1
0
mirror of https://github.com/ocornut/imgui.git synced 2024-11-30 18:34:34 +01:00

Add Xlib backend for mouse/keyboard/clipboard handling, and one example

This commit is contained in:
Clément Gallet 2024-01-24 14:17:51 +01:00
parent 5b5e9bd0cb
commit cf28c8131e
5 changed files with 965 additions and 0 deletions

View File

@ -0,0 +1,644 @@
// dear imgui: Platform Backend for Xlib
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support.
// [X] Platform: Keyboard support.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Issues:
// [ ] Platform: Missing touchscreen support.
// [ ] Platform: Missing gamepad support.
// [ ] Platform: Missing IME support.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_xlib.h"
// Xlib
#include <X11/X.h>
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/keysym.h>
#include <X11/XF86keysym.h>
#include <X11/XKBlib.h> // XkbKeycodeToKeysym
#include <X11/extensions/XInput2.h>
#include <X11/extensions/XI2.h>
#include <X11/cursorfont.h>
#include <time.h> // clock_gettime()
#include <limits.h>
#include <stdlib.h>
#ifdef X_HAVE_UTF8_STRING
#include <locale.h>
#endif
// Xlib Data
struct ImGui_ImplXlib_Data
{
Display* Dpy;
Window Win;
int Xi2Opcode;
XIM IM;
XIC IC;
timespec Time;
int MouseButtonsDown;
Cursor MouseCursors[ImGuiMouseCursor_COUNT];
Cursor LastMouseCursor;
char* ClipboardTextData;
bool SelectionWaiting;
Atom XA_CLIPBOARD;
Atom XA_SELECTION;
Atom XA_TARGETS;
Atom XA_INCR;
Atom* XA_MIME;
unsigned int MimeCount;
ImGui_ImplXlib_Data() { memset((void*)this, 0, sizeof(*this)); }
};
static const char *text_mime_types[] = {
"text/plain;charset=utf-8",
"text/plain",
"TEXT",
"UTF8_STRING",
"STRING"
};
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplXlib_Data* ImGui_ImplXlib_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplXlib_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
// Functions
static const char* ImGui_ImplXlib_GetClipboardText(void*)
{
ImGui_ImplXlib_Data* bd = ImGui_ImplXlib_GetBackendData();
// Get the window that holds the selection
Window owner = XGetSelectionOwner(bd->Dpy, bd->XA_CLIPBOARD);
if (owner == None)
{
if (bd->ClipboardTextData)
{
free (bd->ClipboardTextData);
bd->ClipboardTextData = nullptr;
}
}
else if (owner == bd->Win)
{
// The copied text is from us, nothing to do
}
else
{
if (bd->ClipboardTextData)
{
free (bd->ClipboardTextData);
bd->ClipboardTextData = nullptr;
}
/* Request that the selection owner copy the data to our window */
owner = bd->Win;
XConvertSelection(bd->Dpy, bd->XA_CLIPBOARD, bd->XA_MIME[1], bd->XA_SELECTION, owner, CurrentTime);
XSync(bd->Dpy, 0);
bd->SelectionWaiting = true;
XEvent event;
// TODO: Add a timeout
while (bd->SelectionWaiting) {
XNextEvent(bd->Dpy, &event);
ImGui_ImplXlib_ProcessEvent(&event);
}
Atom seln_type;
int seln_format;
unsigned long count;
unsigned long overflow;
unsigned char *src = nullptr;
if (XGetWindowProperty(bd->Dpy, owner, bd->XA_SELECTION, 0, INT_MAX / 4, False,
bd->XA_MIME[1], &seln_type, &seln_format, &count, &overflow, &src) == Success) {
if (seln_type == bd->XA_MIME[1]) {
bd->ClipboardTextData = strndup((char *)src, count);
} else if (seln_type == bd->XA_INCR) {
/* FIXME: Need to implement the X11 INCR protocol */
}
XFree(src);
}
}
return bd->ClipboardTextData;
}
static void ImGui_ImplXlib_SetClipboardText(void*, const char* text)
{
ImGui_ImplXlib_Data* bd = ImGui_ImplXlib_GetBackendData();
IM_ASSERT(bd->XA_CLIPBOARD != None && "Couldn't access X clipboard!");
if (bd->ClipboardTextData)
free(bd->ClipboardTextData);
bd->ClipboardTextData = strdup(text);
XSetSelectionOwner(bd->Dpy, bd->XA_CLIPBOARD, bd->Win, CurrentTime);
}
static ImGuiKey ImGui_ImplXlib_KeySymToImGuiKey(KeySym keysym)
{
switch (keysym)
{
case XK_Tab: return ImGuiKey_Tab;
case XK_Left: return ImGuiKey_LeftArrow;
case XK_Right: return ImGuiKey_RightArrow;
case XK_Up: return ImGuiKey_UpArrow;
case XK_Down: return ImGuiKey_DownArrow;
case XK_Prior: return ImGuiKey_PageUp;
case XK_Next: return ImGuiKey_PageDown;
case XK_Home: return ImGuiKey_Home;
case XK_End: return ImGuiKey_End;
case XK_Insert: return ImGuiKey_Insert;
case XK_Delete: return ImGuiKey_Delete;
case XK_BackSpace: return ImGuiKey_Backspace;
case XK_space: return ImGuiKey_Space;
case XK_Return: return ImGuiKey_Enter;
case XK_Escape: return ImGuiKey_Escape;
case XK_quoteright: return ImGuiKey_Apostrophe;
case XK_comma: return ImGuiKey_Comma;
case XK_minus: return ImGuiKey_Minus;
case XK_period: return ImGuiKey_Period;
case XK_slash: return ImGuiKey_Slash;
case XK_semicolon: return ImGuiKey_Semicolon;
case XK_equal: return ImGuiKey_Equal;
case XK_bracketleft: return ImGuiKey_LeftBracket;
case XK_backslash: return ImGuiKey_Backslash;
case XK_bracketright: return ImGuiKey_RightBracket;
case XK_quoteleft: return ImGuiKey_GraveAccent;
case XK_Caps_Lock: return ImGuiKey_CapsLock;
case XK_Scroll_Lock: return ImGuiKey_ScrollLock;
case XK_Num_Lock: return ImGuiKey_NumLock;
case XK_Print: return ImGuiKey_PrintScreen;
case XK_Pause: return ImGuiKey_Pause;
case XK_KP_0: return ImGuiKey_Keypad0;
case XK_KP_1: return ImGuiKey_Keypad1;
case XK_KP_2: return ImGuiKey_Keypad2;
case XK_KP_3: return ImGuiKey_Keypad3;
case XK_KP_4: return ImGuiKey_Keypad4;
case XK_KP_5: return ImGuiKey_Keypad5;
case XK_KP_6: return ImGuiKey_Keypad6;
case XK_KP_7: return ImGuiKey_Keypad7;
case XK_KP_8: return ImGuiKey_Keypad8;
case XK_KP_9: return ImGuiKey_Keypad9;
case XK_KP_Decimal: return ImGuiKey_KeypadDecimal;
case XK_KP_Divide: return ImGuiKey_KeypadDivide;
case XK_KP_Multiply: return ImGuiKey_KeypadMultiply;
case XK_KP_Subtract: return ImGuiKey_KeypadSubtract;
case XK_KP_Add: return ImGuiKey_KeypadAdd;
case XK_KP_Enter: return ImGuiKey_KeypadEnter;
case XK_KP_Equal: return ImGuiKey_KeypadEqual;
case XK_Control_L: return ImGuiKey_LeftCtrl;
case XK_Shift_L: return ImGuiKey_LeftShift;
case XK_Alt_L: return ImGuiKey_LeftAlt;
case XK_Super_L: return ImGuiKey_LeftSuper;
case XK_Control_R: return ImGuiKey_RightCtrl;
case XK_Shift_R: return ImGuiKey_RightShift;
case XK_Alt_R: return ImGuiKey_RightAlt;
case XK_Super_R: return ImGuiKey_RightSuper;
case XK_Menu: return ImGuiKey_Menu;
case XK_0: return ImGuiKey_0;
case XK_1: return ImGuiKey_1;
case XK_2: return ImGuiKey_2;
case XK_3: return ImGuiKey_3;
case XK_4: return ImGuiKey_4;
case XK_5: return ImGuiKey_5;
case XK_6: return ImGuiKey_6;
case XK_7: return ImGuiKey_7;
case XK_8: return ImGuiKey_8;
case XK_9: return ImGuiKey_9;
case XK_a: return ImGuiKey_A;
case XK_b: return ImGuiKey_B;
case XK_c: return ImGuiKey_C;
case XK_d: return ImGuiKey_D;
case XK_e: return ImGuiKey_E;
case XK_f: return ImGuiKey_F;
case XK_g: return ImGuiKey_G;
case XK_h: return ImGuiKey_H;
case XK_i: return ImGuiKey_I;
case XK_j: return ImGuiKey_J;
case XK_k: return ImGuiKey_K;
case XK_l: return ImGuiKey_L;
case XK_m: return ImGuiKey_M;
case XK_n: return ImGuiKey_N;
case XK_o: return ImGuiKey_O;
case XK_p: return ImGuiKey_P;
case XK_q: return ImGuiKey_Q;
case XK_r: return ImGuiKey_R;
case XK_s: return ImGuiKey_S;
case XK_t: return ImGuiKey_T;
case XK_u: return ImGuiKey_U;
case XK_v: return ImGuiKey_V;
case XK_w: return ImGuiKey_W;
case XK_x: return ImGuiKey_X;
case XK_y: return ImGuiKey_Y;
case XK_z: return ImGuiKey_Z;
case XK_F1: return ImGuiKey_F1;
case XK_F2: return ImGuiKey_F2;
case XK_F3: return ImGuiKey_F3;
case XK_F4: return ImGuiKey_F4;
case XK_F5: return ImGuiKey_F5;
case XK_F6: return ImGuiKey_F6;
case XK_F7: return ImGuiKey_F7;
case XK_F8: return ImGuiKey_F8;
case XK_F9: return ImGuiKey_F9;
case XK_F10: return ImGuiKey_F10;
case XK_F11: return ImGuiKey_F11;
case XK_F12: return ImGuiKey_F12;
case XK_F13: return ImGuiKey_F13;
case XK_F14: return ImGuiKey_F14;
case XK_F15: return ImGuiKey_F15;
case XK_F16: return ImGuiKey_F16;
case XK_F17: return ImGuiKey_F17;
case XK_F18: return ImGuiKey_F18;
case XK_F19: return ImGuiKey_F19;
case XK_F20: return ImGuiKey_F20;
case XK_F21: return ImGuiKey_F21;
case XK_F22: return ImGuiKey_F22;
case XK_F23: return ImGuiKey_F23;
case XK_F24: return ImGuiKey_F24;
case XF86XK_Back: return ImGuiKey_AppBack;
case XF86XK_Forward: return ImGuiKey_AppForward;
}
return ImGuiKey_None;
}
static void ImGui_ImplXlib_UpdateKeyModifiers(unsigned int xlib_key_mods)
{
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiMod_Ctrl, (xlib_key_mods & ControlMask) != 0);
io.AddKeyEvent(ImGuiMod_Shift, (xlib_key_mods & ShiftMask) != 0);
io.AddKeyEvent(ImGuiMod_Alt, (xlib_key_mods & Mod1Mask) != 0);
io.AddKeyEvent(ImGuiMod_Super, (xlib_key_mods & Mod4Mask) != 0);
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// If you have multiple events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
bool ImGui_ImplXlib_ProcessEvent(XEvent* event)
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplXlib_Data* bd = ImGui_ImplXlib_GetBackendData();
// Needed for Xim events
if (XFilterEvent(event, None) == True)
return true;
switch (event->type)
{
case GenericEvent:
{
XGenericEventCookie *cookie = (XGenericEventCookie*)&event->xcookie;
if (cookie->extension == bd->Xi2Opcode && XGetEventData(event->xcookie.display, cookie))
{
XIDeviceEvent *dev = (XIDeviceEvent*)cookie->data;
switch (cookie->evtype)
{
case XI_Motion:
{
ImVec2 mouse_pos((float)dev->event_x, (float)dev->event_y);
io.AddMouseSourceEvent(ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
return true;
}
case XI_ButtonPress:
case XI_ButtonRelease:
{
if (dev->detail >= Button1 && dev->detail <= Button3)
{
int mouse_button = -1;
if (dev->detail == Button1) { mouse_button = 0; }
if (dev->detail == Button2) { mouse_button = 1; }
if (dev->detail == Button3) { mouse_button = 2; }
io.AddMouseSourceEvent(ImGuiMouseSource_Mouse);
io.AddMouseButtonEvent(mouse_button, (cookie->evtype == XI_ButtonPress));
bd->MouseButtonsDown = (cookie->evtype == XI_ButtonPress) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
return true;
}
else if (dev->detail == Button4 || dev->detail == Button5)
{
float wheel_y = (dev->detail == Button4) ? 1.0f : -1.0f;
io.AddMouseSourceEvent(ImGuiMouseSource_Mouse);
io.AddMouseWheelEvent(0, wheel_y);
return true;
}
}
}
}
XFreeEventData(event->xcookie.display, cookie);
return false;
}
case KeyPress:
case KeyRelease:
{
ImGui_ImplXlib_UpdateKeyModifiers(event->xkey.state);
KeySym ks = XkbKeycodeToKeysym(event->xkey.display, event->xkey.keycode, 0, 0);
ImGuiKey key = ImGui_ImplXlib_KeySymToImGuiKey(ks);
io.AddKeyEvent(key, (event->type == KeyPress));
char text[64];
Status status = 0;
#ifdef X_HAVE_UTF8_STRING
if (bd->IC && event->type == KeyPress) {
int size = Xutf8LookupString(bd->IC, &event->xkey, text, sizeof(text), NULL, &status);
// Don't post text for unprintable characters
unsigned char c = text[0];
if ((size > 0) && (c > '\x20') && (c != '\x7f'))
io.AddInputCharactersUTF8(text);
}
else
#endif
{
// The following function must be called even for key release events */
int size = XLookupString(&event->xkey, text, sizeof(text), NULL, NULL);
if (event->type == KeyPress && text[0]) {
// Don't post text for unprintable characters
unsigned char c = text[0];
if ((size > 0) && (c > '\x20') && (c != '\x7f'))
io.AddInputCharacter(c);
}
}
return true;
}
case FocusIn:
case FocusOut:
{
io.AddFocusEvent(event->type == FocusIn);
#ifdef X_HAVE_UTF8_STRING
if (bd->IC) {
if (event->type == FocusIn)
XSetICFocus(bd->IC);
else
XUnsetICFocus(bd->IC);
}
#endif
return true;
}
case SelectionNotify:
{
bd->SelectionWaiting = false;
return true;
}
case SelectionRequest:
{
const XSelectionRequestEvent *req = &event->xselectionrequest;
XEvent sevent;
sevent.xany.type = SelectionNotify;
sevent.xselection.selection = req->selection;
sevent.xselection.target = None;
sevent.xselection.property = None;
sevent.xselection.requestor = req->requestor;
sevent.xselection.time = req->time;
if (req->target == bd->XA_TARGETS)
{
XChangeProperty(bd->Dpy, req->requestor, req->property,
4 /* XA_ATOM */, 32, PropModeReplace,
(unsigned char*)bd->XA_MIME, 6);
sevent.xselection.property = req->property;
sevent.xselection.target = bd->XA_TARGETS;
}
else if (bd->ClipboardTextData)
{
for (unsigned int i = 0; i < sizeof(text_mime_types)/sizeof(text_mime_types[0]); i++)
{
if (req->target != bd->XA_MIME[i])
continue;
XChangeProperty(bd->Dpy, req->requestor, req->property,
req->target, 8, PropModeReplace,
(unsigned char*)bd->ClipboardTextData, strlen(bd->ClipboardTextData));
sevent.xselection.property = req->property;
sevent.xselection.target = req->target;
break;
}
}
XSendEvent(bd->Dpy, req->requestor, 0, 0, &sevent);
XSync(bd->Dpy, False);
return true;
}
case SelectionClear:
{
return true;
}
}
return false;
}
bool ImGui_ImplXlib_Init(Display* display, Window window)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
// Setup backend capabilities flags
ImGui_ImplXlib_Data* bd = IM_NEW(ImGui_ImplXlib_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_xlib";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
bd->Dpy = display;
bd->Win = window;
io.SetClipboardTextFn = ImGui_ImplXlib_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplXlib_GetClipboardText;
io.ClipboardUserData = nullptr;
// Store all used atoms
bd->XA_SELECTION = XInternAtom(bd->Dpy, "IMGUI_SELECTION", 0);
bd->XA_TARGETS = XInternAtom(bd->Dpy, "TARGETS", 0);
bd->XA_INCR = XInternAtom(bd->Dpy, "INCR", 0);
bd->XA_CLIPBOARD = XInternAtom(bd->Dpy, "CLIPBOARD", 0);
bd->MimeCount = sizeof(text_mime_types)/sizeof(text_mime_types[0]) + 1;
bd->XA_MIME = (Atom*)malloc(bd->MimeCount * sizeof(Atom));
bd->XA_MIME[0] = bd->XA_TARGETS;
for (unsigned int i = 1; i < bd->MimeCount; i++) {
bd->XA_MIME[i] = XInternAtom(bd->Dpy, text_mime_types[i-1], 0);
}
// Select keyboard/focus events
XSelectInput(display, window, KeyPressMask | KeyReleaseMask | FocusChangeMask);
// Setup XInput for mouse inputs
int xi2_opcode, xi2_event, xi2_error;
Bool ret = XQueryExtension(display, "XInputExtension", &xi2_opcode, &xi2_event, &xi2_error);
IM_ASSERT(ret == True && "Could not load XInputExtension!");
bd->Xi2Opcode = xi2_opcode;
XIEventMask xi2_eventmask = {};
static unsigned char xi2_mask[XIMaskLen(XI_LASTEVENT)] = {};
XISetMask(xi2_mask, XI_Motion);
XISetMask(xi2_mask, XI_ButtonPress);
XISetMask(xi2_mask, XI_ButtonRelease);
xi2_eventmask.deviceid = XIAllMasterDevices;
xi2_eventmask.mask_len = sizeof(xi2_mask);
xi2_eventmask.mask = xi2_mask;
XISelectEvents(display, window, &xi2_eventmask, 1);
// Setup XIM
#ifdef X_HAVE_UTF8_STRING
XSetLocaleModifiers("");
bd->IM = XOpenIM(display, NULL, NULL, NULL);
bd->IC = XCreateIC(bd->IM, XNClientWindow, window, XNFocusWindow, window, XNInputStyle, XIMPreeditNothing | XIMStatusNothing, NULL);
#endif
// Load mouse cursors
bd->MouseCursors[ImGuiMouseCursor_Arrow] = XCreateFontCursor(display, XC_left_ptr);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = XCreateFontCursor(display, XC_xterm);
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = XCreateFontCursor(display, XC_fleur);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = XCreateFontCursor(display, XC_sb_v_double_arrow);
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = XCreateFontCursor(display, XC_sb_h_double_arrow);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = XCreateFontCursor(display, XC_fleur);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = XCreateFontCursor(display, XC_fleur);
bd->MouseCursors[ImGuiMouseCursor_Hand] = XCreateFontCursor(display, XC_hand2);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = XCreateFontCursor(display, XC_pirate);
return true;
}
void ImGui_ImplXlib_Shutdown()
{
ImGui_ImplXlib_Data* bd = ImGui_ImplXlib_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
if (bd->IC)
XDestroyIC(bd->IC);
if (bd->ClipboardTextData)
free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
XFreeCursor(bd->Dpy, bd->MouseCursors[cursor_n]);
bd->LastMouseCursor = 0;
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos);
IM_DELETE(bd);
}
static void ImGui_ImplXlib_UpdateMouseData()
{
ImGui_ImplXlib_Data* bd = ImGui_ImplXlib_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
Window focus;
int revert;
XGetInputFocus(bd->Dpy, &focus, &revert);
bool is_app_focused = (focus == bd->Win);
if (is_app_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
XWarpPointer(bd->Dpy, None, bd->Win, 0, 0, 0, 0, (int)io.MousePos.x, (int)io.MousePos.y);
// (Optional) Fallback to provide mouse position when focused (XI_Motion already provides this when hovered or captured)
// if (bd->MouseButtonsDown == 0)
// {
// int window_x, window_y, mouse_x_global, mouse_y_global;
// Window root, child;
// unsigned int mask;
// if (True == XQueryPointer(bd->Dpy, bd->Win, &root, &child, &mouse_x_global, &mouse_y_global, &window_x, &window_y, &mask))
// io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
// }
}
}
static void ImGui_ImplXlib_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return;
ImGui_ImplXlib_Data* bd = ImGui_ImplXlib_GetBackendData();
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
XUndefineCursor(bd->Dpy, bd->Win);
}
else
{
// Show OS mouse cursor
Cursor expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
if (bd->LastMouseCursor != expected_cursor)
{
XDefineCursor(bd->Dpy, bd->Win, expected_cursor);
bd->LastMouseCursor = expected_cursor;
}
}
}
void ImGui_ImplXlib_NewFrame()
{
ImGui_ImplXlib_Data* bd = ImGui_ImplXlib_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplXlib_Init()?");
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int x, y;
unsigned int w = 0, h = 0, border_width, depth;
Window root;
XGetGeometry(bd->Dpy, bd->Win, &root, &x, &y, &w, &h, &border_width, &depth);
io.DisplaySize = ImVec2((float)w, (float)h);
// Setup time step
timespec current_time;
clock_gettime(CLOCK_MONOTONIC, &current_time);
if ((current_time.tv_sec < bd->Time.tv_sec) ||
((current_time.tv_sec == bd->Time.tv_sec) && (current_time.tv_nsec < bd->Time.tv_nsec)))
{
current_time.tv_sec = bd->Time.tv_sec;
current_time.tv_nsec = bd->Time.tv_nsec + 1;
}
if (bd->Time.tv_sec > 0 || bd->Time.tv_nsec > 0)
io.DeltaTime = (float)(current_time.tv_sec - bd->Time.tv_sec) + (float)((double)(current_time.tv_nsec - bd->Time.tv_nsec) / 1000000000.0f);
else
io.DeltaTime = (float)(1.0f / 60.0f);
bd->Time = current_time;
ImGui_ImplXlib_UpdateMouseData();
ImGui_ImplXlib_UpdateMouseCursor();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@ -0,0 +1,33 @@
// dear imgui: Platform Backend for Xlib
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support.
// [X] Platform: Keyboard support.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Issues:
// [ ] Platform: Missing touchscreen support.
// [ ] Platform: Missing gamepad support.
// [ ] Platform: Missing IME support.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
#include <X11/Xlib.h>
IMGUI_IMPL_API bool ImGui_ImplXlib_Init(Display* d, Window w);
IMGUI_IMPL_API void ImGui_ImplXlib_Shutdown();
IMGUI_IMPL_API void ImGui_ImplXlib_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplXlib_ProcessEvent(XEvent* event);
#endif // #ifndef IMGUI_DISABLE

View File

@ -0,0 +1,55 @@
#
# Cross Platform Makefile
# Compatible with Ubuntu 14.04.1
#
# You will need Xlib and Xinput:
# Linux:
# apt-get install libx11-dev libxi-dev
#
#CXX = g++
CXX = clang++
EXE = example_xlib_opengl3
IMGUI_DIR = ../..
SOURCES = main.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_xlib.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
CXXFLAGS += -g -Wall -Wformat
LIBS = -ldl -lGL -lX11 -lXi
##---------------------------------------------------------------------
## OPENGL ES
##---------------------------------------------------------------------
## This assumes a GL ES library available in the system, e.g. libGLESv2.so
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
# LIBS += -lGLESv2
## If you're on a Raspberry Pi and want to use the legacy drivers,
## use the following instead:
# LINUX_GL_LIBS = -L/opt/vc/lib -lbrcmGLESv2
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
clean:
rm -f $(EXE) $(OBJS)

View File

@ -0,0 +1,11 @@
# How to Build
## Linux and similar Unixes
Use our Makefile or directly:
```
c++ -I .. -I ../.. -I ../../backends
main.cpp ../../backends/imgui_impl_xlib.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
-lGL -lX11 -lXi -ldl
```

View File

@ -0,0 +1,222 @@
// Dear ImGui: standalone example application for Xlib + OpenGL
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#include "imgui.h"
#include "imgui_impl_xlib.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#include <GL/gl.h>
#include <GL/glx.h>
#include <GL/glxext.h>
// Main code
int main(int, char**)
{
// Setup Xlib
Display *display = XOpenDisplay(NULL);
if (display == NULL) {
printf("Error: Could not open display\n");
return -1;
}
int screen_id = DefaultScreen(display);
static int visual_attribs[] = {
GLX_RENDER_TYPE, GLX_RGBA_BIT,
GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
GLX_DOUBLEBUFFER, True,
GLX_RED_SIZE, 8,
GLX_GREEN_SIZE, 8,
GLX_BLUE_SIZE, 8,
GLX_DEPTH_SIZE, 24,
GLX_STENCIL_SIZE, 8,
None
};
int num_fbc = 0;
GLXFBConfig *fbc = glXChooseFBConfig(display, screen_id, visual_attribs, &num_fbc);
if (!fbc) {
printf("Error: glXChooseFBConfig() failed\n");
return -1;
}
XVisualInfo *visual = glXGetVisualFromFBConfig(display, fbc[0]);
if (visual == 0) {
printf("Error: Could not create correct visual window\n");
XCloseDisplay(display);
return -1;
}
// Create window
XSetWindowAttributes window_attribs;
window_attribs.border_pixel = 0;
window_attribs.background_pixel = None;
window_attribs.colormap = XCreateColormap(display, RootWindow(display, screen_id), visual->visual, AllocNone);
Window window = XCreateWindow(display, RootWindow(display, screen_id), 0, 0, 1280, 720, 0, visual->depth, InputOutput, visual->visual, CWBackPixel | CWColormap | CWBorderPixel, &window_attribs);
// Handle window closing
Atom wmDeleteMessage = XInternAtom(display, "WM_DELETE_WINDOW", False);
XSetWMProtocols(display, window, &wmDeleteMessage, 1);
XFree(visual);
// Create GLX context
PFNGLXCREATECONTEXTATTRIBSARBPROC glXCreateContextAttribsARB = NULL;
glXCreateContextAttribsARB = (PFNGLXCREATECONTEXTATTRIBSARBPROC) glXGetProcAddressARB((const GLubyte *)"glXCreateContextAttribsARB");
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
const char* glsl_version = "#version 100";
int context_attribs[] = {
GLX_CONTEXT_FLAGS_ARB , 0,
GLX_CONTEXT_PROFILE_MASK_ARB , GLX_CONTEXT_ES2_PROFILE_BIT_EXT,
GLX_CONTEXT_MAJOR_VERSION_ARB, 2,
GLX_CONTEXT_MINOR_VERSION_ARB, 0,
None
};
#else
// GL 3.0 + GLSL 130
const char* glsl_version = "#version 130";
int context_attribs[] = {
GLX_CONTEXT_FLAGS_ARB , 0,
GLX_CONTEXT_PROFILE_MASK_ARB , GLX_CONTEXT_CORE_PROFILE_BIT_ARB,
GLX_CONTEXT_MAJOR_VERSION_ARB, 3,
GLX_CONTEXT_MINOR_VERSION_ARB, 0,
None
};
#endif
GLXContext glx_context = glXCreateContextAttribsARB(display, fbc[0], 0, True, context_attribs);
if (glx_context == 0) {
printf("Error: Could not create GLX context\n");
XCloseDisplay(display);
return -1;
}
XMapWindow(display, window);
glXMakeCurrent(display, window, glx_context);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplXlib_Init(display, window);
ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
bool done = false;
while (!done)
{
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
while (XPending(display))
{
XEvent event;
XNextEvent(display, &event);
ImGui_ImplXlib_ProcessEvent(&event);
if (event.type == ClientMessage && event.xclient.window == window && (Atom)event.xclient.data.l[0] == wmDeleteMessage)
done = true;
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplXlib_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glXSwapBuffers(display, window);
}
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplXlib_Shutdown();
ImGui::DestroyContext();
glXDestroyContext(display, glx_context);
XDestroyWindow(display, window);
XFreeColormap(display, window_attribs.colormap);
XCloseDisplay(display);
return 0;
}