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// ImGui GLFW binding with OpenGL3 + shaders
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// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
# include <imgui.h>
# include "imgui_impl_glfw_gl3.h"
// GL3W/GLFW
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# include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
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# include <GLFW/glfw3.h>
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# ifdef _WIN32
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# undef APIENTRY
# define GLFW_EXPOSE_NATIVE_WIN32
# define GLFW_EXPOSE_NATIVE_WGL
# include <GLFW/glfw3native.h>
# endif
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// Data
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static GLFWwindow * g_Window = NULL ;
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static double g_Time = 0.0f ;
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static bool g_MouseJustPressed [ 3 ] = { false , false , false } ;
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static GLuint g_FontTexture = 0 ;
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static int g_ShaderHandle = 0 , g_VertHandle = 0 , g_FragHandle = 0 ;
static int g_AttribLocationTex = 0 , g_AttribLocationProjMtx = 0 ;
static int g_AttribLocationPosition = 0 , g_AttribLocationUV = 0 , g_AttribLocationColor = 0 ;
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static unsigned int g_VboHandle = 0 , g_VaoHandle = 0 , g_ElementsHandle = 0 ;
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// 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.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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void ImGui_ImplGlfwGL3_RenderDrawLists ( ImDrawData * draw_data )
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO & io = ImGui : : GetIO ( ) ;
int fb_width = ( int ) ( io . DisplaySize . x * io . DisplayFramebufferScale . x ) ;
int fb_height = ( int ) ( io . DisplaySize . y * io . DisplayFramebufferScale . y ) ;
if ( fb_width = = 0 | | fb_height = = 0 )
return ;
draw_data - > ScaleClipRects ( io . DisplayFramebufferScale ) ;
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// Backup GL state
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GLenum last_active_texture ; glGetIntegerv ( GL_ACTIVE_TEXTURE , ( GLint * ) & last_active_texture ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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GLint last_program ; glGetIntegerv ( GL_CURRENT_PROGRAM , & last_program ) ;
GLint last_texture ; glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture ) ;
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GLint last_sampler ; glGetIntegerv ( GL_SAMPLER_BINDING , & last_sampler ) ;
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GLint last_array_buffer ; glGetIntegerv ( GL_ARRAY_BUFFER_BINDING , & last_array_buffer ) ;
GLint last_element_array_buffer ; glGetIntegerv ( GL_ELEMENT_ARRAY_BUFFER_BINDING , & last_element_array_buffer ) ;
GLint last_vertex_array ; glGetIntegerv ( GL_VERTEX_ARRAY_BINDING , & last_vertex_array ) ;
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GLint last_polygon_mode [ 2 ] ; glGetIntegerv ( GL_POLYGON_MODE , last_polygon_mode ) ;
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GLint last_viewport [ 4 ] ; glGetIntegerv ( GL_VIEWPORT , last_viewport ) ;
GLint last_scissor_box [ 4 ] ; glGetIntegerv ( GL_SCISSOR_BOX , last_scissor_box ) ;
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GLenum last_blend_src_rgb ; glGetIntegerv ( GL_BLEND_SRC_RGB , ( GLint * ) & last_blend_src_rgb ) ;
GLenum last_blend_dst_rgb ; glGetIntegerv ( GL_BLEND_DST_RGB , ( GLint * ) & last_blend_dst_rgb ) ;
GLenum last_blend_src_alpha ; glGetIntegerv ( GL_BLEND_SRC_ALPHA , ( GLint * ) & last_blend_src_alpha ) ;
GLenum last_blend_dst_alpha ; glGetIntegerv ( GL_BLEND_DST_ALPHA , ( GLint * ) & last_blend_dst_alpha ) ;
GLenum last_blend_equation_rgb ; glGetIntegerv ( GL_BLEND_EQUATION_RGB , ( GLint * ) & last_blend_equation_rgb ) ;
GLenum last_blend_equation_alpha ; glGetIntegerv ( GL_BLEND_EQUATION_ALPHA , ( GLint * ) & last_blend_equation_alpha ) ;
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GLboolean last_enable_blend = glIsEnabled ( GL_BLEND ) ;
GLboolean last_enable_cull_face = glIsEnabled ( GL_CULL_FACE ) ;
GLboolean last_enable_depth_test = glIsEnabled ( GL_DEPTH_TEST ) ;
GLboolean last_enable_scissor_test = glIsEnabled ( GL_SCISSOR_TEST ) ;
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
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glEnable ( GL_BLEND ) ;
glBlendEquation ( GL_FUNC_ADD ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glEnable ( GL_SCISSOR_TEST ) ;
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glPolygonMode ( GL_FRONT_AND_BACK , GL_FILL ) ;
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// Setup viewport, orthographic projection matrix
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glViewport ( 0 , 0 , ( GLsizei ) fb_width , ( GLsizei ) fb_height ) ;
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const float ortho_projection [ 4 ] [ 4 ] =
{
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{ 2.0f / io . DisplaySize . x , 0.0f , 0.0f , 0.0f } ,
{ 0.0f , 2.0f / - io . DisplaySize . y , 0.0f , 0.0f } ,
{ 0.0f , 0.0f , - 1.0f , 0.0f } ,
{ - 1.0f , 1.0f , 0.0f , 1.0f } ,
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} ;
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glUseProgram ( g_ShaderHandle ) ;
glUniform1i ( g_AttribLocationTex , 0 ) ;
glUniformMatrix4fv ( g_AttribLocationProjMtx , 1 , GL_FALSE , & ortho_projection [ 0 ] [ 0 ] ) ;
glBindVertexArray ( g_VaoHandle ) ;
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glBindSampler ( 0 , 0 ) ; // Rely on combined texture/sampler state.
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for ( int n = 0 ; n < draw_data - > CmdListsCount ; n + + )
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{
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const ImDrawList * cmd_list = draw_data - > CmdLists [ n ] ;
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const ImDrawIdx * idx_buffer_offset = 0 ;
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glBindBuffer ( GL_ARRAY_BUFFER , g_VboHandle ) ;
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glBufferData ( GL_ARRAY_BUFFER , ( GLsizeiptr ) cmd_list - > VtxBuffer . Size * sizeof ( ImDrawVert ) , ( const GLvoid * ) cmd_list - > VtxBuffer . Data , GL_STREAM_DRAW ) ;
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glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , g_ElementsHandle ) ;
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glBufferData ( GL_ELEMENT_ARRAY_BUFFER , ( GLsizeiptr ) cmd_list - > IdxBuffer . Size * sizeof ( ImDrawIdx ) , ( const GLvoid * ) cmd_list - > IdxBuffer . Data , GL_STREAM_DRAW ) ;
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for ( int cmd_i = 0 ; cmd_i < cmd_list - > CmdBuffer . Size ; cmd_i + + )
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{
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const ImDrawCmd * pcmd = & cmd_list - > CmdBuffer [ cmd_i ] ;
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if ( pcmd - > UserCallback )
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{
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pcmd - > UserCallback ( cmd_list , pcmd ) ;
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}
else
{
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glBindTexture ( GL_TEXTURE_2D , ( GLuint ) ( intptr_t ) pcmd - > TextureId ) ;
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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 ) ) ;
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glDrawElements ( GL_TRIANGLES , ( GLsizei ) pcmd - > ElemCount , sizeof ( ImDrawIdx ) = = 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT , idx_buffer_offset ) ;
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}
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idx_buffer_offset + = pcmd - > ElemCount ;
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}
}
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// Restore modified GL state
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glUseProgram ( last_program ) ;
glBindTexture ( GL_TEXTURE_2D , last_texture ) ;
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glBindSampler ( 0 , last_sampler ) ;
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glActiveTexture ( last_active_texture ) ;
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glBindVertexArray ( last_vertex_array ) ;
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glBindBuffer ( GL_ARRAY_BUFFER , last_array_buffer ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , last_element_array_buffer ) ;
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glBlendEquationSeparate ( last_blend_equation_rgb , last_blend_equation_alpha ) ;
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glBlendFuncSeparate ( last_blend_src_rgb , last_blend_dst_rgb , last_blend_src_alpha , last_blend_dst_alpha ) ;
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if ( last_enable_blend ) glEnable ( GL_BLEND ) ; else glDisable ( GL_BLEND ) ;
if ( last_enable_cull_face ) glEnable ( GL_CULL_FACE ) ; else glDisable ( GL_CULL_FACE ) ;
if ( last_enable_depth_test ) glEnable ( GL_DEPTH_TEST ) ; else glDisable ( GL_DEPTH_TEST ) ;
if ( last_enable_scissor_test ) glEnable ( GL_SCISSOR_TEST ) ; else glDisable ( GL_SCISSOR_TEST ) ;
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glPolygonMode ( GL_FRONT_AND_BACK , last_polygon_mode [ 0 ] ) ;
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glViewport ( last_viewport [ 0 ] , last_viewport [ 1 ] , ( GLsizei ) last_viewport [ 2 ] , ( GLsizei ) last_viewport [ 3 ] ) ;
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glScissor ( last_scissor_box [ 0 ] , last_scissor_box [ 1 ] , ( GLsizei ) last_scissor_box [ 2 ] , ( GLsizei ) last_scissor_box [ 3 ] ) ;
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}
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static const char * ImGui_ImplGlfwGL3_GetClipboardText ( void * user_data )
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{
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return glfwGetClipboardString ( ( GLFWwindow * ) user_data ) ;
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}
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static void ImGui_ImplGlfwGL3_SetClipboardText ( void * user_data , const char * text )
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{
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glfwSetClipboardString ( ( GLFWwindow * ) user_data , text ) ;
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}
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void ImGui_ImplGlfwGL3_MouseButtonCallback ( GLFWwindow * , int button , int action , int /*mods*/ )
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{
if ( action = = GLFW_PRESS & & button > = 0 & & button < 3 )
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g_MouseJustPressed [ button ] = true ;
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}
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void ImGui_ImplGlfwGL3_ScrollCallback ( GLFWwindow * , double xoffset , double yoffset )
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{
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ImGuiIO & io = ImGui : : GetIO ( ) ;
io . MouseWheelH + = ( float ) xoffset ;
io . MouseWheel + = ( float ) yoffset ;
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}
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void ImGui_ImplGlfwGL3_KeyCallback ( GLFWwindow * , int key , int , int action , int mods )
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{
ImGuiIO & io = ImGui : : GetIO ( ) ;
if ( action = = GLFW_PRESS )
io . KeysDown [ key ] = true ;
if ( action = = GLFW_RELEASE )
io . KeysDown [ key ] = false ;
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( void ) mods ; // Modifiers are not reliable across systems
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io . KeyCtrl = io . KeysDown [ GLFW_KEY_LEFT_CONTROL ] | | io . KeysDown [ GLFW_KEY_RIGHT_CONTROL ] ;
io . KeyShift = io . KeysDown [ GLFW_KEY_LEFT_SHIFT ] | | io . KeysDown [ GLFW_KEY_RIGHT_SHIFT ] ;
io . KeyAlt = io . KeysDown [ GLFW_KEY_LEFT_ALT ] | | io . KeysDown [ GLFW_KEY_RIGHT_ALT ] ;
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io . KeySuper = io . KeysDown [ GLFW_KEY_LEFT_SUPER ] | | io . KeysDown [ GLFW_KEY_RIGHT_SUPER ] ;
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}
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void ImGui_ImplGlfwGL3_CharCallback ( GLFWwindow * , unsigned int c )
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{
ImGuiIO & io = ImGui : : GetIO ( ) ;
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if ( c > 0 & & c < 0x10000 )
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io . AddInputCharacter ( ( unsigned short ) c ) ;
}
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bool ImGui_ImplGlfwGL3_CreateFontsTexture ( )
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{
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// Build texture atlas
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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unsigned char * pixels ;
int width , height ;
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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.
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// Upload texture to graphics system
GLint last_texture ;
glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture ) ;
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glGenTextures ( 1 , & g_FontTexture ) ;
glBindTexture ( GL_TEXTURE_2D , g_FontTexture ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , width , height , 0 , GL_RGBA , GL_UNSIGNED_BYTE , pixels ) ;
// Store our identifier
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io . Fonts - > TexID = ( void * ) ( intptr_t ) g_FontTexture ;
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// Restore state
glBindTexture ( GL_TEXTURE_2D , last_texture ) ;
return true ;
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}
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bool ImGui_ImplGlfwGL3_CreateDeviceObjects ( )
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{
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// Backup GL state
GLint last_texture , last_array_buffer , last_vertex_array ;
glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture ) ;
glGetIntegerv ( GL_ARRAY_BUFFER_BINDING , & last_array_buffer ) ;
glGetIntegerv ( GL_VERTEX_ARRAY_BINDING , & last_vertex_array ) ;
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const GLchar * vertex_shader =
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" #version 150 \n "
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" uniform mat4 ProjMtx; \n "
" in vec2 Position; \n "
" in vec2 UV; \n "
" in vec4 Color; \n "
" out vec2 Frag_UV; \n "
" out vec4 Frag_Color; \n "
" void main() \n "
" { \n "
" Frag_UV = UV; \n "
" Frag_Color = Color; \n "
" gl_Position = ProjMtx * vec4(Position.xy,0,1); \n "
" } \n " ;
const GLchar * fragment_shader =
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" #version 150 \n "
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" uniform sampler2D Texture; \n "
" in vec2 Frag_UV; \n "
" in vec4 Frag_Color; \n "
" out vec4 Out_Color; \n "
" void main() \n "
" { \n "
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st); \n "
" } \n " ;
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g_ShaderHandle = glCreateProgram ( ) ;
g_VertHandle = glCreateShader ( GL_VERTEX_SHADER ) ;
g_FragHandle = glCreateShader ( GL_FRAGMENT_SHADER ) ;
glShaderSource ( g_VertHandle , 1 , & vertex_shader , 0 ) ;
glShaderSource ( g_FragHandle , 1 , & fragment_shader , 0 ) ;
glCompileShader ( g_VertHandle ) ;
glCompileShader ( g_FragHandle ) ;
glAttachShader ( g_ShaderHandle , g_VertHandle ) ;
glAttachShader ( g_ShaderHandle , g_FragHandle ) ;
glLinkProgram ( g_ShaderHandle ) ;
g_AttribLocationTex = glGetUniformLocation ( g_ShaderHandle , " Texture " ) ;
g_AttribLocationProjMtx = glGetUniformLocation ( g_ShaderHandle , " ProjMtx " ) ;
g_AttribLocationPosition = glGetAttribLocation ( g_ShaderHandle , " Position " ) ;
g_AttribLocationUV = glGetAttribLocation ( g_ShaderHandle , " UV " ) ;
g_AttribLocationColor = glGetAttribLocation ( g_ShaderHandle , " Color " ) ;
glGenBuffers ( 1 , & g_VboHandle ) ;
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glGenBuffers ( 1 , & g_ElementsHandle ) ;
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glGenVertexArrays ( 1 , & g_VaoHandle ) ;
glBindVertexArray ( g_VaoHandle ) ;
glBindBuffer ( GL_ARRAY_BUFFER , g_VboHandle ) ;
glEnableVertexAttribArray ( g_AttribLocationPosition ) ;
glEnableVertexAttribArray ( g_AttribLocationUV ) ;
glEnableVertexAttribArray ( g_AttribLocationColor ) ;
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glVertexAttribPointer ( g_AttribLocationPosition , 2 , GL_FLOAT , GL_FALSE , sizeof ( ImDrawVert ) , ( GLvoid * ) IM_OFFSETOF ( ImDrawVert , pos ) ) ;
glVertexAttribPointer ( g_AttribLocationUV , 2 , GL_FLOAT , GL_FALSE , sizeof ( ImDrawVert ) , ( GLvoid * ) IM_OFFSETOF ( ImDrawVert , uv ) ) ;
glVertexAttribPointer ( g_AttribLocationColor , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof ( ImDrawVert ) , ( GLvoid * ) IM_OFFSETOF ( ImDrawVert , col ) ) ;
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ImGui_ImplGlfwGL3_CreateFontsTexture ( ) ;
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// Restore modified GL state
glBindTexture ( GL_TEXTURE_2D , last_texture ) ;
glBindBuffer ( GL_ARRAY_BUFFER , last_array_buffer ) ;
glBindVertexArray ( last_vertex_array ) ;
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return true ;
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}
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void ImGui_ImplGlfwGL3_InvalidateDeviceObjects ( )
{
if ( g_VaoHandle ) glDeleteVertexArrays ( 1 , & g_VaoHandle ) ;
if ( g_VboHandle ) glDeleteBuffers ( 1 , & g_VboHandle ) ;
if ( g_ElementsHandle ) glDeleteBuffers ( 1 , & g_ElementsHandle ) ;
g_VaoHandle = g_VboHandle = g_ElementsHandle = 0 ;
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if ( g_ShaderHandle & & g_VertHandle ) glDetachShader ( g_ShaderHandle , g_VertHandle ) ;
if ( g_VertHandle ) glDeleteShader ( g_VertHandle ) ;
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g_VertHandle = 0 ;
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if ( g_ShaderHandle & & g_FragHandle ) glDetachShader ( g_ShaderHandle , g_FragHandle ) ;
if ( g_FragHandle ) glDeleteShader ( g_FragHandle ) ;
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g_FragHandle = 0 ;
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if ( g_ShaderHandle ) glDeleteProgram ( g_ShaderHandle ) ;
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g_ShaderHandle = 0 ;
if ( g_FontTexture )
{
glDeleteTextures ( 1 , & g_FontTexture ) ;
ImGui : : GetIO ( ) . Fonts - > TexID = 0 ;
g_FontTexture = 0 ;
}
}
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bool ImGui_ImplGlfwGL3_Init ( GLFWwindow * window , bool install_callbacks )
{
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g_Window = window ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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io . KeyMap [ ImGuiKey_Tab ] = GLFW_KEY_TAB ; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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io . KeyMap [ ImGuiKey_LeftArrow ] = GLFW_KEY_LEFT ;
io . KeyMap [ ImGuiKey_RightArrow ] = GLFW_KEY_RIGHT ;
io . KeyMap [ ImGuiKey_UpArrow ] = GLFW_KEY_UP ;
io . KeyMap [ ImGuiKey_DownArrow ] = GLFW_KEY_DOWN ;
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io . KeyMap [ ImGuiKey_PageUp ] = GLFW_KEY_PAGE_UP ;
io . KeyMap [ ImGuiKey_PageDown ] = GLFW_KEY_PAGE_DOWN ;
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io . KeyMap [ ImGuiKey_Home ] = GLFW_KEY_HOME ;
io . KeyMap [ ImGuiKey_End ] = GLFW_KEY_END ;
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io . KeyMap [ ImGuiKey_Insert ] = GLFW_KEY_INSERT ;
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io . KeyMap [ ImGuiKey_Delete ] = GLFW_KEY_DELETE ;
io . KeyMap [ ImGuiKey_Backspace ] = GLFW_KEY_BACKSPACE ;
io . KeyMap [ ImGuiKey_Enter ] = GLFW_KEY_ENTER ;
io . KeyMap [ ImGuiKey_Escape ] = GLFW_KEY_ESCAPE ;
io . KeyMap [ ImGuiKey_A ] = GLFW_KEY_A ;
io . KeyMap [ ImGuiKey_C ] = GLFW_KEY_C ;
io . KeyMap [ ImGuiKey_V ] = GLFW_KEY_V ;
io . KeyMap [ ImGuiKey_X ] = GLFW_KEY_X ;
io . KeyMap [ ImGuiKey_Y ] = GLFW_KEY_Y ;
io . KeyMap [ ImGuiKey_Z ] = GLFW_KEY_Z ;
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io . RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists ; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
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io . SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText ;
io . GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText ;
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io . ClipboardUserData = g_Window ;
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# ifdef _WIN32
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io . ImeWindowHandle = glfwGetWin32Window ( g_Window ) ;
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# endif
if ( install_callbacks )
{
glfwSetMouseButtonCallback ( window , ImGui_ImplGlfwGL3_MouseButtonCallback ) ;
glfwSetScrollCallback ( window , ImGui_ImplGlfwGL3_ScrollCallback ) ;
glfwSetKeyCallback ( window , ImGui_ImplGlfwGL3_KeyCallback ) ;
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glfwSetCharCallback ( window , ImGui_ImplGlfwGL3_CharCallback ) ;
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}
return true ;
}
void ImGui_ImplGlfwGL3_Shutdown ( )
{
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ImGui_ImplGlfwGL3_InvalidateDeviceObjects ( ) ;
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ImGui : : Shutdown ( ) ;
}
void ImGui_ImplGlfwGL3_NewFrame ( )
{
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if ( ! g_FontTexture )
ImGui_ImplGlfwGL3_CreateDeviceObjects ( ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
// Setup display size (every frame to accommodate for window resizing)
int w , h ;
int display_w , display_h ;
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glfwGetWindowSize ( g_Window , & w , & h ) ;
glfwGetFramebufferSize ( g_Window , & display_w , & display_h ) ;
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io . DisplaySize = ImVec2 ( ( float ) w , ( float ) h ) ;
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io . DisplayFramebufferScale = ImVec2 ( w > 0 ? ( ( float ) display_w / w ) : 0 , h > 0 ? ( ( float ) display_h / h ) : 0 ) ;
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// Setup time step
double current_time = glfwGetTime ( ) ;
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io . DeltaTime = g_Time > 0.0 ? ( float ) ( current_time - g_Time ) : ( float ) ( 1.0f / 60.0f ) ;
g_Time = current_time ;
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// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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if ( glfwGetWindowAttrib ( g_Window , GLFW_FOCUSED ) )
{
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if ( io . WantMoveMouse )
{
glfwSetCursorPos ( g_Window , ( double ) io . MousePos . x , ( double ) io . MousePos . y ) ; // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
}
else
{
double mouse_x , mouse_y ;
glfwGetCursorPos ( g_Window , & mouse_x , & mouse_y ) ;
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io . MousePos = ImVec2 ( ( float ) mouse_x , ( float ) mouse_y ) ;
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}
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}
else
{
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io . MousePos = ImVec2 ( - FLT_MAX , - FLT_MAX ) ;
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}
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for ( int i = 0 ; i < 3 ; i + + )
{
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// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io . MouseDown [ i ] = g_MouseJustPressed [ i ] | | glfwGetMouseButton ( g_Window , i ) ! = 0 ;
g_MouseJustPressed [ i ] = false ;
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}
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// Hide OS mouse cursor if ImGui is drawing it
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glfwSetInputMode ( g_Window , GLFW_CURSOR , io . MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL ) ;
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// Gamepad/keyboard navigation mapping [BETA]
memset ( io . NavInputs , 0 , sizeof ( io . NavInputs ) ) ;
if ( io . NavFlags & ImGuiNavFlags_EnableKeyboard )
{
// Update keyboard
// FIXME-NAV: We are still using some of the ImGuiNavInput_PadXXX enums as keyboard support is incomplete.
# define MAP_KEY(NAV_NO, KEY_NO) { if (io.KeysDown[KEY_NO]) io.NavInputs[NAV_NO] = 1.0f; }
MAP_KEY ( ImGuiNavInput_KeyLeft , GLFW_KEY_LEFT ) ;
MAP_KEY ( ImGuiNavInput_KeyRight , GLFW_KEY_RIGHT ) ;
MAP_KEY ( ImGuiNavInput_KeyUp , GLFW_KEY_UP ) ;
MAP_KEY ( ImGuiNavInput_KeyDown , GLFW_KEY_DOWN ) ;
MAP_KEY ( ImGuiNavInput_KeyMenu , GLFW_KEY_LEFT_ALT ) ;
MAP_KEY ( ImGuiNavInput_PadActivate , GLFW_KEY_SPACE ) ;
MAP_KEY ( ImGuiNavInput_PadCancel , GLFW_KEY_ESCAPE ) ;
MAP_KEY ( ImGuiNavInput_PadInput , GLFW_KEY_ENTER ) ;
MAP_KEY ( ImGuiNavInput_PadTweakSlow , GLFW_KEY_LEFT_ALT ) ;
MAP_KEY ( ImGuiNavInput_PadTweakSlow , GLFW_KEY_RIGHT_ALT ) ;
MAP_KEY ( ImGuiNavInput_PadTweakFast , GLFW_KEY_LEFT_SHIFT ) ;
MAP_KEY ( ImGuiNavInput_PadTweakFast , GLFW_KEY_RIGHT_SHIFT ) ;
# undef MAP_KEY
}
Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
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// 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.
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ImGui : : NewFrame ( ) ;
}