserCallback)
115 {
116 pcmd->UserCallback(cmd_list, pcmd);
117 }
118 else
119 {
120 glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
121 glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
122 glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
123 }
124 idx_buffer += pcmd->ElemCount;
125 }
126 }
127
128 // Restore modified state
129 glDisableClientState(GL_COLOR_ARRAY);
130 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
131 glDisableClientState(GL_VERTEX_ARRAY);
132 glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
133 glMatrixMode(GL_MODELVIEW);
134 glPopMatrix();
135 glMatrixMode(GL_PROJECTION);
136 glPopMatrix();
137 glPopAttrib();
138 glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
139 glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
140 glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
141 }
142
ImGui_ImplGlfwGL2_GetClipboardText(void * user_data)143 static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data)
144 {
145 return glfwGetClipboardString((GLFWwindow*)user_data);
146 }
147
ImGui_ImplGlfwGL2_SetClipboardText(void * user_data,const char * text)148 static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text)
149 {
150 glfwSetClipboardString((GLFWwindow*)user_data, text);
151 }
152
ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow *,int button,int action,int)153 void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
154 {
155 if (action == GLFW_PRESS && button >= 0 && button < 3)
156 g_MouseJustPressed[button] = true;
157 }
158
ImGui_ImplGlfw_ScrollCallback(GLFWwindow *,double xoffset,double yoffset)159 void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
160 {
161 ImGuiIO& io = ImGui::GetIO();
162 io.MouseWheelH += (float)xoffset;
163 io.MouseWheel += (float)yoffset;
164 }
165
ImGui_ImplGlfw_KeyCallback(GLFWwindow *,int key,int,int action,int mods)166 void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
167 {
168 ImGuiIO& io = ImGui::GetIO();
169 if (action == GLFW_PRESS)
170 io.KeysDown[key] = true;
171 if (action == GLFW_RELEASE)
172 io.KeysDown[key] = false;
173
174 (void)mods; // Modifiers are not reliable across systems
175 io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
176 io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
177 io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
178 io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
179 }
180
ImGui_ImplGlfw_CharCallback(GLFWwindow *,unsigned int c)181 void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
182 {
183 ImGuiIO& io = ImGui::GetIO();
184 if (c > 0 && c < 0x10000)
185 io.AddInputCharacter((unsigned short)c);
186 }
187
ImGui_ImplGlfwGL2_CreateDeviceObjects()188 bool ImGui_ImplGlfwGL2_CreateDeviceObjects()
189 {
190 // Build texture atlas
191 ImGuiIO& io = ImGui::GetIO();
192 unsigned char* pixels;
193 int width, height;
194 io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
195
196 // Upload texture to graphics system
197 GLint last_texture;
198 glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
199 glGenTextures(1, &g_FontTexture);
200 glBindTexture(GL_TEXTURE_2D, g_FontTexture);
201 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
202 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
203 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
204 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
205
206 // Store our identifier
207 io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
208
209 // Restore state
210 glBindTexture(GL_TEXTURE_2D, last_texture);
211
212 return true;
213 }
214
ImGui_ImplGlfwGL2_InvalidateDeviceObjects()215 void ImGui_ImplGlfwGL2_InvalidateDeviceObjects()
216 {
217 if (g_FontTexture)
218 {
219 glDeleteTextures(1, &g_FontTexture);
220 ImGui::GetIO().Fonts->TexID = 0;
221 g_FontTexture = 0;
222 }
223 }
224
ImGui_ImplGlfw_InstallCallbacks(GLFWwindow * window)225 static void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
226 {
227 glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
228 glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
229 glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
230 glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
231 }
232
ImGui_ImplGlfwGL2_Init(GLFWwindow * window,bool install_callbacks)233 bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks)
234 {
235 g_Window = window;
236
237 // Setup back-end capabilities flags
238 ImGuiIO& io = ImGui::GetIO();
239 io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
240 io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
241
242 // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
243 io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
244 io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
245 io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
246 io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
247 io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
248 io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
249 io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
250 io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
251 io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
252 io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
253 io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
254 io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
255 io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
256 io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
257 io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
258 io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
259 io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
260 io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
261 io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
262 io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
263 io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
264
265 io.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText;
266 io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText;
267 io.ClipboardUserData = g_Window;
268 #ifdef _WIN32
269 io.ImeWindowHandle = glfwGetWin32Window(g_Window);
270 #endif
271
272 // Load cursors
273 // FIXME: GLFW doesn't expose suitable cursors for ResizeAll, ResizeNESW, ResizeNWSE. We revert to arrow cursor for those.
274 g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
275 g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
276 g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
277 g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
278 g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
279 g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
280 g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
281
282 if (install_callbacks)
283 ImGui_ImplGlfw_InstallCallbacks(window);
284
285 return true;
286 }
287
ImGui_ImplGlfwGL2_Shutdown()288 void ImGui_ImplGlfwGL2_Shutdown()
289 {
290 // Destroy GLFW mouse cursors
291 for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
292 glfwDestroyCursor(g_MouseCursors[cursor_n]);
293 memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
294
295 // Destroy OpenGL objects
296 ImGui_ImplGlfwGL2_InvalidateDeviceObjects();
297 }
298
ImGui_ImplGlfwGL2_NewFrame()299 void ImGui_ImplGlfwGL2_NewFrame()
300 {
301 if (!g_FontTexture)
302 ImGui_ImplGlfwGL2_CreateDeviceObjects();
303
304 ImGuiIO& io = ImGui::GetIO();
305
306 // Setup display size (every frame to accommodate for window resizing)
307 int w, h;
308 int display_w, display_h;
309 glfwGetWindowSize(g_Window, &w, &h);
310 glfwGetFramebufferSize(g_Window, &display_w, &display_h);
311 io.DisplaySize = ImVec2((float)w, (float)h);
312 io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
313
314 // Setup time step
315 double current_time = glfwGetTime();
316 io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
317 g_Time = current_time;
318
319 // Setup inputs
320 // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
321 if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
322 {
323 // Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
324 if (io.WantSetMousePos)
325 {
326 glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y);
327 }
328 else
329 {
330 double mouse_x, mouse_y;
331 glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
332 io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
333 }
334 }
335 else
336 {
337 io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
338 }
339
340 for (int i = 0; i < 3; i++)
341 {
342 // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
343 io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
344 g_MouseJustPressed[i] = false;
345 }
346
347 // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
348 if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0 && glfwGetInputMode(g_Window, GLFW_CURSOR) != GLFW_CURSOR_DISABLED)
349 {
350 ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
351 if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
352 {
353 glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
354 }
355 else
356 {
357 glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
358 glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
359 }
360 }
361
362 // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
363 ImGui::NewFrame();
364 }
365