Examples: Rename globals again

docking
ocornut 10 years ago
parent 4f27bd6ed3
commit b227b0f8cd

@ -14,18 +14,18 @@
#include <GLFW/glfw3native.h> #include <GLFW/glfw3native.h>
#endif #endif
static GLFWwindow* g_window = NULL; static GLFWwindow* g_Window = NULL;
static bool g_mouse_pressed[3] = { false, false, false }; static bool g_MousePressed[3] = { false, false, false };
static float g_mouse_wheel = 0.0f; static float g_MouseWheel = 0.0f;
static double g_time = 0.0f; static double g_Time = 0.0f;
static bool g_font_texture_loaded = false; static bool g_FontTextureLoaded = false;
// Handles for OpenGL3 rendering // Handles for OpenGL3 rendering
static int g_shader_handle = 0, g_vert_handle = 0, g_frag_handle = 0; static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_texture_location = 0, g_proj_mtx_location = 0; static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
static int g_position_location = 0, g_uv_location = 0, g_colour_location = 0; static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
static size_t g_vbo_max_size = 20000; static size_t g_VboMaxSize = 20000;
static unsigned int g_vbo_handle = 0, g_vao_handle = 0; static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine: // If text or lines are blurry when integrating ImGui in your engine:
@ -54,20 +54,20 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
{ 0.0f, 0.0f, -1.0f, 0.0f }, { 0.0f, 0.0f, -1.0f, 0.0f },
{ -1.0f, 1.0f, 0.0f, 1.0f }, { -1.0f, 1.0f, 0.0f, 1.0f },
}; };
glUseProgram(g_shader_handle); glUseProgram(g_ShaderHandle);
glUniform1i(g_texture_location, 0); glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_proj_mtx_location, 1, GL_FALSE, &ortho_projection[0][0]); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
// Grow our buffer according to what we need // Grow our buffer according to what we need
size_t total_vtx_count = 0; size_t total_vtx_count = 0;
for (int n = 0; n < cmd_lists_count; n++) for (int n = 0; n < cmd_lists_count; n++)
total_vtx_count += cmd_lists[n]->vtx_buffer.size(); total_vtx_count += cmd_lists[n]->vtx_buffer.size();
glBindBuffer(GL_ARRAY_BUFFER, g_vbo_handle); glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert); size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
if (neededBufferSize > g_vbo_max_size) if (neededBufferSize > g_VboMaxSize)
{ {
g_vbo_max_size = neededBufferSize + 5000; // Grow buffer g_VboMaxSize = neededBufferSize + 5000; // Grow buffer
glBufferData(GL_ARRAY_BUFFER, g_vbo_max_size, NULL, GL_STREAM_DRAW); glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_STREAM_DRAW);
} }
// Copy and convert all vertices into a single contiguous buffer // Copy and convert all vertices into a single contiguous buffer
@ -82,7 +82,7 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
} }
glUnmapBuffer(GL_ARRAY_BUFFER); glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(g_vao_handle); glBindVertexArray(g_VaoHandle);
int cmd_offset = 0; int cmd_offset = 0;
for (int n = 0; n < cmd_lists_count; n++) for (int n = 0; n < cmd_lists_count; n++)
@ -109,23 +109,23 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
static const char* ImGui_ImplGlfwGL3_GetClipboardText() static const char* ImGui_ImplGlfwGL3_GetClipboardText()
{ {
return glfwGetClipboardString(g_window); return glfwGetClipboardString(g_Window);
} }
static void ImGui_ImplGlfwGL3_SetClipboardText(const char* text) static void ImGui_ImplGlfwGL3_SetClipboardText(const char* text)
{ {
glfwSetClipboardString(g_window, text); glfwSetClipboardString(g_Window, text);
} }
void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{ {
if (action == GLFW_PRESS && button >= 0 && button < 3) if (action == GLFW_PRESS && button >= 0 && button < 3)
g_mouse_pressed[button] = true; g_MousePressed[button] = true;
} }
void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{ {
g_mouse_wheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines. g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
} }
void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
@ -164,7 +164,7 @@ void ImGui_ImplGlfwGL3_LoadFontsTexture()
// Store our identifier // Store our identifier
io.Fonts->TexID = (void *)(intptr_t)tex_id; io.Fonts->TexID = (void *)(intptr_t)tex_id;
g_font_texture_loaded = true; g_FontTextureLoaded = true;
} }
static void InitGL() static void InitGL()
@ -195,38 +195,38 @@ static void InitGL()
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n" " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
"}\n"; "}\n";
g_shader_handle = glCreateProgram(); g_ShaderHandle = glCreateProgram();
g_vert_handle = glCreateShader(GL_VERTEX_SHADER); g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
g_frag_handle = glCreateShader(GL_FRAGMENT_SHADER); g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_vert_handle, 1, &vertex_shader, 0); glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
glShaderSource(g_frag_handle, 1, &fragment_shader, 0); glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
glCompileShader(g_vert_handle); glCompileShader(g_VertHandle);
glCompileShader(g_frag_handle); glCompileShader(g_FragHandle);
glAttachShader(g_shader_handle, g_vert_handle); glAttachShader(g_ShaderHandle, g_VertHandle);
glAttachShader(g_shader_handle, g_frag_handle); glAttachShader(g_ShaderHandle, g_FragHandle);
glLinkProgram(g_shader_handle); glLinkProgram(g_ShaderHandle);
g_texture_location = glGetUniformLocation(g_shader_handle, "Texture"); g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_proj_mtx_location = glGetUniformLocation(g_shader_handle, "ProjMtx"); g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_position_location = glGetAttribLocation(g_shader_handle, "Position"); g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
g_uv_location = glGetAttribLocation(g_shader_handle, "UV"); g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
g_colour_location = glGetAttribLocation(g_shader_handle, "Color"); g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
glGenBuffers(1, &g_vbo_handle); glGenBuffers(1, &g_VboHandle);
glBindBuffer(GL_ARRAY_BUFFER, g_vbo_handle); glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBufferData(GL_ARRAY_BUFFER, g_vbo_max_size, NULL, GL_DYNAMIC_DRAW); glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_DYNAMIC_DRAW);
glGenVertexArrays(1, &g_vao_handle); glGenVertexArrays(1, &g_VaoHandle);
glBindVertexArray(g_vao_handle); glBindVertexArray(g_VaoHandle);
glBindBuffer(GL_ARRAY_BUFFER, g_vbo_handle); glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glEnableVertexAttribArray(g_position_location); glEnableVertexAttribArray(g_AttribLocationPosition);
glEnableVertexAttribArray(g_uv_location); glEnableVertexAttribArray(g_AttribLocationUV);
glEnableVertexAttribArray(g_colour_location); glEnableVertexAttribArray(g_AttribLocationColor);
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
glVertexAttribPointer(g_position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos)); glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(g_uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv)); glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col)); glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
#undef OFFSETOF #undef OFFSETOF
glBindVertexArray(0); glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
@ -236,7 +236,7 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
{ {
InitGL(); InitGL();
g_window = window; g_Window = window;
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
@ -261,7 +261,7 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
#ifdef _MSC_VER #ifdef _MSC_VER
io.ImeWindowHandle = glfwGetWin32Window(g_window); io.ImeWindowHandle = glfwGetWin32Window(g_Window);
#endif #endif
if (install_callbacks) if (install_callbacks)
@ -277,21 +277,21 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
void ImGui_ImplGlfwGL3_Shutdown() void ImGui_ImplGlfwGL3_Shutdown()
{ {
if (g_vao_handle) glDeleteVertexArrays(1, &g_vao_handle); if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
if (g_vbo_handle) glDeleteBuffers(1, &g_vbo_handle); if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
g_vao_handle = 0; g_VaoHandle = 0;
g_vbo_handle = 0; g_VboHandle = 0;
glDetachShader(g_shader_handle, g_vert_handle); glDetachShader(g_ShaderHandle, g_VertHandle);
glDeleteShader(g_vert_handle); glDeleteShader(g_VertHandle);
g_vert_handle = 0; g_VertHandle = 0;
glDetachShader(g_shader_handle, g_frag_handle); glDetachShader(g_ShaderHandle, g_FragHandle);
glDeleteShader(g_frag_handle); glDeleteShader(g_FragHandle);
g_frag_handle = 0; g_FragHandle = 0;
glDeleteProgram(g_shader_handle); glDeleteProgram(g_ShaderHandle);
g_shader_handle = 0; g_ShaderHandle = 0;
GLuint tex_id = (GLuint)ImGui::GetIO().Fonts->TexID; GLuint tex_id = (GLuint)ImGui::GetIO().Fonts->TexID;
if (tex_id) if (tex_id)
@ -304,7 +304,7 @@ void ImGui_ImplGlfwGL3_Shutdown()
void ImGui_ImplGlfwGL3_NewFrame() void ImGui_ImplGlfwGL3_NewFrame()
{ {
if (!g_font_texture_loaded) if (!g_FontTextureLoaded)
ImGui_ImplGlfwGL3_LoadFontsTexture(); ImGui_ImplGlfwGL3_LoadFontsTexture();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -312,32 +312,32 @@ void ImGui_ImplGlfwGL3_NewFrame()
// Setup display size (every frame to accommodate for window resizing) // Setup display size (every frame to accommodate for window resizing)
int w, h; int w, h;
int display_w, display_h; int display_w, display_h;
glfwGetWindowSize(g_window, &w, &h); glfwGetWindowSize(g_Window, &w, &h);
glfwGetFramebufferSize(g_window, &display_w, &display_h); glfwGetFramebufferSize(g_Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)display_w, (float)display_h); io.DisplaySize = ImVec2((float)display_w, (float)display_h);
// Setup time step // Setup time step
double current_time = glfwGetTime(); double current_time = glfwGetTime();
io.DeltaTime = g_time > 0.0 ? (float)(current_time - g_time) : (float)(1.0f/60.0f); io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
g_time = current_time; g_Time = current_time;
// Setup inputs // Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
double mouse_x, mouse_y; 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_x *= (float)display_w / w; // Convert mouse coordinates to pixels
mouse_y *= (float)display_h / h; 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.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[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_mouse_pressed[1] || glfwGetMouseButton(g_window, GLFW_MOUSE_BUTTON_RIGHT) != 0; io.MouseDown[1] = g_MousePressed[1] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
io.MouseDown[2] = g_mouse_pressed[2] || glfwGetMouseButton(g_window, GLFW_MOUSE_BUTTON_MIDDLE) != 0; io.MouseDown[2] = g_MousePressed[2] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_MIDDLE) != 0;
g_mouse_pressed[0] = false; g_MousePressed[0] = false;
g_mouse_pressed[1] = false; g_MousePressed[1] = false;
g_mouse_pressed[2] = false; g_MousePressed[2] = false;
io.MouseWheel = g_mouse_wheel; io.MouseWheel = g_MouseWheel;
g_mouse_wheel = 0.0f; g_MouseWheel = 0.0f;
// Start the frame // Start the frame
ImGui::NewFrame(); ImGui::NewFrame();

@ -13,11 +13,11 @@
#include <GLFW/glfw3native.h> #include <GLFW/glfw3native.h>
#endif #endif
static GLFWwindow* g_window = NULL; static GLFWwindow* g_Window = NULL;
static bool g_mouse_pressed[3] = { false, false, false }; static bool g_MousePressed[3] = { false, false, false };
static float g_mouse_wheel = 0.0f; static float g_MouseWheel = 0.0f;
static double g_time = 0.0f; static double g_Time = 0.0f;
static bool g_font_texture_loaded = false; static bool g_FontTextureLoaded = false;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine: // If text or lines are blurry when integrating ImGui in your engine:
@ -87,23 +87,23 @@ static void ImGui_ImplGlfw_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
static const char* ImGui_ImplGlfw_GetClipboardText() static const char* ImGui_ImplGlfw_GetClipboardText()
{ {
return glfwGetClipboardString(g_window); return glfwGetClipboardString(g_Window);
} }
static void ImGui_ImplGlfw_SetClipboardText(const char* text) static void ImGui_ImplGlfw_SetClipboardText(const char* text)
{ {
glfwSetClipboardString(g_window, text); glfwSetClipboardString(g_Window, text);
} }
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{ {
if (action == GLFW_PRESS && button >= 0 && button < 3) if (action == GLFW_PRESS && button >= 0 && button < 3)
g_mouse_pressed[button] = true; g_MousePressed[button] = true;
} }
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{ {
g_mouse_wheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines. g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
} }
void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
@ -142,12 +142,12 @@ void ImGui_ImplGlfw_LoadFontsTexture()
// Store our identifier // Store our identifier
io.Fonts->TexID = (void *)(intptr_t)tex_id; io.Fonts->TexID = (void *)(intptr_t)tex_id;
g_font_texture_loaded = true; g_FontTextureLoaded = true;
} }
bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
{ {
g_window = window; g_Window = window;
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
@ -172,7 +172,7 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
#ifdef _MSC_VER #ifdef _MSC_VER
io.ImeWindowHandle = glfwGetWin32Window(g_window); io.ImeWindowHandle = glfwGetWin32Window(g_Window);
#endif #endif
if (install_callbacks) if (install_callbacks)
@ -199,7 +199,7 @@ void ImGui_ImplGlfw_Shutdown()
void ImGui_ImplGlfw_NewFrame() void ImGui_ImplGlfw_NewFrame()
{ {
if (!g_font_texture_loaded) if (!g_FontTextureLoaded)
ImGui_ImplGlfw_LoadFontsTexture(); ImGui_ImplGlfw_LoadFontsTexture();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -207,32 +207,32 @@ void ImGui_ImplGlfw_NewFrame()
// Setup display size (every frame to accommodate for window resizing) // Setup display size (every frame to accommodate for window resizing)
int w, h; int w, h;
int display_w, display_h; int display_w, display_h;
glfwGetWindowSize(g_window, &w, &h); glfwGetWindowSize(g_Window, &w, &h);
glfwGetFramebufferSize(g_window, &display_w, &display_h); glfwGetFramebufferSize(g_Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)display_w, (float)display_h); io.DisplaySize = ImVec2((float)display_w, (float)display_h);
// Setup time step // Setup time step
double current_time = glfwGetTime(); double current_time = glfwGetTime();
io.DeltaTime = g_time > 0.0 ? (float)(current_time - g_time) : (float)(1.0f/60.0f); io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
g_time = current_time; g_Time = current_time;
// Setup inputs // Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
double mouse_x, mouse_y; 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_x *= (float)display_w / w; // Convert mouse coordinates to pixels
mouse_y *= (float)display_h / h; 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.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[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_mouse_pressed[1] || glfwGetMouseButton(g_window, GLFW_MOUSE_BUTTON_RIGHT) != 0; io.MouseDown[1] = g_MousePressed[1] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
io.MouseDown[2] = g_mouse_pressed[2] || glfwGetMouseButton(g_window, GLFW_MOUSE_BUTTON_MIDDLE) != 0; io.MouseDown[2] = g_MousePressed[2] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_MIDDLE) != 0;
g_mouse_pressed[0] = false; g_MousePressed[0] = false;
g_mouse_pressed[1] = false; g_MousePressed[1] = false;
g_mouse_pressed[2] = false; g_MousePressed[2] = false;
io.MouseWheel = g_mouse_wheel; io.MouseWheel = g_MouseWheel;
g_mouse_wheel = 0.0f; g_MouseWheel = 0.0f;
// Start the frame // Start the frame
ImGui::NewFrame(); ImGui::NewFrame();

Loading…
Cancel
Save