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glfw_backend.cpp
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glfw_backend.cpp
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#if defined(CIMGUI_GO_USE_GLFW)
#define GL_SILENCE_DEPRECATION
#define CIMGUI_USE_GLFW
#define CIMGUI_USE_OPENGL3
#include "glfw_backend.h"
#include "cimgui/cimgui.h"
#include "cimgui/cimgui_impl.h"
#include "thirdparty/glfw/include/GLFW/glfw3.h" // Will drag system OpenGL headers
#include <cstdlib>
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to
// maximize ease of testing and compatibility with old VS compilers. To link
// with VS2010-era libraries, VS2015+ requires linking with
// legacy_stdio_definitions.lib, which we do using this pragma. Your own project
// should not be affected, as you are likely to link with a newer binary of GLFW
// that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions")
#endif
#define MAX_EXTRA_FRAME_COUNT 15
unsigned int glfw_target_fps = 30;
int extra_frame_count = MAX_EXTRA_FRAME_COUNT;
ImVec4 clear_color = *ImVec4_ImVec4_Float(0.45, 0.55, 0.6, 1.0);
void glfw_render(GLFWwindow *window, VoidCallback renderLoop);
void igSetBgColor(ImVec4 color) { clear_color = color; }
void igSetTargetFPS(unsigned int fps) { glfw_target_fps = fps; }
static void glfw_error_callback(int error, const char *description) {
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}
void glfw_window_refresh_callback(GLFWwindow *window) {
VoidCallback loopFunc = (VoidCallback)(glfwGetWindowUserPointer(window));
glfw_render(window, loopFunc);
}
int igInitGLFW() {
glfwSetErrorCallback(glfw_error_callback);
return glfwInit();
}
GLFWwindow *igCreateGLFWWindow(const char *title, int width, int height,
VoidCallback afterCreateContext) {
// Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
const char *glsl_version = "#version 100";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(__APPLE__)
// GL 3.2 + GLSL 150
const char *glsl_version = "#version 150";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
#else
// GL 3.0 + GLSL 130
const char *glsl_version = "#version 130";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
// glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+
// only glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
#endif
// Create window with graphics context
GLFWwindow *window = glfwCreateWindow(width, height, title, NULL, NULL);
if (window == NULL)
return NULL;
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
// Setup Dear ImGui context
igCreateContext(0);
if (afterCreateContext != NULL) {
afterCreateContext();
}
ImGuiIO *io = igGetIO();
io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
// io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad
// Controls
io->ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io->ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport
// / Platform Windows
// io.ConfigViewportsNoAutoMerge = true;
// io.ConfigViewportsNoTaskBarIcon = true;
io->IniFilename = "";
// Setup Dear ImGui style
igStyleColorsDark(0);
// igStyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform
// windows can look identical to regular ones.
ImGuiStyle *style = igGetStyle();
if (io->ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
style->WindowRounding = 0.0f;
style->Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init(glsl_version);
// Install extra callback
glfwSetWindowRefreshCallback(window, glfw_window_refresh_callback);
glfwMakeContextCurrent(NULL);
return window;
}
void igRefresh() { glfwPostEmptyEvent(); }
void glfw_render(GLFWwindow *window, VoidCallback renderLoop) {
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
igNewFrame();
glfwSetWindowUserPointer(window, (void *)renderLoop);
// Do ui stuff here
if (renderLoop != NULL) {
renderLoop();
}
// Rendering
igRender();
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
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(igGetDrawData());
ImGuiIO *io = igGetIO();
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we
// save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call
// glfwMakeContextCurrent(window) directly)
if (io->ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
GLFWwindow *backup_current_context = glfwGetCurrentContext();
igUpdatePlatformWindows();
igRenderPlatformWindowsDefault(NULL, NULL);
glfwMakeContextCurrent(backup_current_context);
}
glfwSwapBuffers(window);
}
void igRunLoop(GLFWwindow *window, VoidCallback loop, VoidCallback beforeRender, VoidCallback afterRender,
VoidCallback beforeDestroyContext) {
glfwMakeContextCurrent(window);
ImGuiIO *io = igGetIO();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can
// also load multiple fonts and use igPushFont()/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 NULL. 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.
// - 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 \\ !
// io.Fonts->AddFontDefault();
// io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
// io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
// io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
// io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
// ImFont* font =
// io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f,
// NULL, io.Fonts->GetGlyphRangesJapanese()); IM_ASSERT(font != NULL);
// Main loop
double lasttime = glfwGetTime();
while (!glfwWindowShouldClose(window)) {
if (beforeRender != NULL) {
beforeRender();
}
glfw_render(window, loop);
while (glfwGetTime() < lasttime + 1.0 / glfw_target_fps) {
// do nothing here
}
lasttime += 1.0 / glfw_target_fps;
if (extra_frame_count > 0) {
extra_frame_count--;
} else {
glfwWaitEvents();
extra_frame_count = MAX_EXTRA_FRAME_COUNT;
}
glfwPollEvents();
if (afterRender != NULL) {
afterRender();
}
}
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
if (beforeDestroyContext != NULL) {
beforeDestroyContext();
}
igDestroyContext(0);
glfwDestroyWindow(window);
glfwTerminate();
return;
}
ImTextureID igCreateTexture(unsigned char *pixels, int width, int height) {
GLint last_texture;
GLuint texId;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
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);
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
return ImTextureID((intptr_t(texId)));
}
void igDeleteTexture(ImTextureID id) {
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, (GLuint *)id);
}
void igGLFWWindow_GetDisplaySize(GLFWwindow *window, int *width, int *height) {
glfwGetWindowSize(window, width, height);
}
void igGLFWWindow_GetContentScale(GLFWwindow *window, float *width, float *height) {
glfwGetWindowContentScale(window, width, height);
}
void igGLFWWindow_SetWindowPos(GLFWwindow *window, int x, int y) { glfwSetWindowPos(window, x, y); }
void igGLFWWindow_GetWindowPos(GLFWwindow *window, int *x, int *y) { glfwGetWindowPos(window, x, y); }
void igGLFWWindow_SetShouldClose(GLFWwindow *window, int value) { glfwSetWindowShouldClose(window, value); }
void igGLFWWindow_SetDropCallbackCB(GLFWwindow *wnd) { glfwSetDropCallback(wnd, (GLFWdropfun)dropCallback); }
void igGLFWWindow_SetKeyCallback(GLFWwindow *wnd) { glfwSetKeyCallback(wnd, (GLFWkeyfun)keyCallback); }
void igGLFWWindow_SetSizeCallback(GLFWwindow *wnd) { glfwSetWindowSizeCallback(wnd, (GLFWwindowsizefun)sizeCallback); }
void igGLFWWindow_SetCloseCallback(GLFWwindow *window) {
glfwSetWindowCloseCallback(window, (GLFWwindowclosefun)closeCallback);
}
void igGLFWWindow_SetSize(GLFWwindow *window, int width, int height) { glfwSetWindowSize(window, width, height); }
void igGLFWWindow_SetTitle(GLFWwindow *window, const char *title) { glfwSetWindowTitle(window, title); }
void igGLFWWindow_SetSizeLimits(GLFWwindow *window, int minWidth, int minHeight, int maxWidth, int maxHeight) {
glfwSetWindowSizeLimits(window, minWidth, minHeight, maxWidth, maxHeight);
}
void igWindowHint(int hint, int value) { glfwWindowHint(hint, value); }
void igGLFWWindow_SetIcon(GLFWwindow *window, int count, CImage *images) {
GLFWimage* glfwImages = (GLFWimage*)malloc(count * sizeof(GLFWimage));
for (int i = 0; i < count; i++) {
glfwImages[i].width = images[i].width;
glfwImages[i].height = images[i].height;
glfwImages[i].pixels = images[i].pixels;
}
glfwSetWindowIcon(window, count, glfwImages);
}
#endif