diff options
author | rtk0c <[email protected]> | 2022-04-06 20:52:51 -0700 |
---|---|---|
committer | rtk0c <[email protected]> | 2022-04-06 20:52:51 -0700 |
commit | f163e8f37123e651ea80b690793845b31ddb8639 (patch) | |
tree | e2c9f14d600f073533c9d01cfb90c4d60938127c /3rdparty/imgui/backends | |
parent | 11edae3fbf770695d1b263712ca4f3a40bdd70e3 (diff) |
Changeset: 2 Work on moving infrastruture to this project
Diffstat (limited to '3rdparty/imgui/backends')
-rw-r--r-- | 3rdparty/imgui/backends/imgui_impl_glfw.cpp | 643 | ||||
-rw-r--r-- | 3rdparty/imgui/backends/imgui_impl_glfw.h | 46 | ||||
-rw-r--r-- | 3rdparty/imgui/backends/imgui_impl_opengl3.cpp | 811 | ||||
-rw-r--r-- | 3rdparty/imgui/backends/imgui_impl_opengl3.h | 55 |
4 files changed, 0 insertions, 1555 deletions
diff --git a/3rdparty/imgui/backends/imgui_impl_glfw.cpp b/3rdparty/imgui/backends/imgui_impl_glfw.cpp deleted file mode 100644 index 516aa3c..0000000 --- a/3rdparty/imgui/backends/imgui_impl_glfw.cpp +++ /dev/null @@ -1,643 +0,0 @@ -// dear imgui: Platform Backend for GLFW -// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) -// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (Requires: GLFW 3.1+) - -// Implemented features: -// [X] Platform: Clipboard support. -// [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 GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] -// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). - -// 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. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after iniitializing backend. -// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. -// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. -// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). -// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. -// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback(). -// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. -// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API. -// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback(). -// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback(). -// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). -// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors. -// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor). -// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. -// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. -// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). -// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. -// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. -// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. -// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. -// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. -// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples. -// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. -// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()). -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set. -// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. - -#include "imgui.h" -#include "imgui_impl_glfw.h" - -// Clang warnings with -Weverything -#if defined(__clang__) -#pragma clang diagnostic push -#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast -#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness -#if __has_warning("-Wzero-as-null-pointer-constant") -#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" -#endif -#endif - -// GLFW -#include <GLFW/glfw3.h> -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#include <GLFW/glfw3native.h> // for glfwGetWin32Window -#endif -#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released? -#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR -#else -#define GLFW_HAS_NEW_CURSORS (0) -#endif -#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetGamepadState() new api -#define GLFW_HAS_GET_KEY_NAME (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwGetKeyName() - -// GLFW data -enum GlfwClientApi -{ - GlfwClientApi_Unknown, - GlfwClientApi_OpenGL, - GlfwClientApi_Vulkan -}; - -struct ImGui_ImplGlfw_Data -{ - GLFWwindow* Window; - GlfwClientApi ClientApi; - double Time; - GLFWwindow* MouseWindow; - GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; - ImVec2 LastValidMousePos; - bool InstalledCallbacks; - - // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. - GLFWwindowfocusfun PrevUserCallbackWindowFocus; - GLFWcursorposfun PrevUserCallbackCursorPos; - GLFWcursorenterfun PrevUserCallbackCursorEnter; - GLFWmousebuttonfun PrevUserCallbackMousebutton; - GLFWscrollfun PrevUserCallbackScroll; - GLFWkeyfun PrevUserCallbackKey; - GLFWcharfun PrevUserCallbackChar; - GLFWmonitorfun PrevUserCallbackMonitor; - - ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); } -}; - -// 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. -// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks -// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks. -// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it. -// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. -static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() -{ - return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; -} - -// Functions -static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key) -{ - switch (key) - { - case GLFW_KEY_TAB: return ImGuiKey_Tab; - case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow; - case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow; - case GLFW_KEY_UP: return ImGuiKey_UpArrow; - case GLFW_KEY_DOWN: return ImGuiKey_DownArrow; - case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp; - case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown; - case GLFW_KEY_HOME: return ImGuiKey_Home; - case GLFW_KEY_END: return ImGuiKey_End; - case GLFW_KEY_INSERT: return ImGuiKey_Insert; - case GLFW_KEY_DELETE: return ImGuiKey_Delete; - case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace; - case GLFW_KEY_SPACE: return ImGuiKey_Space; - case GLFW_KEY_ENTER: return ImGuiKey_Enter; - case GLFW_KEY_ESCAPE: return ImGuiKey_Escape; - case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe; - case GLFW_KEY_COMMA: return ImGuiKey_Comma; - case GLFW_KEY_MINUS: return ImGuiKey_Minus; - case GLFW_KEY_PERIOD: return ImGuiKey_Period; - case GLFW_KEY_SLASH: return ImGuiKey_Slash; - case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon; - case GLFW_KEY_EQUAL: return ImGuiKey_Equal; - case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket; - case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash; - case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket; - case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent; - case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock; - case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock; - case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock; - case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen; - case GLFW_KEY_PAUSE: return ImGuiKey_Pause; - case GLFW_KEY_KP_0: return ImGuiKey_Keypad0; - case GLFW_KEY_KP_1: return ImGuiKey_Keypad1; - case GLFW_KEY_KP_2: return ImGuiKey_Keypad2; - case GLFW_KEY_KP_3: return ImGuiKey_Keypad3; - case GLFW_KEY_KP_4: return ImGuiKey_Keypad4; - case GLFW_KEY_KP_5: return ImGuiKey_Keypad5; - case GLFW_KEY_KP_6: return ImGuiKey_Keypad6; - case GLFW_KEY_KP_7: return ImGuiKey_Keypad7; - case GLFW_KEY_KP_8: return ImGuiKey_Keypad8; - case GLFW_KEY_KP_9: return ImGuiKey_Keypad9; - case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal; - case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide; - case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; - case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract; - case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd; - case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter; - case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual; - case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift; - case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl; - case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt; - case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper; - case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift; - case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl; - case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt; - case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper; - case GLFW_KEY_MENU: return ImGuiKey_Menu; - case GLFW_KEY_0: return ImGuiKey_0; - case GLFW_KEY_1: return ImGuiKey_1; - case GLFW_KEY_2: return ImGuiKey_2; - case GLFW_KEY_3: return ImGuiKey_3; - case GLFW_KEY_4: return ImGuiKey_4; - case GLFW_KEY_5: return ImGuiKey_5; - case GLFW_KEY_6: return ImGuiKey_6; - case GLFW_KEY_7: return ImGuiKey_7; - case GLFW_KEY_8: return ImGuiKey_8; - case GLFW_KEY_9: return ImGuiKey_9; - case GLFW_KEY_A: return ImGuiKey_A; - case GLFW_KEY_B: return ImGuiKey_B; - case GLFW_KEY_C: return ImGuiKey_C; - case GLFW_KEY_D: return ImGuiKey_D; - case GLFW_KEY_E: return ImGuiKey_E; - case GLFW_KEY_F: return ImGuiKey_F; - case GLFW_KEY_G: return ImGuiKey_G; - case GLFW_KEY_H: return ImGuiKey_H; - case GLFW_KEY_I: return ImGuiKey_I; - case GLFW_KEY_J: return ImGuiKey_J; - case GLFW_KEY_K: return ImGuiKey_K; - case GLFW_KEY_L: return ImGuiKey_L; - case GLFW_KEY_M: return ImGuiKey_M; - case GLFW_KEY_N: return ImGuiKey_N; - case GLFW_KEY_O: return ImGuiKey_O; - case GLFW_KEY_P: return ImGuiKey_P; - case GLFW_KEY_Q: return ImGuiKey_Q; - case GLFW_KEY_R: return ImGuiKey_R; - case GLFW_KEY_S: return ImGuiKey_S; - case GLFW_KEY_T: return ImGuiKey_T; - case GLFW_KEY_U: return ImGuiKey_U; - case GLFW_KEY_V: return ImGuiKey_V; - case GLFW_KEY_W: return ImGuiKey_W; - case GLFW_KEY_X: return ImGuiKey_X; - case GLFW_KEY_Y: return ImGuiKey_Y; - case GLFW_KEY_Z: return ImGuiKey_Z; - case GLFW_KEY_F1: return ImGuiKey_F1; - case GLFW_KEY_F2: return ImGuiKey_F2; - case GLFW_KEY_F3: return ImGuiKey_F3; - case GLFW_KEY_F4: return ImGuiKey_F4; - case GLFW_KEY_F5: return ImGuiKey_F5; - case GLFW_KEY_F6: return ImGuiKey_F6; - case GLFW_KEY_F7: return ImGuiKey_F7; - case GLFW_KEY_F8: return ImGuiKey_F8; - case GLFW_KEY_F9: return ImGuiKey_F9; - case GLFW_KEY_F10: return ImGuiKey_F10; - case GLFW_KEY_F11: return ImGuiKey_F11; - case GLFW_KEY_F12: return ImGuiKey_F12; - default: return ImGuiKey_None; - } -} - -static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods) -{ - ImGuiIO& io = ImGui::GetIO(); - io.AddKeyEvent(ImGuiKey_ModCtrl, (mods & GLFW_MOD_CONTROL) != 0); - io.AddKeyEvent(ImGuiKey_ModShift, (mods & GLFW_MOD_SHIFT) != 0); - io.AddKeyEvent(ImGuiKey_ModAlt, (mods & GLFW_MOD_ALT) != 0); - io.AddKeyEvent(ImGuiKey_ModSuper, (mods & GLFW_MOD_SUPER) != 0); -} - -void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window) - bd->PrevUserCallbackMousebutton(window, button, action, mods); - - ImGui_ImplGlfw_UpdateKeyModifiers(mods); - - ImGuiIO& io = ImGui::GetIO(); - if (button >= 0 && button < ImGuiMouseButton_COUNT) - io.AddMouseButtonEvent(button, action == GLFW_PRESS); -} - -void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackScroll != NULL && window == bd->Window) - bd->PrevUserCallbackScroll(window, xoffset, yoffset); - - ImGuiIO& io = ImGui::GetIO(); - io.AddMouseWheelEvent((float)xoffset, (float)yoffset); -} - -static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) -{ -#if GLFW_HAS_GET_KEY_NAME && !defined(__EMSCRIPTEN__) - // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult. - // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently) - // See https://github.com/glfw/glfw/issues/1502 for details. - // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process). - // This won't cover edge cases but this is at least going to cover common cases. - if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL) - return key; - const char* key_name = glfwGetKeyName(key, scancode); - if (key_name && key_name[0] != 0 && key_name[1] == 0) - { - const char char_names[] = "`-=[]\\,;\'./"; - const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 }; - IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys)); - if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); } - else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); } - else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; } - } - // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name); -#else - IM_UNUSED(scancode); -#endif - return key; -} - -void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackKey != NULL && window == bd->Window) - bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); - - if (action != GLFW_PRESS && action != GLFW_RELEASE) - return; - - ImGui_ImplGlfw_UpdateKeyModifiers(mods); - - keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); - - ImGuiIO& io = ImGui::GetIO(); - ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode); - io.AddKeyEvent(imgui_key, (action == GLFW_PRESS)); - io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code) -} - -void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window) - bd->PrevUserCallbackWindowFocus(window, focused); - - ImGuiIO& io = ImGui::GetIO(); - io.AddFocusEvent(focused != 0); -} - -void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackCursorPos != NULL && window == bd->Window) - bd->PrevUserCallbackCursorPos(window, x, y); - - ImGuiIO& io = ImGui::GetIO(); - io.AddMousePosEvent((float)x, (float)y); - bd->LastValidMousePos = ImVec2((float)x, (float)y); -} - -// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position, -// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984) -void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window) - bd->PrevUserCallbackCursorEnter(window, entered); - - ImGuiIO& io = ImGui::GetIO(); - if (entered) - { - bd->MouseWindow = window; - io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y); - } - else if (!entered && bd->MouseWindow == window) - { - bd->LastValidMousePos = io.MousePos; - bd->MouseWindow = NULL; - io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); - } -} - -void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackChar != NULL && window == bd->Window) - bd->PrevUserCallbackChar(window, c); - - ImGuiIO& io = ImGui::GetIO(); - io.AddInputCharacter(c); -} - -void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) -{ - // Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too. -} - -void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!"); - IM_ASSERT(bd->Window == window); - - bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback); - bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback); - bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback); - bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); - bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); - bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); - bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); - bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); - bd->InstalledCallbacks = true; -} - -void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!"); - IM_ASSERT(bd->Window == window); - - glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus); - glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter); - glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos); - glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton); - glfwSetScrollCallback(window, bd->PrevUserCallbackScroll); - glfwSetKeyCallback(window, bd->PrevUserCallbackKey); - glfwSetCharCallback(window, bd->PrevUserCallbackChar); - glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); - bd->InstalledCallbacks = false; - bd->PrevUserCallbackWindowFocus = NULL; - bd->PrevUserCallbackCursorEnter = NULL; - bd->PrevUserCallbackCursorPos = NULL; - bd->PrevUserCallbackMousebutton = NULL; - bd->PrevUserCallbackScroll = NULL; - bd->PrevUserCallbackKey = NULL; - bd->PrevUserCallbackChar = NULL; - bd->PrevUserCallbackMonitor = NULL; -} - -static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) -{ - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); - - // Setup backend capabilities flags - ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)(); - io.BackendPlatformUserData = (void*)bd; - io.BackendPlatformName = "imgui_impl_glfw"; - io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) - io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) - - bd->Window = window; - bd->Time = 0.0; - - io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; - io.ClipboardUserData = bd->Window; - - // Set platform dependent data in viewport -#if defined(_WIN32) - ImGui::GetMainViewport()->PlatformHandleRaw = (void*)glfwGetWin32Window(bd->Window); -#endif - - // Create mouse cursors - // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, - // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. - // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.) - GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL); - bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); -#if GLFW_HAS_NEW_CURSORS - bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); -#else - bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); -#endif - glfwSetErrorCallback(prev_error_callback); - - // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. - if (install_callbacks) - ImGui_ImplGlfw_InstallCallbacks(window); - - bd->ClientApi = client_api; - return true; -} - -bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks) -{ - return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL); -} - -bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) -{ - return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan); -} - -bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks) -{ - return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown); -} - -void ImGui_ImplGlfw_Shutdown() -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); - ImGuiIO& io = ImGui::GetIO(); - - if (bd->InstalledCallbacks) - ImGui_ImplGlfw_RestoreCallbacks(bd->Window); - - for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) - glfwDestroyCursor(bd->MouseCursors[cursor_n]); - - io.BackendPlatformName = NULL; - io.BackendPlatformUserData = NULL; - IM_DELETE(bd); -} - -static void ImGui_ImplGlfw_UpdateMouseData() -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - ImGuiIO& io = ImGui::GetIO(); - -#ifdef __EMSCRIPTEN__ - const bool is_app_focused = true; -#else - const bool is_app_focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0; -#endif - 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) - glfwSetCursorPos(bd->Window, (double)io.MousePos.x, (double)io.MousePos.y); - - // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) - if (is_app_focused && bd->MouseWindow == NULL) - { - double mouse_x, mouse_y; - glfwGetCursorPos(bd->Window, &mouse_x, &mouse_y); - io.AddMousePosEvent((float)mouse_x, (float)mouse_y); - bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } -} - -static void ImGui_ImplGlfw_UpdateMouseCursor() -{ - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) - return; - - ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); - if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) - { - // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor - glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); - } - else - { - // Show OS mouse cursor - // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. - glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); - glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); - } -} - -// Update gamepad inputs -static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } -static void ImGui_ImplGlfw_UpdateGamepads() -{ - ImGuiIO& io = ImGui::GetIO(); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) - return; - - io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; -#if GLFW_HAS_GAMEPAD_API - GLFWgamepadstate gamepad; - if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad)) - return; - #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0) - #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) -#else - int axes_count = 0, buttons_count = 0; - const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); - const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); - if (axes_count == 0 || buttons_count == 0) - return; - #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0) - #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) -#endif - io.BackendFlags |= ImGuiBackendFlags_HasGamepad; - MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7); - MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6); - MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross - MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle - MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square - MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle - MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13); - MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11); - MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10); - MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12); - MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4); - MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5); - MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f); - MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f); - MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8); - MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9); - MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f); - MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f); - MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f); - MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f); - MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f); - MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f); - MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f); - MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f); - #undef MAP_BUTTON - #undef MAP_ANALOG -} - -void ImGui_ImplGlfw_NewFrame() -{ - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?"); - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int display_w, display_h; - glfwGetWindowSize(bd->Window, &w, &h); - glfwGetFramebufferSize(bd->Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - if (w > 0 && h > 0) - io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h); - - // Setup time step - double current_time = glfwGetTime(); - io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); - bd->Time = current_time; - - ImGui_ImplGlfw_UpdateMouseData(); - ImGui_ImplGlfw_UpdateMouseCursor(); - - // Update game controllers (if enabled and available) - ImGui_ImplGlfw_UpdateGamepads(); -} - -#if defined(__clang__) -#pragma clang diagnostic pop -#endif diff --git a/3rdparty/imgui/backends/imgui_impl_glfw.h b/3rdparty/imgui/backends/imgui_impl_glfw.h deleted file mode 100644 index 58712de..0000000 --- a/3rdparty/imgui/backends/imgui_impl_glfw.h +++ /dev/null @@ -1,46 +0,0 @@ -// dear imgui: Platform Backend for GLFW -// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) -// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] Platform: Clipboard support. -// [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 GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] -// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). - -// 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. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs - -// About GLSL version: -// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL. -// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure! - -#pragma once -#include "imgui.h" // IMGUI_IMPL_API - -struct GLFWwindow; -struct GLFWmonitor; - -IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); -IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks); -IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks); -IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); - -// GLFW callbacks (installer) -// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any. -// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks. -IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); -IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); - -// GLFW callbacks (individual callbacks to call if you didn't install callbacks) -IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84 -IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84 -IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87 -IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); -IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event); diff --git a/3rdparty/imgui/backends/imgui_impl_opengl3.cpp b/3rdparty/imgui/backends/imgui_impl_opengl3.cpp deleted file mode 100644 index 0d3489c..0000000 --- a/3rdparty/imgui/backends/imgui_impl_opengl3.cpp +++ /dev/null @@ -1,811 +0,0 @@ -// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline -// - Desktop GL: 2.x 3.x 4.x -// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) -// 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: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. - -// 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. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers. -// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions. -// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader. -// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). -// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state. -// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader. -// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version. -// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) -// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater. -// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer. -// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state. -// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state. -// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x) -// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader. -// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader. -// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX. -// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix. -// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset. -// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader. -// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader. -// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders. -// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility. -// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. -// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. -// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. -// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. -// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. -// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). -// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader. -// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. -// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450). -// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. -// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN. -// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used. -// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES". -// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation. -// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link. -// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples. -// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. -// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. -// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer. -// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150". -// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. -// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. -// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. -// 2017-05-01: OpenGL: Fixed save and restore of current blend func state. -// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. -// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. -// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) - -//---------------------------------------- -// OpenGL GLSL GLSL -// version version string -//---------------------------------------- -// 2.0 110 "#version 110" -// 2.1 120 "#version 120" -// 3.0 130 "#version 130" -// 3.1 140 "#version 140" -// 3.2 150 "#version 150" -// 3.3 330 "#version 330 core" -// 4.0 400 "#version 400 core" -// 4.1 410 "#version 410 core" -// 4.2 420 "#version 410 core" -// 4.3 430 "#version 430 core" -// ES 2.0 100 "#version 100" = WebGL 1.0 -// ES 3.0 300 "#version 300 es" = WebGL 2.0 -//---------------------------------------- - -#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) -#define _CRT_SECURE_NO_WARNINGS -#endif - -#include "imgui.h" -#include "imgui_impl_opengl3.h" -#include <stdio.h> -#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier -#include <stddef.h> // intptr_t -#else -#include <stdint.h> // intptr_t -#endif - -// Clang warnings with -Weverything -#if defined(__clang__) -#pragma clang diagnostic push -#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast -#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness -#if __has_warning("-Wzero-as-null-pointer-constant") -#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" -#endif -#endif - -// GL includes -#if defined(IMGUI_IMPL_OPENGL_ES2) -#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) -#include <OpenGLES/ES2/gl.h> // Use GL ES 2 -#else -#include <GLES2/gl2.h> // Use GL ES 2 -#endif -#if defined(__EMSCRIPTEN__) -#ifndef GL_GLEXT_PROTOTYPES -#define GL_GLEXT_PROTOTYPES -#endif -#include <GLES2/gl2ext.h> -#endif -#elif defined(IMGUI_IMPL_OPENGL_ES3) -#if defined(__APPLE__) -#include <TargetConditionals.h> -#endif -#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) -#include <OpenGLES/ES3/gl.h> // Use GL ES 3 -#else -#include <GLES3/gl3.h> // Use GL ES 3 -#endif -#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) -// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. -// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w. -// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.). -// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp): -// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped -// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases -// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version. -#define IMGL3W_IMPL -#include "imgui_impl_opengl3_loader.h" -#endif - -// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension -#ifndef IMGUI_IMPL_OPENGL_ES2 -#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY -#elif defined(__EMSCRIPTEN__) -#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY -#define glBindVertexArray glBindVertexArrayOES -#define glGenVertexArrays glGenVertexArraysOES -#define glDeleteVertexArrays glDeleteVertexArraysOES -#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES -#endif - -// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have. -#ifdef GL_POLYGON_MODE -#define IMGUI_IMPL_HAS_POLYGON_MODE -#endif - -// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. -#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2) -#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET -#endif - -// Desktop GL 3.3+ has glBindSampler() -#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3) -#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER -#endif - -// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state -#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1) -#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART -#endif - -// Desktop GL use extension detection -#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) -#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS -#endif - -// OpenGL Data -struct ImGui_ImplOpenGL3_Data -{ - GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) - char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings. - GLuint FontTexture; - GLuint ShaderHandle; - GLint AttribLocationTex; // Uniforms location - GLint AttribLocationProjMtx; - GLuint AttribLocationVtxPos; // Vertex attributes location - GLuint AttribLocationVtxUV; - GLuint AttribLocationVtxColor; - unsigned int VboHandle, ElementsHandle; - GLsizeiptr VertexBufferSize; - GLsizeiptr IndexBufferSize; - bool HasClipOrigin; - - ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); } -}; - -// Backend data stored in io.BackendRendererUserData 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. -static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() -{ - return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL; -} - -// Functions -bool ImGui_ImplOpenGL3_Init(const char* glsl_version) -{ - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); - - // Initialize our loader -#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) - if (imgl3wInit() != 0) - { - fprintf(stderr, "Failed to initialize OpenGL loader!\n"); - return false; - } -#endif - - // Setup backend capabilities flags - ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)(); - io.BackendRendererUserData = (void*)bd; - io.BackendRendererName = "imgui_impl_opengl3"; - - // Query for GL version (e.g. 320 for GL 3.2) -#if !defined(IMGUI_IMPL_OPENGL_ES2) - GLint major = 0; - GLint minor = 0; - glGetIntegerv(GL_MAJOR_VERSION, &major); - glGetIntegerv(GL_MINOR_VERSION, &minor); - if (major == 0 && minor == 0) - { - // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>" - const char* gl_version = (const char*)glGetString(GL_VERSION); - sscanf(gl_version, "%d.%d", &major, &minor); - } - bd->GlVersion = (GLuint)(major * 100 + minor * 10); -#else - bd->GlVersion = 200; // GLES 2 -#endif - -#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET - if (bd->GlVersion >= 320) - io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. -#endif - - // Store GLSL version string so we can refer to it later in case we recreate shaders. - // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. - if (glsl_version == NULL) - { -#if defined(IMGUI_IMPL_OPENGL_ES2) - glsl_version = "#version 100"; -#elif defined(IMGUI_IMPL_OPENGL_ES3) - glsl_version = "#version 300 es"; -#elif defined(__APPLE__) - glsl_version = "#version 150"; -#else - glsl_version = "#version 130"; -#endif - } - IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString)); - strcpy(bd->GlslVersionString, glsl_version); - strcat(bd->GlslVersionString, "\n"); - - // Make an arbitrary GL call (we don't actually need the result) - // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know! - GLint current_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); - - // Detect extensions we support - bd->HasClipOrigin = (bd->GlVersion >= 450); -#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS - GLint num_extensions = 0; - glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); - for (GLint i = 0; i < num_extensions; i++) - { - const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i); - if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0) - bd->HasClipOrigin = true; - } -#endif - - return true; -} - -void ImGui_ImplOpenGL3_Shutdown() -{ - ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); - IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); - ImGuiIO& io = ImGui::GetIO(); - - ImGui_ImplOpenGL3_DestroyDeviceObjects(); - io.BackendRendererName = NULL; - io.BackendRendererUserData = NULL; - IM_DELETE(bd); -} - -void ImGui_ImplOpenGL3_NewFrame() -{ - ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); - IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?"); - - if (!bd->ShaderHandle) - ImGui_ImplOpenGL3_CreateDeviceObjects(); -} - -static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) -{ - ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); - - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill - glEnable(GL_BLEND); - glBlendEquation(GL_FUNC_ADD); - glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_CULL_FACE); - glDisable(GL_DEPTH_TEST); - glDisable(GL_STENCIL_TEST); - glEnable(GL_SCISSOR_TEST); -#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART - if (bd->GlVersion >= 310) - glDisable(GL_PRIMITIVE_RESTART); -#endif -#ifdef IMGUI_IMPL_HAS_POLYGON_MODE - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); -#endif - - // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) -#if defined(GL_CLIP_ORIGIN) - bool clip_origin_lower_left = true; - if (bd->HasClipOrigin) - { - GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin); - if (current_clip_origin == GL_UPPER_LEFT) - clip_origin_lower_left = false; - } -#endif - - // Setup viewport, orthographic projection matrix - // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); - float L = draw_data->DisplayPos.x; - float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; - float T = draw_data->DisplayPos.y; - float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; -#if defined(GL_CLIP_ORIGIN) - if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left -#endif - const float ortho_projection[4][4] = - { - { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, - { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, - { 0.0f, 0.0f, -1.0f, 0.0f }, - { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, - }; - glUseProgram(bd->ShaderHandle); - glUniform1i(bd->AttribLocationTex, 0); - glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); - -#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER - if (bd->GlVersion >= 330) - glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. -#endif - - (void)vertex_array_object; -#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY - glBindVertexArray(vertex_array_object); -#endif - - // Bind vertex/index buffers and setup attributes for ImDrawVert - glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle); - glEnableVertexAttribArray(bd->AttribLocationVtxPos); - glEnableVertexAttribArray(bd->AttribLocationVtxUV); - glEnableVertexAttribArray(bd->AttribLocationVtxColor); - glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); - glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); - glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); -} - -// OpenGL3 Render function. -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. -// This is in order to be able to run within an OpenGL engine that doesn't do so. -void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); - int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); - if (fb_width <= 0 || fb_height <= 0) - return; - - ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); - - // Backup GL state - GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); - glActiveTexture(GL_TEXTURE0); - GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program); - GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); -#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER - GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } -#endif - GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); -#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY - GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); -#endif -#ifdef IMGUI_IMPL_HAS_POLYGON_MODE - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); -#endif - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); - GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); - GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); - GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); - GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); - GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); - GLboolean last_enable_blend = glIsEnabled(GL_BLEND); - GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); - GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); - GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST); - GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); -#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART - GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; -#endif - - // Setup desired GL state - // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) - // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. - GLuint vertex_array_object = 0; -#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY - glGenVertexArrays(1, &vertex_array_object); -#endif - ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); - - // Will project scissor/clipping rectangles into framebuffer space - ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports - ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) - - // Render command lists - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - - // Upload vertex/index buffers - GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert); - GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx); - if (bd->VertexBufferSize < vtx_buffer_size) - { - bd->VertexBufferSize = vtx_buffer_size; - glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW); - } - if (bd->IndexBufferSize < idx_buffer_size) - { - bd->IndexBufferSize = idx_buffer_size; - glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW); - } - glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data); - glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback != NULL) - { - // User callback, registered via ImDrawList::AddCallback() - // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) - if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) - ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); - else - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - // Project scissor/clipping rectangles into framebuffer space - ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); - ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); - if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) - continue; - - // Apply scissor/clipping rectangle (Y is inverted in OpenGL) - glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); - - // Bind texture, Draw - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); -#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET - if (bd->GlVersion >= 320) - glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); - else -#endif - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); - } - } - } - - // Destroy the temporary VAO -#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY - glDeleteVertexArrays(1, &vertex_array_object); -#endif - - // Restore modified GL state - glUseProgram(last_program); - glBindTexture(GL_TEXTURE_2D, last_texture); -#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER - if (bd->GlVersion >= 330) - glBindSampler(0, last_sampler); -#endif - glActiveTexture(last_active_texture); -#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY - glBindVertexArray(last_vertex_array_object); -#endif - glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); - glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); - glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); - if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); - if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); - if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); - if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST); - if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); -#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART - if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } -#endif - -#ifdef IMGUI_IMPL_HAS_POLYGON_MODE - glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); -#endif - glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); - glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); - (void)bd; // Not all compilation paths use this -} - -bool ImGui_ImplOpenGL3_CreateFontsTexture() -{ - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); - - // Build texture atlas - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &bd->FontTexture); - glBindTexture(GL_TEXTURE_2D, bd->FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); -#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); -#endif - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); - - // Store our identifier - io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplOpenGL3_DestroyFontsTexture() -{ - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); - if (bd->FontTexture) - { - glDeleteTextures(1, &bd->FontTexture); - io.Fonts->SetTexID(0); - bd->FontTexture = 0; - } -} - -// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file. -static bool CheckShader(GLuint handle, const char* desc) -{ - ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); - GLint status = 0, log_length = 0; - glGetShaderiv(handle, GL_COMPILE_STATUS, &status); - glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); - if ((GLboolean)status == GL_FALSE) - fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString); - if (log_length > 1) - { - ImVector<char> buf; - buf.resize((int)(log_length + 1)); - glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); - fprintf(stderr, "%s\n", buf.begin()); - } - return (GLboolean)status == GL_TRUE; -} - -// If you get an error please report on GitHub. You may try different GL context version or GLSL version. -static bool CheckProgram(GLuint handle, const char* desc) -{ - ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); - GLint status = 0, log_length = 0; - glGetProgramiv(handle, GL_LINK_STATUS, &status); - glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); - if ((GLboolean)status == GL_FALSE) - fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString); - if (log_length > 1) - { - ImVector<char> buf; - buf.resize((int)(log_length + 1)); - glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); - fprintf(stderr, "%s\n", buf.begin()); - } - return (GLboolean)status == GL_TRUE; -} - -bool ImGui_ImplOpenGL3_CreateDeviceObjects() -{ - ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); - - // Backup GL state - GLint last_texture, last_array_buffer; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); -#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY - GLint last_vertex_array; - glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); -#endif - - // Parse GLSL version string - int glsl_version = 130; - sscanf(bd->GlslVersionString, "#version %d", &glsl_version); - - const GLchar* vertex_shader_glsl_120 = - "uniform mat4 ProjMtx;\n" - "attribute vec2 Position;\n" - "attribute vec2 UV;\n" - "attribute vec4 Color;\n" - "varying vec2 Frag_UV;\n" - "varying vec4 Frag_Color;\n" - "void main()\n" - "{\n" - " Frag_UV = UV;\n" - " Frag_Color = Color;\n" - " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" - "}\n"; - - const GLchar* vertex_shader_glsl_130 = - "uniform mat4 ProjMtx;\n" - "in vec2 Position;\n" - "in vec2 UV;\n" - "in vec4 Color;\n" - "out vec2 Frag_UV;\n" - "out vec4 Frag_Color;\n" - "void main()\n" - "{\n" - " Frag_UV = UV;\n" - " Frag_Color = Color;\n" - " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" - "}\n"; - - const GLchar* vertex_shader_glsl_300_es = - "precision highp float;\n" - "layout (location = 0) in vec2 Position;\n" - "layout (location = 1) in vec2 UV;\n" - "layout (location = 2) in vec4 Color;\n" - "uniform mat4 ProjMtx;\n" - "out vec2 Frag_UV;\n" - "out vec4 Frag_Color;\n" - "void main()\n" - "{\n" - " Frag_UV = UV;\n" - " Frag_Color = Color;\n" - " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" - "}\n"; - - const GLchar* vertex_shader_glsl_410_core = - "layout (location = 0) in vec2 Position;\n" - "layout (location = 1) in vec2 UV;\n" - "layout (location = 2) in vec4 Color;\n" - "uniform mat4 ProjMtx;\n" - "out vec2 Frag_UV;\n" - "out vec4 Frag_Color;\n" - "void main()\n" - "{\n" - " Frag_UV = UV;\n" - " Frag_Color = Color;\n" - " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" - "}\n"; - - const GLchar* fragment_shader_glsl_120 = - "#ifdef GL_ES\n" - " precision mediump float;\n" - "#endif\n" - "uniform sampler2D Texture;\n" - "varying vec2 Frag_UV;\n" - "varying vec4 Frag_Color;\n" - "void main()\n" - "{\n" - " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n" - "}\n"; - - const GLchar* fragment_shader_glsl_130 = - "uniform sampler2D Texture;\n" - "in vec2 Frag_UV;\n" - "in vec4 Frag_Color;\n" - "out vec4 Out_Color;\n" - "void main()\n" - "{\n" - " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" - "}\n"; - - const GLchar* fragment_shader_glsl_300_es = - "precision mediump float;\n" - "uniform sampler2D Texture;\n" - "in vec2 Frag_UV;\n" - "in vec4 Frag_Color;\n" - "layout (location = 0) out vec4 Out_Color;\n" - "void main()\n" - "{\n" - " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" - "}\n"; - - const GLchar* fragment_shader_glsl_410_core = - "in vec2 Frag_UV;\n" - "in vec4 Frag_Color;\n" - "uniform sampler2D Texture;\n" - "layout (location = 0) out vec4 Out_Color;\n" - "void main()\n" - "{\n" - " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" - "}\n"; - - // Select shaders matching our GLSL versions - const GLchar* vertex_shader = NULL; - const GLchar* fragment_shader = NULL; - if (glsl_version < 130) - { - vertex_shader = vertex_shader_glsl_120; - fragment_shader = fragment_shader_glsl_120; - } - else if (glsl_version >= 410) - { - vertex_shader = vertex_shader_glsl_410_core; - fragment_shader = fragment_shader_glsl_410_core; - } - else if (glsl_version == 300) - { - vertex_shader = vertex_shader_glsl_300_es; - fragment_shader = fragment_shader_glsl_300_es; - } - else - { - vertex_shader = vertex_shader_glsl_130; - fragment_shader = fragment_shader_glsl_130; - } - - // Create shaders - const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader }; - GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER); - glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL); - glCompileShader(vert_handle); - CheckShader(vert_handle, "vertex shader"); - - const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader }; - GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL); - glCompileShader(frag_handle); - CheckShader(frag_handle, "fragment shader"); - - // Link - bd->ShaderHandle = glCreateProgram(); - glAttachShader(bd->ShaderHandle, vert_handle); - glAttachShader(bd->ShaderHandle, frag_handle); - glLinkProgram(bd->ShaderHandle); - CheckProgram(bd->ShaderHandle, "shader program"); - - glDetachShader(bd->ShaderHandle, vert_handle); - glDetachShader(bd->ShaderHandle, frag_handle); - glDeleteShader(vert_handle); - glDeleteShader(frag_handle); - - bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture"); - bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx"); - bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position"); - bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV"); - bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color"); - - // Create buffers - glGenBuffers(1, &bd->VboHandle); - glGenBuffers(1, &bd->ElementsHandle); - - ImGui_ImplOpenGL3_CreateFontsTexture(); - - // Restore modified GL state - glBindTexture(GL_TEXTURE_2D, last_texture); - glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); -#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY - glBindVertexArray(last_vertex_array); -#endif - - return true; -} - -void ImGui_ImplOpenGL3_DestroyDeviceObjects() -{ - ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); - if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; } - if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; } - if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; } - ImGui_ImplOpenGL3_DestroyFontsTexture(); -} - -#if defined(__clang__) -#pragma clang diagnostic pop -#endif diff --git a/3rdparty/imgui/backends/imgui_impl_opengl3.h b/3rdparty/imgui/backends/imgui_impl_opengl3.h deleted file mode 100644 index 98c9aca..0000000 --- a/3rdparty/imgui/backends/imgui_impl_opengl3.h +++ /dev/null @@ -1,55 +0,0 @@ -// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline -// - Desktop GL: 2.x 3.x 4.x -// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) -// 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: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. - -// 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. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs - -// About GLSL version: -// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string. -// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" -// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. - -#pragma once -#include "imgui.h" // IMGUI_IMPL_API - -// Backend API -IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); -IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); -IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); - -// (Optional) Called by Init/NewFrame/Shutdown -IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); -IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); -IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); - -// Specific OpenGL ES versions -//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten -//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android - -// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. -#if !defined(IMGUI_IMPL_OPENGL_ES2) \ - && !defined(IMGUI_IMPL_OPENGL_ES3) - -// Try to detect GLES on matching platforms -#if defined(__APPLE__) -#include <TargetConditionals.h> -#endif -#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) -#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" -#elif defined(__EMSCRIPTEN__) -#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" -#else -// Otherwise imgui_impl_opengl3_loader.h will be used. -#endif - -#endif |