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0704913d52
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// dear imgui: Platform Backend for GLUT/FreeGLUT
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// This needs to be used along with a Renderer (e.g. OpenGL2)
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// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
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// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
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// !!! Nowadays, prefer using GLFW or SDL instead!
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// Implemented features:
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// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5]
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// Missing features or Issues:
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// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
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// [ ] Platform: Missing horizontal mouse wheel support.
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// [ ] Platform: Missing mouse cursor shape/visibility support.
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// [ ] Platform: Missing clipboard support (not supported by Glut).
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// [ ] Platform: Missing gamepad support.
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// [ ] Platform: Missing multi-viewport support (multiple windows).
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2023-04-17: BREAKING: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame(). Needs to be called from the main application loop, like with every other backends.
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// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h.
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// 2019-03-25: Misc: Made io.DeltaTime always above zero.
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-03-22: Added GLUT Platform binding.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_glut.h"
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#define GL_SILENCE_DEPRECATION
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#ifdef __APPLE__
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#include <GLUT/glut.h>
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#else
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#include <GL/freeglut.h>
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#endif
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#ifdef _MSC_VER
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#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
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#endif
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static int g_Time = 0; // Current time, in milliseconds
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// Glut has one function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
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static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key)
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{
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switch (key)
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{
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case '\t': return ImGuiKey_Tab;
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case 256 + GLUT_KEY_LEFT: return ImGuiKey_LeftArrow;
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case 256 + GLUT_KEY_RIGHT: return ImGuiKey_RightArrow;
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case 256 + GLUT_KEY_UP: return ImGuiKey_UpArrow;
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case 256 + GLUT_KEY_DOWN: return ImGuiKey_DownArrow;
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case 256 + GLUT_KEY_PAGE_UP: return ImGuiKey_PageUp;
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case 256 + GLUT_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
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case 256 + GLUT_KEY_HOME: return ImGuiKey_Home;
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case 256 + GLUT_KEY_END: return ImGuiKey_End;
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case 256 + GLUT_KEY_INSERT: return ImGuiKey_Insert;
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case 127: return ImGuiKey_Delete;
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case 8: return ImGuiKey_Backspace;
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case ' ': return ImGuiKey_Space;
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case 13: return ImGuiKey_Enter;
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case 27: return ImGuiKey_Escape;
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case 39: return ImGuiKey_Apostrophe;
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case 44: return ImGuiKey_Comma;
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case 45: return ImGuiKey_Minus;
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case 46: return ImGuiKey_Period;
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case 47: return ImGuiKey_Slash;
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case 59: return ImGuiKey_Semicolon;
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case 61: return ImGuiKey_Equal;
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case 91: return ImGuiKey_LeftBracket;
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case 92: return ImGuiKey_Backslash;
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case 93: return ImGuiKey_RightBracket;
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case 96: return ImGuiKey_GraveAccent;
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//case 0: return ImGuiKey_CapsLock;
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//case 0: return ImGuiKey_ScrollLock;
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case 256 + 0x006D: return ImGuiKey_NumLock;
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//case 0: return ImGuiKey_PrintScreen;
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//case 0: return ImGuiKey_Pause;
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//case '0': return ImGuiKey_Keypad0;
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//case '1': return ImGuiKey_Keypad1;
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//case '2': return ImGuiKey_Keypad2;
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//case '3': return ImGuiKey_Keypad3;
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//case '4': return ImGuiKey_Keypad4;
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//case '5': return ImGuiKey_Keypad5;
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//case '6': return ImGuiKey_Keypad6;
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//case '7': return ImGuiKey_Keypad7;
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//case '8': return ImGuiKey_Keypad8;
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//case '9': return ImGuiKey_Keypad9;
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//case 46: return ImGuiKey_KeypadDecimal;
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//case 47: return ImGuiKey_KeypadDivide;
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case 42: return ImGuiKey_KeypadMultiply;
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//case 45: return ImGuiKey_KeypadSubtract;
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case 43: return ImGuiKey_KeypadAdd;
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//case 13: return ImGuiKey_KeypadEnter;
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//case 0: return ImGuiKey_KeypadEqual;
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case 256 + 0x0072: return ImGuiKey_LeftCtrl;
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case 256 + 0x0070: return ImGuiKey_LeftShift;
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case 256 + 0x0074: return ImGuiKey_LeftAlt;
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//case 0: return ImGuiKey_LeftSuper;
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case 256 + 0x0073: return ImGuiKey_RightCtrl;
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case 256 + 0x0071: return ImGuiKey_RightShift;
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case 256 + 0x0075: return ImGuiKey_RightAlt;
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//case 0: return ImGuiKey_RightSuper;
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//case 0: return ImGuiKey_Menu;
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case '0': return ImGuiKey_0;
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case '1': return ImGuiKey_1;
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case '2': return ImGuiKey_2;
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case '3': return ImGuiKey_3;
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case '4': return ImGuiKey_4;
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case '5': return ImGuiKey_5;
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case '6': return ImGuiKey_6;
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case '7': return ImGuiKey_7;
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case '8': return ImGuiKey_8;
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case '9': return ImGuiKey_9;
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case 'A': case 'a': return ImGuiKey_A;
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case 'B': case 'b': return ImGuiKey_B;
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case 'C': case 'c': return ImGuiKey_C;
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case 'D': case 'd': return ImGuiKey_D;
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case 'E': case 'e': return ImGuiKey_E;
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case 'F': case 'f': return ImGuiKey_F;
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case 'G': case 'g': return ImGuiKey_G;
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case 'H': case 'h': return ImGuiKey_H;
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case 'I': case 'i': return ImGuiKey_I;
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case 'J': case 'j': return ImGuiKey_J;
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case 'K': case 'k': return ImGuiKey_K;
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case 'L': case 'l': return ImGuiKey_L;
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case 'M': case 'm': return ImGuiKey_M;
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case 'N': case 'n': return ImGuiKey_N;
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case 'O': case 'o': return ImGuiKey_O;
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case 'P': case 'p': return ImGuiKey_P;
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case 'Q': case 'q': return ImGuiKey_Q;
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case 'R': case 'r': return ImGuiKey_R;
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case 'S': case 's': return ImGuiKey_S;
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case 'T': case 't': return ImGuiKey_T;
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case 'U': case 'u': return ImGuiKey_U;
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case 'V': case 'v': return ImGuiKey_V;
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case 'W': case 'w': return ImGuiKey_W;
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case 'X': case 'x': return ImGuiKey_X;
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case 'Y': case 'y': return ImGuiKey_Y;
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case 'Z': case 'z': return ImGuiKey_Z;
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case 256 + GLUT_KEY_F1: return ImGuiKey_F1;
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case 256 + GLUT_KEY_F2: return ImGuiKey_F2;
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case 256 + GLUT_KEY_F3: return ImGuiKey_F3;
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case 256 + GLUT_KEY_F4: return ImGuiKey_F4;
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case 256 + GLUT_KEY_F5: return ImGuiKey_F5;
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case 256 + GLUT_KEY_F6: return ImGuiKey_F6;
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case 256 + GLUT_KEY_F7: return ImGuiKey_F7;
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case 256 + GLUT_KEY_F8: return ImGuiKey_F8;
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case 256 + GLUT_KEY_F9: return ImGuiKey_F9;
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case 256 + GLUT_KEY_F10: return ImGuiKey_F10;
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case 256 + GLUT_KEY_F11: return ImGuiKey_F11;
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case 256 + GLUT_KEY_F12: return ImGuiKey_F12;
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default: return ImGuiKey_None;
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}
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}
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bool ImGui_ImplGLUT_Init()
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{
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ImGuiIO& io = ImGui::GetIO();
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IMGUI_CHECKVERSION();
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#ifdef FREEGLUT
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io.BackendPlatformName = "imgui_impl_glut (freeglut)";
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#else
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io.BackendPlatformName = "imgui_impl_glut";
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#endif
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g_Time = 0;
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return true;
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}
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void ImGui_ImplGLUT_InstallFuncs()
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{
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glutReshapeFunc(ImGui_ImplGLUT_ReshapeFunc);
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glutMotionFunc(ImGui_ImplGLUT_MotionFunc);
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glutPassiveMotionFunc(ImGui_ImplGLUT_MotionFunc);
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glutMouseFunc(ImGui_ImplGLUT_MouseFunc);
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#ifdef __FREEGLUT_EXT_H__
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glutMouseWheelFunc(ImGui_ImplGLUT_MouseWheelFunc);
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#endif
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glutKeyboardFunc(ImGui_ImplGLUT_KeyboardFunc);
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glutKeyboardUpFunc(ImGui_ImplGLUT_KeyboardUpFunc);
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glutSpecialFunc(ImGui_ImplGLUT_SpecialFunc);
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glutSpecialUpFunc(ImGui_ImplGLUT_SpecialUpFunc);
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}
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void ImGui_ImplGLUT_Shutdown()
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{
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ImGuiIO& io = ImGui::GetIO();
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io.BackendPlatformName = nullptr;
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}
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void ImGui_ImplGLUT_NewFrame()
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{
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// Setup time step
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ImGuiIO& io = ImGui::GetIO();
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int current_time = glutGet(GLUT_ELAPSED_TIME);
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int delta_time_ms = (current_time - g_Time);
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if (delta_time_ms <= 0)
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delta_time_ms = 1;
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io.DeltaTime = delta_time_ms / 1000.0f;
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g_Time = current_time;
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}
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static void ImGui_ImplGLUT_UpdateKeyModifiers()
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{
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ImGuiIO& io = ImGui::GetIO();
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int glut_key_mods = glutGetModifiers();
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io.AddKeyEvent(ImGuiMod_Ctrl, (glut_key_mods & GLUT_ACTIVE_CTRL) != 0);
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io.AddKeyEvent(ImGuiMod_Shift, (glut_key_mods & GLUT_ACTIVE_SHIFT) != 0);
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io.AddKeyEvent(ImGuiMod_Alt, (glut_key_mods & GLUT_ACTIVE_ALT) != 0);
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}
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static void ImGui_ImplGLUT_AddKeyEvent(ImGuiKey key, bool down, int native_keycode)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.AddKeyEvent(key, down);
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io.SetKeyEventNativeData(key, native_keycode, -1); // To support legacy indexing (<1.87 user code)
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}
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void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y)
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{
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// Send character to imgui
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//printf("char_down_func %d '%c'\n", c, c);
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ImGuiIO& io = ImGui::GetIO();
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if (c >= 32)
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io.AddInputCharacter((unsigned int)c);
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ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c);
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ImGui_ImplGLUT_AddKeyEvent(key, true, c);
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ImGui_ImplGLUT_UpdateKeyModifiers();
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(void)x; (void)y; // Unused
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}
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void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y)
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{
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//printf("char_up_func %d '%c'\n", c, c);
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ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c);
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ImGui_ImplGLUT_AddKeyEvent(key, false, c);
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ImGui_ImplGLUT_UpdateKeyModifiers();
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(void)x; (void)y; // Unused
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}
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void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y)
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{
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//printf("key_down_func %d\n", key);
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ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256);
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ImGui_ImplGLUT_AddKeyEvent(imgui_key, true, key + 256);
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ImGui_ImplGLUT_UpdateKeyModifiers();
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(void)x; (void)y; // Unused
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}
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void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y)
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{
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//printf("key_up_func %d\n", key);
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ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256);
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ImGui_ImplGLUT_AddKeyEvent(imgui_key, false, key + 256);
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ImGui_ImplGLUT_UpdateKeyModifiers();
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(void)x; (void)y; // Unused
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}
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void ImGui_ImplGLUT_MouseFunc(int glut_button, int state, int x, int y)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.AddMousePosEvent((float)x, (float)y);
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int button = -1;
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if (glut_button == GLUT_LEFT_BUTTON) button = 0;
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if (glut_button == GLUT_RIGHT_BUTTON) button = 1;
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if (glut_button == GLUT_MIDDLE_BUTTON) button = 2;
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if (button != -1 && (state == GLUT_DOWN || state == GLUT_UP))
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io.AddMouseButtonEvent(button, state == GLUT_DOWN);
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}
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#ifdef __FREEGLUT_EXT_H__
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void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.AddMousePosEvent((float)x, (float)y);
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if (dir != 0)
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io.AddMouseWheelEvent(0.0f, dir > 0 ? 1.0f : -1.0f);
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(void)button; // Unused
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}
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#endif
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void ImGui_ImplGLUT_ReshapeFunc(int w, int h)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)w, (float)h);
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}
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void ImGui_ImplGLUT_MotionFunc(int x, int y)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.AddMousePosEvent((float)x, (float)y);
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}
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//-----------------------------------------------------------------------------
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||||||
#endif // #ifndef IMGUI_DISABLE
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@ -1,48 +0,0 @@
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|||||||
// dear imgui: Platform Backend for GLUT/FreeGLUT
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|
||||||
// This needs to be used along with a Renderer (e.g. OpenGL2)
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|
||||||
|
|
||||||
// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
|
|
||||||
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
|
|
||||||
// !!! Nowadays, prefer using GLFW or SDL instead!
|
|
||||||
|
|
||||||
// Implemented features:
|
|
||||||
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5]
|
|
||||||
// Missing features or Issues:
|
|
||||||
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
|
|
||||||
// [ ] Platform: Missing horizontal mouse wheel support.
|
|
||||||
// [ ] Platform: Missing mouse cursor shape/visibility support.
|
|
||||||
// [ ] Platform: Missing clipboard support (not supported by Glut).
|
|
||||||
// [ ] Platform: Missing gamepad support.
|
|
||||||
// [ ] Platform: Missing multi-viewport support (multiple windows).
|
|
||||||
|
|
||||||
// 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
|
|
||||||
#ifndef IMGUI_DISABLE
|
|
||||||
#include "imgui.h" // IMGUI_IMPL_API
|
|
||||||
|
|
||||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
|
||||||
IMGUI_IMPL_API bool ImGui_ImplGLUT_Init();
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs();
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown();
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGLUT_NewFrame();
|
|
||||||
|
|
||||||
// You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically,
|
|
||||||
// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency..
|
|
||||||
//------------------------------------ GLUT name ---------------------------------------------- Decent Name ---------
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc
|
|
||||||
|
|
||||||
#endif // #ifndef IMGUI_DISABLE
|
|
@ -1,42 +0,0 @@
|
|||||||
// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
|
|
||||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
|
||||||
|
|
||||||
// Implemented features:
|
|
||||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
|
||||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
|
||||||
// Missing features or Issues:
|
|
||||||
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
|
||||||
|
|
||||||
// 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
|
|
||||||
|
|
||||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
|
||||||
// **Prefer using the code in imgui_impl_opengl3.cpp**
|
|
||||||
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
|
|
||||||
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
|
|
||||||
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
|
|
||||||
// confuse your GPU driver.
|
|
||||||
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
|
|
||||||
|
|
||||||
#pragma once
|
|
||||||
#include "imgui.h" // IMGUI_IMPL_API
|
|
||||||
#ifndef IMGUI_DISABLE
|
|
||||||
|
|
||||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
|
||||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
|
|
||||||
|
|
||||||
// Called by Init/NewFrame/Shutdown
|
|
||||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
|
|
||||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
|
|
||||||
|
|
||||||
#endif // #ifndef IMGUI_DISABLE
|
|
31
Three-Engine.sln
Normal file
31
Three-Engine.sln
Normal file
@ -0,0 +1,31 @@
|
|||||||
|
|
||||||
|
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||||
|
# Visual Studio Version 17
|
||||||
|
VisualStudioVersion = 17.13.35913.81 d17.13
|
||||||
|
MinimumVisualStudioVersion = 10.0.40219.1
|
||||||
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Three-Engine", "Three-Engine\Three-Engine.vcxproj", "{25C90314-9755-4609-A658-917E48A9EA34}"
|
||||||
|
EndProject
|
||||||
|
Global
|
||||||
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
|
Debug|x64 = Debug|x64
|
||||||
|
Debug|x86 = Debug|x86
|
||||||
|
Release|x64 = Release|x64
|
||||||
|
Release|x86 = Release|x86
|
||||||
|
EndGlobalSection
|
||||||
|
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||||
|
{25C90314-9755-4609-A658-917E48A9EA34}.Debug|x64.ActiveCfg = Debug|x64
|
||||||
|
{25C90314-9755-4609-A658-917E48A9EA34}.Debug|x64.Build.0 = Debug|x64
|
||||||
|
{25C90314-9755-4609-A658-917E48A9EA34}.Debug|x86.ActiveCfg = Debug|Win32
|
||||||
|
{25C90314-9755-4609-A658-917E48A9EA34}.Debug|x86.Build.0 = Debug|Win32
|
||||||
|
{25C90314-9755-4609-A658-917E48A9EA34}.Release|x64.ActiveCfg = Release|x64
|
||||||
|
{25C90314-9755-4609-A658-917E48A9EA34}.Release|x64.Build.0 = Release|x64
|
||||||
|
{25C90314-9755-4609-A658-917E48A9EA34}.Release|x86.ActiveCfg = Release|Win32
|
||||||
|
{25C90314-9755-4609-A658-917E48A9EA34}.Release|x86.Build.0 = Release|Win32
|
||||||
|
EndGlobalSection
|
||||||
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
|
HideSolutionNode = FALSE
|
||||||
|
EndGlobalSection
|
||||||
|
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||||
|
SolutionGuid = {DFD91104-92D1-48CD-9A12-04FC8F95A7A7}
|
||||||
|
EndGlobalSection
|
||||||
|
EndGlobal
|
@ -1,8 +1,7 @@
|
|||||||
#include "Engine.h"
|
#include "../Engine/Engine.h"
|
||||||
#include "imgui.h"
|
#include "imgui.h"
|
||||||
#include "backends/imgui_impl_glfw.h"
|
#include "backends/imgui_impl_glfw.h"
|
||||||
#include "backends/imgui_impl_opengl3.h"
|
#include "backends/imgui_impl_opengl3.h"
|
||||||
#include <stdio.h>
|
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
|
|
||||||
int main()
|
int main()
|
@ -1,6 +1,5 @@
|
|||||||
#include "Engine.h"
|
#include "Engine.h"
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
#include <glad/glad.h> // or use GLEW if preferred
|
|
||||||
|
|
||||||
GLFWwindow* Engine::window = nullptr;
|
GLFWwindow* Engine::window = nullptr;
|
||||||
|
|
69
Three-Engine/External/imgui-docking/backends/imgui_impl_wgpu.h
vendored
Normal file
69
Three-Engine/External/imgui-docking/backends/imgui_impl_wgpu.h
vendored
Normal file
@ -0,0 +1,69 @@
|
|||||||
|
// dear imgui: Renderer for WebGPU
|
||||||
|
// This needs to be used along with a Platform Binding (e.g. GLFW)
|
||||||
|
// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
|
||||||
|
|
||||||
|
// Important note to dawn and/or wgpu users: when targeting native platforms (i.e. NOT emscripten),
|
||||||
|
// one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided.
|
||||||
|
// Add #define to your imconfig.h file, or as a compilation flag in your build system.
|
||||||
|
// This requirement will be removed once WebGPU stabilizes and backends converge on a unified interface.
|
||||||
|
//#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN
|
||||||
|
//#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
||||||
|
|
||||||
|
// Implemented features:
|
||||||
|
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
|
||||||
|
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||||
|
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||||
|
// Missing features:
|
||||||
|
// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web.
|
||||||
|
|
||||||
|
// 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 <webgpu/webgpu.h>
|
||||||
|
|
||||||
|
// Initialization data, for ImGui_ImplWGPU_Init()
|
||||||
|
struct ImGui_ImplWGPU_InitInfo
|
||||||
|
{
|
||||||
|
WGPUDevice Device;
|
||||||
|
int NumFramesInFlight = 3;
|
||||||
|
WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined;
|
||||||
|
WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined;
|
||||||
|
WGPUMultisampleState PipelineMultisampleState = {};
|
||||||
|
|
||||||
|
ImGui_ImplWGPU_InitInfo()
|
||||||
|
{
|
||||||
|
PipelineMultisampleState.count = 1;
|
||||||
|
PipelineMultisampleState.mask = UINT32_MAX;
|
||||||
|
PipelineMultisampleState.alphaToCoverageEnabled = false;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||||
|
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info);
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
|
||||||
|
|
||||||
|
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||||
|
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||||
|
|
||||||
|
// [BETA] Selected render state data shared with callbacks.
|
||||||
|
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplWGPU_RenderDrawData() call.
|
||||||
|
// (Please open an issue if you feel you need access to more data)
|
||||||
|
struct ImGui_ImplWGPU_RenderState
|
||||||
|
{
|
||||||
|
WGPUDevice Device;
|
||||||
|
WGPURenderPassEncoder RenderPassEncoder;
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif // #ifndef IMGUI_DISABLE
|
1454
Three-Engine/External/imgui-docking/backends/imgui_impl_win32.cpp
vendored
Normal file
1454
Three-Engine/External/imgui-docking/backends/imgui_impl_win32.cpp
vendored
Normal file
File diff suppressed because it is too large
Load Diff
54
Three-Engine/External/imgui-docking/backends/imgui_impl_win32.h
vendored
Normal file
54
Three-Engine/External/imgui-docking/backends/imgui_impl_win32.h
vendored
Normal file
@ -0,0 +1,54 @@
|
|||||||
|
// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
|
||||||
|
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||||
|
|
||||||
|
// Implemented features:
|
||||||
|
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
|
||||||
|
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
|
||||||
|
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5]
|
||||||
|
// [X] Platform: Gamepad support.
|
||||||
|
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||||
|
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||||
|
|
||||||
|
// 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
|
||||||
|
|
||||||
|
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||||
|
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
|
||||||
|
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd);
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
|
||||||
|
|
||||||
|
// Win32 message handler your application need to call.
|
||||||
|
// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
|
||||||
|
// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
|
||||||
|
// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
|
||||||
|
|
||||||
|
#if 0
|
||||||
|
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// DPI-related helpers (optional)
|
||||||
|
// - Use to enable DPI awareness without having to create an application manifest.
|
||||||
|
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
|
||||||
|
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
|
||||||
|
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
|
||||||
|
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
|
||||||
|
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
|
||||||
|
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
|
||||||
|
|
||||||
|
// Transparency related helpers (optional) [experimental]
|
||||||
|
// - Use to enable alpha compositing transparency with the desktop.
|
||||||
|
// - Use together with e.g. clearing your framebuffer with zero-alpha.
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd
|
||||||
|
|
||||||
|
#endif // #ifndef IMGUI_DISABLE
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user