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Examples: Rename globals again
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@ -14,18 +14,18 @@
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#include <GLFW/glfw3native.h>
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#endif
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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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static GLFWwindow* g_Window = NULL;
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static bool g_MousePressed[3] = { false, false, false };
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static float g_MouseWheel = 0.0f;
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static double g_Time = 0.0f;
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static bool g_FontTextureLoaded = false;
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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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static size_t g_vbo_max_size = 20000;
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static unsigned int g_vbo_handle = 0, g_vao_handle = 0;
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static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
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static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
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static size_t g_VboMaxSize = 20000;
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static unsigned int g_VboHandle = 0, g_VaoHandle = 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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// If text or lines are blurry when integrating ImGui in your engine:
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@ -54,20 +54,20 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
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{ 0.0f, 0.0f, -1.0f, 0.0f },
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{ -1.0f, 1.0f, 0.0f, 1.0f },
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};
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glUseProgram(g_shader_handle);
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glUniform1i(g_texture_location, 0);
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glUniformMatrix4fv(g_proj_mtx_location, 1, GL_FALSE, &ortho_projection[0][0]);
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glUseProgram(g_ShaderHandle);
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glUniform1i(g_AttribLocationTex, 0);
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glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
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// Grow our buffer according to what we need
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size_t total_vtx_count = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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total_vtx_count += cmd_lists[n]->vtx_buffer.size();
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glBindBuffer(GL_ARRAY_BUFFER, g_vbo_handle);
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
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if (neededBufferSize > g_vbo_max_size)
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if (neededBufferSize > g_VboMaxSize)
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{
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g_vbo_max_size = neededBufferSize + 5000; // Grow buffer
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glBufferData(GL_ARRAY_BUFFER, g_vbo_max_size, NULL, GL_STREAM_DRAW);
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g_VboMaxSize = neededBufferSize + 5000; // Grow buffer
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glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_STREAM_DRAW);
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}
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// Copy and convert all vertices into a single contiguous buffer
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@ -82,7 +82,7 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(g_vao_handle);
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glBindVertexArray(g_VaoHandle);
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int cmd_offset = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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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(g_window);
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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(g_window, 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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g_mouse_pressed[button] = true;
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g_MousePressed[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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g_mouse_wheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
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g_MouseWheel += (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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g_font_texture_loaded = true;
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g_FontTextureLoaded = true;
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}
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static void InitGL()
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@ -195,38 +195,38 @@ static void InitGL()
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" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
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"}\n";
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g_shader_handle = glCreateProgram();
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g_vert_handle = glCreateShader(GL_VERTEX_SHADER);
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g_frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(g_vert_handle, 1, &vertex_shader, 0);
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glShaderSource(g_frag_handle, 1, &fragment_shader, 0);
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glCompileShader(g_vert_handle);
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glCompileShader(g_frag_handle);
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glAttachShader(g_shader_handle, g_vert_handle);
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glAttachShader(g_shader_handle, g_frag_handle);
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glLinkProgram(g_shader_handle);
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g_ShaderHandle = glCreateProgram();
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g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
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g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
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glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
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glCompileShader(g_VertHandle);
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glCompileShader(g_FragHandle);
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glAttachShader(g_ShaderHandle, g_VertHandle);
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glAttachShader(g_ShaderHandle, g_FragHandle);
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glLinkProgram(g_ShaderHandle);
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g_texture_location = glGetUniformLocation(g_shader_handle, "Texture");
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g_proj_mtx_location = glGetUniformLocation(g_shader_handle, "ProjMtx");
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g_position_location = glGetAttribLocation(g_shader_handle, "Position");
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g_uv_location = glGetAttribLocation(g_shader_handle, "UV");
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g_colour_location = glGetAttribLocation(g_shader_handle, "Color");
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g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
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g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
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g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
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g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
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g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
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glGenBuffers(1, &g_vbo_handle);
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glBindBuffer(GL_ARRAY_BUFFER, g_vbo_handle);
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glBufferData(GL_ARRAY_BUFFER, g_vbo_max_size, NULL, GL_DYNAMIC_DRAW);
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glGenBuffers(1, &g_VboHandle);
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_DYNAMIC_DRAW);
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glGenVertexArrays(1, &g_vao_handle);
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glBindVertexArray(g_vao_handle);
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glBindBuffer(GL_ARRAY_BUFFER, g_vbo_handle);
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glEnableVertexAttribArray(g_position_location);
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glEnableVertexAttribArray(g_uv_location);
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glEnableVertexAttribArray(g_colour_location);
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glGenVertexArrays(1, &g_VaoHandle);
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glBindVertexArray(g_VaoHandle);
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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glEnableVertexAttribArray(g_AttribLocationPosition);
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glEnableVertexAttribArray(g_AttribLocationUV);
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glEnableVertexAttribArray(g_AttribLocationColor);
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#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
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glVertexAttribPointer(g_position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
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glVertexAttribPointer(g_uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
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glVertexAttribPointer(g_colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
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glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
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glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
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glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
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#undef OFFSETOF
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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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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g_window = 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(g_window);
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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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@ -277,21 +277,21 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
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void ImGui_ImplGlfwGL3_Shutdown()
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{
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if (g_vao_handle) glDeleteVertexArrays(1, &g_vao_handle);
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if (g_vbo_handle) glDeleteBuffers(1, &g_vbo_handle);
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g_vao_handle = 0;
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g_vbo_handle = 0;
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if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
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if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
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g_VaoHandle = 0;
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g_VboHandle = 0;
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glDetachShader(g_shader_handle, g_vert_handle);
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glDeleteShader(g_vert_handle);
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g_vert_handle = 0;
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glDetachShader(g_ShaderHandle, g_VertHandle);
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glDeleteShader(g_VertHandle);
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g_VertHandle = 0;
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glDetachShader(g_shader_handle, g_frag_handle);
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glDeleteShader(g_frag_handle);
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g_frag_handle = 0;
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glDetachShader(g_ShaderHandle, g_FragHandle);
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glDeleteShader(g_FragHandle);
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g_FragHandle = 0;
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glDeleteProgram(g_shader_handle);
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g_shader_handle = 0;
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glDeleteProgram(g_ShaderHandle);
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g_ShaderHandle = 0;
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GLuint tex_id = (GLuint)ImGui::GetIO().Fonts->TexID;
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if (tex_id)
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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 (!g_font_texture_loaded)
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if (!g_FontTextureLoaded)
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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(g_window, &w, &h);
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glfwGetFramebufferSize(g_window, &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 = 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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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(g_window, &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] = 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.MouseDown[0] = g_MousePressed[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_MousePressed[1] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
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io.MouseDown[2] = g_MousePressed[2] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_MIDDLE) != 0;
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g_MousePressed[0] = false;
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g_MousePressed[1] = false;
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g_MousePressed[2] = false;
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io.MouseWheel = g_mouse_wheel;
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g_mouse_wheel = 0.0f;
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io.MouseWheel = g_MouseWheel;
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g_MouseWheel = 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* 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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static GLFWwindow* g_Window = NULL;
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static bool g_MousePressed[3] = { false, false, false };
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static float g_MouseWheel = 0.0f;
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static double g_Time = 0.0f;
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static bool g_FontTextureLoaded = 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(g_window);
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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(g_window, 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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g_mouse_pressed[button] = true;
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g_MousePressed[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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g_mouse_wheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
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g_MouseWheel += (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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g_font_texture_loaded = true;
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g_FontTextureLoaded = 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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g_window = 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(g_window);
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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 (!g_font_texture_loaded)
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if (!g_FontTextureLoaded)
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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(g_window, &w, &h);
|
||||
glfwGetFramebufferSize(g_window, &display_w, &display_h);
|
||||
glfwGetWindowSize(g_Window, &w, &h);
|
||||
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)display_w, (float)display_h);
|
||||
|
||||
// Setup time step
|
||||
double current_time = glfwGetTime();
|
||||
io.DeltaTime = g_time > 0.0 ? (float)(current_time - g_time) : (float)(1.0f/60.0f);
|
||||
g_time = current_time;
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
|
||||
g_Time = current_time;
|
||||
|
||||
// Setup inputs
|
||||
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(g_window, &mouse_x, &mouse_y);
|
||||
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
|
||||
mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
|
||||
mouse_y *= (float)display_h / h;
|
||||
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
||||
|
||||
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.
|
||||
io.MouseDown[1] = g_mouse_pressed[1] || glfwGetMouseButton(g_window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
|
||||
io.MouseDown[2] = g_mouse_pressed[2] || glfwGetMouseButton(g_window, GLFW_MOUSE_BUTTON_MIDDLE) != 0;
|
||||
g_mouse_pressed[0] = false;
|
||||
g_mouse_pressed[1] = false;
|
||||
g_mouse_pressed[2] = false;
|
||||
io.MouseDown[0] = g_MousePressed[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.
|
||||
io.MouseDown[1] = g_MousePressed[1] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
|
||||
io.MouseDown[2] = g_MousePressed[2] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_MIDDLE) != 0;
|
||||
g_MousePressed[0] = false;
|
||||
g_MousePressed[1] = false;
|
||||
g_MousePressed[2] = false;
|
||||
|
||||
io.MouseWheel = g_mouse_wheel;
|
||||
g_mouse_wheel = 0.0f;
|
||||
io.MouseWheel = g_MouseWheel;
|
||||
g_MouseWheel = 0.0f;
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame();
|
||||
|
Loading…
Reference in New Issue
Block a user