2018-09-13 22:44:08 +08:00
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// dear imgui: Platform Binding for FreeGLUT
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2018-06-12 01:27:11 +08:00
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// This needs to be used along with a Renderer (e.g. OpenGL2)
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// 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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2018-09-20 16:37:55 +08:00
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// [ ] Platform: Missing gamepad support.
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2018-06-12 01:27:11 +08:00
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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2018-07-05 01:06:28 +08:00
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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2018-06-12 01:27:11 +08:00
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// https://github.com/ocornut/imgui
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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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// 2018-03-22: Added FreeGLUT Platform binding.
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#include "imgui.h"
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#include "imgui_impl_freeglut.h"
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#include <GL/freeglut.h>
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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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bool ImGui_ImplFreeGLUT_Init()
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{
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ImGuiIO& io = ImGui::GetIO();
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g_Time = 0;
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// Glut has 1 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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io.KeyMap[ImGuiKey_Tab] = '\t'; // == 9 == CTRL+I
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io.KeyMap[ImGuiKey_LeftArrow] = 256 + GLUT_KEY_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = 256 + GLUT_KEY_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = 256 + GLUT_KEY_UP;
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io.KeyMap[ImGuiKey_DownArrow] = 256 + GLUT_KEY_DOWN;
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io.KeyMap[ImGuiKey_PageUp] = 256 + GLUT_KEY_PAGE_UP;
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io.KeyMap[ImGuiKey_PageDown] = 256 + GLUT_KEY_PAGE_DOWN;
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io.KeyMap[ImGuiKey_Home] = 256 + GLUT_KEY_HOME;
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io.KeyMap[ImGuiKey_End] = 256 + GLUT_KEY_END;
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2018-06-12 02:03:35 +08:00
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io.KeyMap[ImGuiKey_Insert] = 256 + GLUT_KEY_INSERT;
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2018-06-12 01:27:11 +08:00
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io.KeyMap[ImGuiKey_Delete] = 127;
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io.KeyMap[ImGuiKey_Backspace] = 8; // == CTRL+H
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2018-06-12 02:03:35 +08:00
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io.KeyMap[ImGuiKey_Space] = ' ';
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2018-06-12 01:27:11 +08:00
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io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M
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io.KeyMap[ImGuiKey_Escape] = 27;
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io.KeyMap[ImGuiKey_A] = 'A';
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io.KeyMap[ImGuiKey_C] = 'C';
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io.KeyMap[ImGuiKey_V] = 'V';
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io.KeyMap[ImGuiKey_X] = 'X';
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io.KeyMap[ImGuiKey_Y] = 'Y';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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return true;
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}
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void ImGui_ImplFreeGLUT_InstallFuncs()
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{
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glutReshapeFunc(ImGui_ImplFreeGLUT_ReshapeFunc);
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glutMotionFunc(ImGui_ImplFreeGLUT_MotionFunc);
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glutPassiveMotionFunc(ImGui_ImplFreeGLUT_MotionFunc);
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glutMouseFunc(ImGui_ImplFreeGLUT_MouseFunc);
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glutMouseWheelFunc(ImGui_ImplFreeGLUT_MouseWheelFunc);
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glutKeyboardFunc(ImGui_ImplFreeGLUT_KeyboardFunc);
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glutKeyboardUpFunc(ImGui_ImplFreeGLUT_KeyboardUpFunc);
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glutSpecialFunc(ImGui_ImplFreeGLUT_SpecialFunc);
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glutSpecialUpFunc(ImGui_ImplFreeGLUT_SpecialUpFunc);
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}
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void ImGui_ImplFreeGLUT_Shutdown()
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{
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}
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void ImGui_ImplFreeGLUT_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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io.DeltaTime = (current_time - g_Time) / 1000.0f;
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g_Time = current_time;
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// Start the frame
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ImGui::NewFrame();
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}
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static void ImGui_ImplFreeGLUT_UpdateKeyboardMods()
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{
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ImGuiIO& io = ImGui::GetIO();
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int mods = glutGetModifiers();
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io.KeyCtrl = (mods & GLUT_ACTIVE_CTRL) != 0;
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io.KeyShift = (mods & GLUT_ACTIVE_SHIFT) != 0;
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io.KeyAlt = (mods & GLUT_ACTIVE_ALT) != 0;
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}
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void ImGui_ImplFreeGLUT_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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2018-09-12 04:00:39 +08:00
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io.AddInputCharacter((unsigned short)c);
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2018-06-12 01:27:11 +08:00
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// Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26.
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// This is a hacky mess but GLUT is unable to distinguish e.g. a TAB key from CTRL+I so this is probably the best we can do here.
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if (c >= 1 && c <= 26)
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io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = true;
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else if (c >= 'a' && c <= 'z')
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io.KeysDown[c] = io.KeysDown[c - 'a' + 'A'] = true;
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else if (c >= 'A' && c <= 'Z')
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io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = true;
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else
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io.KeysDown[c] = true;
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ImGui_ImplFreeGLUT_UpdateKeyboardMods();
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(void)x; (void)y; // Unused
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}
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void ImGui_ImplFreeGLUT_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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ImGuiIO& io = ImGui::GetIO();
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if (c >= 1 && c <= 26)
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io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = false;
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else if (c >= 'a' && c <= 'z')
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io.KeysDown[c] = io.KeysDown[c - 'a' + 'A'] = false;
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else if (c >= 'A' && c <= 'Z')
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io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = false;
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else
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io.KeysDown[c] = false;
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ImGui_ImplFreeGLUT_UpdateKeyboardMods();
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(void)x; (void)y; // Unused
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}
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void ImGui_ImplFreeGLUT_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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ImGuiIO& io = ImGui::GetIO();
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if (key + 256 < IM_ARRAYSIZE(io.KeysDown))
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io.KeysDown[key + 256] = true;
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ImGui_ImplFreeGLUT_UpdateKeyboardMods();
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(void)x; (void)y; // Unused
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}
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void ImGui_ImplFreeGLUT_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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ImGuiIO& io = ImGui::GetIO();
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if (key + 256 < IM_ARRAYSIZE(io.KeysDown))
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io.KeysDown[key + 256] = false;
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ImGui_ImplFreeGLUT_UpdateKeyboardMods();
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(void)x; (void)y; // Unused
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}
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void ImGui_ImplFreeGLUT_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.MousePos = ImVec2((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)
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io.MouseDown[button] = true;
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if (button != -1 && state == GLUT_UP)
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io.MouseDown[button] = false;
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}
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void ImGui_ImplFreeGLUT_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.MousePos = ImVec2((float)x, (float)y);
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if (dir > 0)
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io.MouseWheel += 1.0;
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else if (dir < 0)
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io.MouseWheel -= 1.0;
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(void)button; // Unused
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}
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void ImGui_ImplFreeGLUT_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_ImplFreeGLUT_MotionFunc(int x, int y)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.MousePos = ImVec2((float)x, (float)y);
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}
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