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Examples: Rename global to be more consistent
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@ -14,13 +14,13 @@
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#include <GLFW/glfw3native.h>
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#endif
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static GLFWwindow* GWindow = NULL;
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static bool GMousePressed[3] = { false, false, false };
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static float GMouseWheel = 0.0f;
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static double GTime = 0.0f;
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static bool GFontTextureLoaded = false;
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static GLFWwindow* g_window = NULL;
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static bool g_mouse_pressed[3] = { false, false, false };
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static float g_mouse_wheel = 0.0f;
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static double g_time = 0.0f;
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static bool g_font_texture_loaded = false;
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// Shader variables
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// Handles for OpenGL3 rendering
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static int g_shader_handle = 0, g_vert_handle = 0, g_frag_handle = 0;
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static int g_texture_location = 0, g_proj_mtx_location = 0;
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static int g_position_location = 0, g_uv_location = 0, g_colour_location = 0;
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@ -109,23 +109,23 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
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static const char* ImGui_ImplGlfwGL3_GetClipboardText()
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{
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return glfwGetClipboardString(GWindow);
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return glfwGetClipboardString(g_window);
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}
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static void ImGui_ImplGlfwGL3_SetClipboardText(const char* text)
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{
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glfwSetClipboardString(GWindow, text);
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glfwSetClipboardString(g_window, text);
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}
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void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
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{
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if (action == GLFW_PRESS && button >= 0 && button < 3)
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GMousePressed[button] = true;
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g_mouse_pressed[button] = true;
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}
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void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
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{
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GMouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
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g_mouse_wheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
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}
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void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
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@ -164,7 +164,7 @@ void ImGui_ImplGlfwGL3_LoadFontsTexture()
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// Store our identifier
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io.Fonts->TexID = (void *)(intptr_t)tex_id;
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GFontTextureLoaded = true;
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g_font_texture_loaded = true;
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}
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static void InitGL()
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@ -236,7 +236,7 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
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{
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InitGL();
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GWindow = window;
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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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@ -261,7 +261,7 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
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io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
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#ifdef _MSC_VER
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io.ImeWindowHandle = glfwGetWin32Window(GWindow);
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io.ImeWindowHandle = glfwGetWin32Window(g_window);
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#endif
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if (install_callbacks)
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@ -304,7 +304,7 @@ void ImGui_ImplGlfwGL3_Shutdown()
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void ImGui_ImplGlfwGL3_NewFrame()
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{
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if (!GFontTextureLoaded)
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if (!g_font_texture_loaded)
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ImGui_ImplGlfwGL3_LoadFontsTexture();
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ImGuiIO& io = ImGui::GetIO();
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@ -312,32 +312,32 @@ void ImGui_ImplGlfwGL3_NewFrame()
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// Setup display size (every frame to accommodate for window resizing)
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int w, h;
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int display_w, display_h;
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glfwGetWindowSize(GWindow, &w, &h);
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glfwGetFramebufferSize(GWindow, &display_w, &display_h);
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glfwGetWindowSize(g_window, &w, &h);
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glfwGetFramebufferSize(g_window, &display_w, &display_h);
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io.DisplaySize = ImVec2((float)display_w, (float)display_h);
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// Setup time step
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double current_time = glfwGetTime();
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io.DeltaTime = GTime > 0.0 ? (float)(current_time - GTime) : (float)(1.0f/60.0f);
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GTime = current_time;
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io.DeltaTime = g_time > 0.0 ? (float)(current_time - g_time) : (float)(1.0f/60.0f);
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g_time = current_time;
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// Setup inputs
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// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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double mouse_x, mouse_y;
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glfwGetCursorPos(GWindow, &mouse_x, &mouse_y);
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glfwGetCursorPos(g_window, &mouse_x, &mouse_y);
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mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
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mouse_y *= (float)display_h / h;
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io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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io.MouseDown[0] = GMousePressed[0] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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io.MouseDown[1] = GMousePressed[1] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_RIGHT) != 0;
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io.MouseDown[2] = GMousePressed[2] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_MIDDLE) != 0;
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GMousePressed[0] = false;
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GMousePressed[1] = false;
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GMousePressed[2] = false;
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io.MouseDown[0] = g_mouse_pressed[0] || glfwGetMouseButton(g_window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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io.MouseDown[1] = g_mouse_pressed[1] || glfwGetMouseButton(g_window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
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io.MouseDown[2] = g_mouse_pressed[2] || glfwGetMouseButton(g_window, GLFW_MOUSE_BUTTON_MIDDLE) != 0;
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g_mouse_pressed[0] = false;
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g_mouse_pressed[1] = false;
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g_mouse_pressed[2] = false;
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io.MouseWheel = GMouseWheel;
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GMouseWheel = 0.0f;
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io.MouseWheel = g_mouse_wheel;
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g_mouse_wheel = 0.0f;
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// Start the frame
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ImGui::NewFrame();
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@ -13,11 +13,11 @@
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#include <GLFW/glfw3native.h>
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#endif
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static GLFWwindow* GWindow = NULL;
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static bool GMousePressed[3] = { false, false, false };
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static float GMouseWheel = 0.0f;
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static double GTime = 0.0f;
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static bool GFontTextureLoaded = false;
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static GLFWwindow* g_window = NULL;
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static bool g_mouse_pressed[3] = { false, false, false };
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static float g_mouse_wheel = 0.0f;
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static double g_time = 0.0f;
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static bool g_font_texture_loaded = false;
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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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// If text or lines are blurry when integrating ImGui in your engine:
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@ -87,23 +87,23 @@ static void ImGui_ImplGlfw_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
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static const char* ImGui_ImplGlfw_GetClipboardText()
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{
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return glfwGetClipboardString(GWindow);
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return glfwGetClipboardString(g_window);
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}
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static void ImGui_ImplGlfw_SetClipboardText(const char* text)
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{
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glfwSetClipboardString(GWindow, text);
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glfwSetClipboardString(g_window, text);
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}
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void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
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{
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if (action == GLFW_PRESS && button >= 0 && button < 3)
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GMousePressed[button] = true;
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g_mouse_pressed[button] = true;
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}
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void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
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{
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GMouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
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g_mouse_wheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
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}
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void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
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@ -142,12 +142,12 @@ void ImGui_ImplGlfw_LoadFontsTexture()
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// Store our identifier
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io.Fonts->TexID = (void *)(intptr_t)tex_id;
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GFontTextureLoaded = true;
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g_font_texture_loaded = true;
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}
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bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
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{
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GWindow = window;
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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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@ -172,7 +172,7 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
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io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
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#ifdef _MSC_VER
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io.ImeWindowHandle = glfwGetWin32Window(GWindow);
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io.ImeWindowHandle = glfwGetWin32Window(g_window);
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#endif
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if (install_callbacks)
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@ -199,7 +199,7 @@ void ImGui_ImplGlfw_Shutdown()
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void ImGui_ImplGlfw_NewFrame()
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{
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if (!GFontTextureLoaded)
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if (!g_font_texture_loaded)
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ImGui_ImplGlfw_LoadFontsTexture();
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ImGuiIO& io = ImGui::GetIO();
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@ -207,32 +207,32 @@ void ImGui_ImplGlfw_NewFrame()
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// Setup display size (every frame to accommodate for window resizing)
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int w, h;
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int display_w, display_h;
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glfwGetWindowSize(GWindow, &w, &h);
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glfwGetFramebufferSize(GWindow, &display_w, &display_h);
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glfwGetWindowSize(g_window, &w, &h);
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glfwGetFramebufferSize(g_window, &display_w, &display_h);
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io.DisplaySize = ImVec2((float)display_w, (float)display_h);
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// Setup time step
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double current_time = glfwGetTime();
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io.DeltaTime = GTime > 0.0 ? (float)(current_time - GTime) : (float)(1.0f/60.0f);
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GTime = current_time;
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io.DeltaTime = g_time > 0.0 ? (float)(current_time - g_time) : (float)(1.0f/60.0f);
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g_time = current_time;
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// Setup inputs
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// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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double mouse_x, mouse_y;
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glfwGetCursorPos(GWindow, &mouse_x, &mouse_y);
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glfwGetCursorPos(g_window, &mouse_x, &mouse_y);
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mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
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mouse_y *= (float)display_h / h;
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io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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io.MouseDown[0] = GMousePressed[0] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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io.MouseDown[1] = GMousePressed[1] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_RIGHT) != 0;
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io.MouseDown[2] = GMousePressed[2] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_MIDDLE) != 0;
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GMousePressed[0] = false;
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GMousePressed[1] = false;
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GMousePressed[2] = false;
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io.MouseDown[0] = g_mouse_pressed[0] || glfwGetMouseButton(g_window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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io.MouseDown[1] = g_mouse_pressed[1] || glfwGetMouseButton(g_window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
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io.MouseDown[2] = g_mouse_pressed[2] || glfwGetMouseButton(g_window, GLFW_MOUSE_BUTTON_MIDDLE) != 0;
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g_mouse_pressed[0] = false;
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g_mouse_pressed[1] = false;
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g_mouse_pressed[2] = false;
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io.MouseWheel = GMouseWheel;
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GMouseWheel = 0.0f;
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io.MouseWheel = g_mouse_wheel;
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g_mouse_wheel = 0.0f;
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// Start the frame
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ImGui::NewFrame();
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