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Examples: Amend Win32/Winapi + OpenGL example. (#3218, #5170 and #6086, #2772, #2600, #2359, #2022, #1553)
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@ -35,6 +35,7 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
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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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// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
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// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
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// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162)
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// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
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@ -114,7 +115,7 @@ static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
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}
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// Functions
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static bool ImGui_ImplWin32_Init(void* hwnd, bool platformHasOwnDC)
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static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
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@ -139,7 +140,7 @@ static bool ImGui_ImplWin32_Init(void* hwnd, bool platformHasOwnDC)
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// Set platform dependent data in viewport
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ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
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IM_UNUSED(platformHasOwnDC); // Used in 'docking' branch
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IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
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// Dynamically load XInput library
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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@ -167,13 +168,13 @@ static bool ImGui_ImplWin32_Init(void* hwnd, bool platformHasOwnDC)
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IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
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{
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return ImGui_ImplWin32_Init(hwnd, false);
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return ImGui_ImplWin32_InitEx(hwnd, false);
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}
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IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
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{
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// OpenGL needs CS_OWNDC
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return ImGui_ImplWin32_Init(hwnd, true);
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return ImGui_ImplWin32_InitEx(hwnd, true);
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}
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void ImGui_ImplWin32_Shutdown()
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@ -48,8 +48,12 @@ Other changes:
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(#6341) [@lukaasm]
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- Backends: Clear bits sets io.BackendFlags on backend Shutdown(). (#6334, #6335] [@GereonV]
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Potentially this would facilitate switching runtime backend mid-session.
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- Backends: Win32: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw
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Win32/Winapi with OpenGL. (#3218)
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- Backends: OpenGL3: Restore front and back polygon mode separately when supported
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by context (Desktop 3.0, 3.1, or 3.2+ with compat bit). (#6333) [@GereonV]
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- Examples: Added native Win32+OpenGL3 example. We don't recommend using this setup but we
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provide it for completeness. (#3218, #5170, #6086, #2772, #2600, #2359, #2022, #1553) [@learn-more]
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@ -200,6 +200,10 @@ DirectX12 example, Windows only. <BR>
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp <BR>
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This is quite long and tedious, because: DirectX12.
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[example_win32_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_opengl3/) <BR>
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Raw Windows + OpenGL3 + example (modern, programmable pipeline) <BR>
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_opengl3.cpp <BR>
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### Miscellaneous
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@ -1,28 +1,32 @@
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// dear imgui: standalone example application for OpenGL3 with Winapi
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// Dear ImGui: standalone example application for Win32 + OpenGL 3
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// This is provided for completeness, however it is strogly recommended you use OpenGL with SDL or GLFW.
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#include "imgui.h"
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#include "imgui_impl_opengl3.h"
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#include "imgui_impl_win32.h"
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#ifndef WIN32_LEAN_AND_MEAN
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#define WIN32_LEAN_AND_MEAN
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#endif
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#include <windows.h>
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#include <GL/GL.h>
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#include <tchar.h>
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// Data stored per platform window
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struct RendererData
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{
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HDC hDC;
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};
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struct WGL_WindowData { HDC hDC; };
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// Data
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HGLRC g_hRC;
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RendererData g_MainWindow;
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static int g_Width;
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static int g_Height;
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static HGLRC g_hRC;
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static WGL_WindowData g_MainWindow;
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static int g_Width;
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static int g_Height;
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// Forward declarations of helper functions
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static bool CreateDeviceOpenGL3(HWND hWnd, RendererData* data);
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static void CleanupDeviceOpenGL3(HWND hWnd, RendererData* data);
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bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data);
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void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data);
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void ResetDeviceWGL();
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// Main code
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@ -30,19 +34,18 @@ int main(int, char**)
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{
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// Create application window
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//ImGui_ImplWin32_EnableDpiAwareness();
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WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
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::RegisterClassEx(&wc);
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HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui Winapi+OpenGL3 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
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WNDCLASSEXW wc = { sizeof(wc), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
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::RegisterClassExW(&wc);
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HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+OpenGL3 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
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// Initialize OpenGL3
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if (!CreateDeviceOpenGL3(hwnd, &g_MainWindow))
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// Initialize OpenGL
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if (!CreateDeviceWGL(hwnd, &g_MainWindow))
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{
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CleanupDeviceOpenGL3(hwnd, &g_MainWindow);
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CleanupDeviceWGL(hwnd, &g_MainWindow);
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::DestroyWindow(hwnd);
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::UnregisterClass(wc.lpszClassName, wc.hInstance);
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::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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return 1;
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}
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wglMakeCurrent(g_MainWindow.hDC, g_hRC);
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// Show the window
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@ -60,7 +63,7 @@ int main(int, char**)
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// Setup Platform/Renderer bindings
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// Setup Platform/Renderer backends
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ImGui_ImplWin32_InitForOpenGL(hwnd);
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ImGui_ImplOpenGL3_Init();
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@ -69,13 +72,14 @@ int main(int, char**)
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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@ -85,21 +89,21 @@ int main(int, char**)
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Main loop
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MSG msg;
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ZeroMemory(&msg, sizeof(msg));
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while (msg.message != WM_QUIT)
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bool done = false;
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while (!done)
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{
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// Poll and handle messages (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
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// See the WndProc() function below for our to dispatch events to the Win32 backend.
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MSG msg;
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while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
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{
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::TranslateMessage(&msg);
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::DispatchMessage(&msg);
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continue;
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if (msg.message == WM_QUIT)
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done = true;
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}
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if (done)
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break;
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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@ -110,7 +114,7 @@ int main(int, char**)
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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static float f = 0.0f;
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static int counter = 0;
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@ -129,7 +133,7 @@ int main(int, char**)
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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ImGui::End();
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}
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@ -148,84 +152,62 @@ int main(int, char**)
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glViewport(0, 0, g_Width, g_Height);
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
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// you may need to backup/reset/restore current shader using the commented lines below.
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//GLint last_program;
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//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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//glUseProgram(0);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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//glUseProgram(last_program);
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SwapBuffers(g_MainWindow.hDC);
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// Present
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::SwapBuffers(g_MainWindow.hDC);
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}
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplWin32_Shutdown();
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ImGui::DestroyContext();
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CleanupDeviceOpenGL3(hwnd, &g_MainWindow);
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CleanupDeviceWGL(hwnd, &g_MainWindow);
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wglDeleteContext(g_hRC);
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::DestroyWindow(hwnd);
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::UnregisterClass(wc.lpszClassName, wc.hInstance);
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::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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return 0;
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}
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static bool ActivateOpenGL3(HWND hWnd)
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// Helper functions
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bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data)
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{
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HDC hDc = GetDC(hWnd);
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HDC hDc = ::GetDC(hWnd);
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PIXELFORMATDESCRIPTOR pfd = { 0 };
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pfd.nSize = sizeof(pfd);
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pfd.nVersion = 1;
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pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
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pfd.iPixelType = PFD_TYPE_RGBA;
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pfd.cColorBits = 32;
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int pf = ChoosePixelFormat(hDc, &pfd);
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const int pf = ::ChoosePixelFormat(hDc, &pfd);
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if (pf == 0)
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{
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return false;
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}
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if (SetPixelFormat(hDc, pf, &pfd) == FALSE)
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{
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if (::SetPixelFormat(hDc, pf, &pfd) == FALSE)
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return false;
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}
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ReleaseDC(hWnd, hDc);
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return true;
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}
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// Helper functions
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static bool CreateDeviceOpenGL3(HWND hWnd, RendererData* data)
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{
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if (!ActivateOpenGL3(hWnd))
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return false;
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data->hDC = GetDC(hWnd);
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::ReleaseDC(hWnd, hDc);
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data->hDC = ::GetDC(hWnd);
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if (!g_hRC)
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{
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g_hRC = wglCreateContext(data->hDC);
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}
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return true;
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}
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static void CleanupDeviceOpenGL3(HWND hWnd, RendererData* data)
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void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data)
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{
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wglMakeCurrent(NULL, NULL);
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ReleaseDC(hWnd, data->hDC);
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::ReleaseDC(hWnd, data->hDC);
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}
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// Forward declare message handler from imgui_impl_win32.cpp
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// Win32 message handler
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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