added imgui support, it works

ObjectDef
Milk.H 2023-03-15 15:51:30 +01:00
parent bcba7739c8
commit 82bdbdd758
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17 changed files with 3110 additions and 2 deletions

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@ -11,4 +11,7 @@ image = "0.24.5"
cgmath = "0.18.0"
tobj = "2.0.0"
glow = "0.12.1"
sdl2 = "0.35.2"
sdl2 = "0.34.5"
imgui = "0.10.0"
imgui-glow-renderer = {path = "./imgui_glow_renderer"}
imgui-sdl2-support = {path = "./imgui_sdl2_support"}

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@ -0,0 +1,52 @@
[package]
name = "imgui-glow-renderer"
version = "0.10.0"
edition = "2018"
description = "glow renderer for the imgui crate"
homepage = "https://github.com/imgui-rs/imgui-rs"
repository = "https://github.com/imgui-rs/imgui-rs"
license = "MIT/Apache-2.0"
categories = ["gui", "rendering"]
[dependencies]
imgui = { version = "0.10.0" }
glow = "0.12.0"
memoffset = "0.6.4"
[dev-dependencies]
glutin = "0.29.1"
imgui-winit-support = { version = "0.10.0"}
image = "0.23"
[features]
# Features here are used to opt-out of compiling code that depends on certain
# OpenGL features. If the features are enabled, the renderer will check that the
# feature is supported before attempting to use it. Only opt-out of any of these
# if you are certain you will only target platforms that lack the corresponding
# feature.
default = [
"gl_extensions_support",
"debug_message_insert_support",
"bind_vertex_array_support",
"vertex_offset_support",
"clip_origin_support",
"bind_sampler_support",
"polygon_mode_support",
"primitive_restart_support",
]
# Enable checking for OpenGL extensions
gl_extensions_support = []
# Support for `gl.debug_message_insert`
debug_message_insert_support = []
# Support for `glBindVertexArray`
bind_vertex_array_support = []
# Support for `glDrawElementsBaseVertex`
vertex_offset_support = []
# Support for `GL_CLIP_ORIGIN`
clip_origin_support = []
# Support for `glBindSampler`
bind_sampler_support = []
# Support for `glPolygonMode`
polygon_mode_support = []
# Support for `GL_PRIMITIVE_RESTART`
primitive_restart_support = []

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@ -0,0 +1,202 @@
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@ -0,0 +1,19 @@
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@ -0,0 +1,115 @@
//! A basic self-contained example to get you from zero-to-demo-window as fast
//! as possible.
use std::time::Instant;
use glow::HasContext;
use glutin::{event_loop::EventLoop, WindowedContext};
use imgui_winit_support::WinitPlatform;
const TITLE: &str = "Hello, imgui-rs!";
type Window = WindowedContext<glutin::PossiblyCurrent>;
fn main() {
// Common setup for creating a winit window and imgui context, not specifc
// to this renderer at all except that glutin is used to create the window
// since it will give us access to a GL context
let (event_loop, window) = create_window();
let (mut winit_platform, mut imgui_context) = imgui_init(&window);
// OpenGL context from glow
let gl = glow_context(&window);
// OpenGL renderer from this crate
let mut ig_renderer = imgui_glow_renderer::AutoRenderer::initialize(gl, &mut imgui_context)
.expect("failed to create renderer");
let mut last_frame = Instant::now();
// Standard winit event loop
event_loop.run(move |event, _, control_flow| {
match event {
glutin::event::Event::NewEvents(_) => {
let now = Instant::now();
imgui_context
.io_mut()
.update_delta_time(now.duration_since(last_frame));
last_frame = now;
}
glutin::event::Event::MainEventsCleared => {
winit_platform
.prepare_frame(imgui_context.io_mut(), window.window())
.unwrap();
window.window().request_redraw();
}
glutin::event::Event::RedrawRequested(_) => {
// The renderer assumes you'll be clearing the buffer yourself
unsafe { ig_renderer.gl_context().clear(glow::COLOR_BUFFER_BIT) };
let ui = imgui_context.frame();
ui.show_demo_window(&mut true);
winit_platform.prepare_render(ui, window.window());
let draw_data = imgui_context.render();
// This is the only extra render step to add
ig_renderer
.render(draw_data)
.expect("error rendering imgui");
window.swap_buffers().unwrap();
}
glutin::event::Event::WindowEvent {
event: glutin::event::WindowEvent::CloseRequested,
..
} => {
*control_flow = glutin::event_loop::ControlFlow::Exit;
}
event => {
winit_platform.handle_event(imgui_context.io_mut(), window.window(), &event);
}
}
});
}
fn create_window() -> (EventLoop<()>, Window) {
let event_loop = glutin::event_loop::EventLoop::new();
let window = glutin::window::WindowBuilder::new()
.with_title(TITLE)
.with_inner_size(glutin::dpi::LogicalSize::new(1024, 768));
let window = glutin::ContextBuilder::new()
.with_vsync(true)
.build_windowed(window, &event_loop)
.expect("could not create window");
let window = unsafe {
window
.make_current()
.expect("could not make window context current")
};
(event_loop, window)
}
fn glow_context(window: &Window) -> glow::Context {
unsafe { glow::Context::from_loader_function(|s| window.get_proc_address(s).cast()) }
}
fn imgui_init(window: &Window) -> (WinitPlatform, imgui::Context) {
let mut imgui_context = imgui::Context::create();
imgui_context.set_ini_filename(None);
let mut winit_platform = WinitPlatform::init(&mut imgui_context);
winit_platform.attach_window(
imgui_context.io_mut(),
window.window(),
imgui_winit_support::HiDpiMode::Rounded,
);
imgui_context
.fonts()
.add_font(&[imgui::FontSource::DefaultFontData { config: None }]);
imgui_context.io_mut().font_global_scale = (1.0 / winit_platform.hidpi_factor()) as f32;
(winit_platform, imgui_context)
}

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//! A basic example showing imgui rendering on top of a simple custom scene.
use std::time::Instant;
mod utils;
use utils::Triangler;
fn main() {
let (event_loop, window) = utils::create_window("Hello, triangle!", glutin::GlRequest::Latest);
let (mut winit_platform, mut imgui_context) = utils::imgui_init(&window);
let gl = utils::glow_context(&window);
let mut ig_renderer = imgui_glow_renderer::AutoRenderer::initialize(gl, &mut imgui_context)
.expect("failed to create renderer");
let tri_renderer = Triangler::new(ig_renderer.gl_context(), "#version 330");
let mut last_frame = Instant::now();
event_loop.run(move |event, _, control_flow| {
match event {
glutin::event::Event::NewEvents(_) => {
let now = Instant::now();
imgui_context
.io_mut()
.update_delta_time(now.duration_since(last_frame));
last_frame = now;
}
glutin::event::Event::MainEventsCleared => {
winit_platform
.prepare_frame(imgui_context.io_mut(), window.window())
.unwrap();
window.window().request_redraw();
}
glutin::event::Event::RedrawRequested(_) => {
// Render your custom scene, note we need to borrow the OpenGL
// context from the `AutoRenderer`, which takes ownership of it.
tri_renderer.render(ig_renderer.gl_context());
let ui = imgui_context.frame();
ui.show_demo_window(&mut true);
winit_platform.prepare_render(ui, window.window());
let draw_data = imgui_context.render();
// Render imgui on top of it
ig_renderer
.render(draw_data)
.expect("error rendering imgui");
window.swap_buffers().unwrap();
}
glutin::event::Event::WindowEvent {
event: glutin::event::WindowEvent::CloseRequested,
..
} => {
*control_flow = glutin::event_loop::ControlFlow::Exit;
}
glutin::event::Event::LoopDestroyed => {
let gl = ig_renderer.gl_context();
tri_renderer.destroy(gl);
}
event => {
winit_platform.handle_event(imgui_context.io_mut(), window.window(), &event);
}
}
});
}

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//! A basic example showing imgui rendering on top of a simple custom scene
//! using OpenGL ES, rather than full-fat OpenGL.
//!
//! Note this example uses `Renderer` rather than `AutoRenderer` and
//! therefore requries more lifetime-management of the OpenGL context.
use std::time::Instant;
mod utils;
use utils::Triangler;
fn main() {
let (event_loop, window) = utils::create_window(
"Hello, triangle! (GLES 3.0)",
glutin::GlRequest::Specific(glutin::Api::OpenGlEs, (3, 0)),
);
let (mut winit_platform, mut imgui_context) = utils::imgui_init(&window);
let gl = utils::glow_context(&window);
// When using `Renderer`, we need to create a texture map
let mut texture_map = imgui_glow_renderer::SimpleTextureMap::default();
// When using `Renderer`, we specify whether or not to output sRGB colors.
// Since we're drawing to screen and using OpenGL ES (which doesn't support
// `GL_FRAMEBUFFER_SRGB`) then we do need to convert to sRGB in the shader.
let mut ig_renderer =
imgui_glow_renderer::Renderer::initialize(&gl, &mut imgui_context, &mut texture_map, true)
.expect("failed to create renderer");
// Note the shader header now needs a precision specifier
let tri_renderer = Triangler::new(&gl, "#version 300 es\nprecision mediump float;");
let mut last_frame = Instant::now();
event_loop.run(move |event, _, control_flow| {
match event {
glutin::event::Event::NewEvents(_) => {
let now = Instant::now();
imgui_context
.io_mut()
.update_delta_time(now.duration_since(last_frame));
last_frame = now;
}
glutin::event::Event::MainEventsCleared => {
winit_platform
.prepare_frame(imgui_context.io_mut(), window.window())
.unwrap();
window.window().request_redraw();
}
glutin::event::Event::RedrawRequested(_) => {
// Draw custom scene
tri_renderer.render(&gl);
let ui = imgui_context.frame();
ui.show_demo_window(&mut true);
winit_platform.prepare_render(ui, window.window());
let draw_data = imgui_context.render();
// Render imgui on top
ig_renderer
.render(&gl, &texture_map, draw_data)
.expect("error rendering imgui");
window.swap_buffers().unwrap();
}
glutin::event::Event::WindowEvent {
event: glutin::event::WindowEvent::CloseRequested,
..
} => {
*control_flow = glutin::event_loop::ControlFlow::Exit;
}
glutin::event::Event::LoopDestroyed => {
tri_renderer.destroy(&gl);
// Note, to be good citizens we should manually call destroy
// when the renderer does not own the GL context
ig_renderer.destroy(&gl);
}
event => {
winit_platform.handle_event(imgui_context.io_mut(), window.window(), &event);
}
}
});
}

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//! Example showing the same functionality as
//! `imgui-examples/examples/custom_textures.rs`
//!
//! Not that the texture uses the internal format `glow::SRGB`, so that
//! OpenGL automatically converts colors to linear space before the shaders.
//! The renderer assumes you set this internal format correctly like this.
use std::{io::Cursor, time::Instant};
use glow::HasContext;
use image::{jpeg::JpegDecoder, ImageDecoder};
use imgui::Condition;
use imgui_glow_renderer::Renderer;
#[allow(dead_code)]
mod utils;
const LENNA_JPEG: &[u8] = include_bytes!("../../resources/Lenna.jpg");
fn main() {
let (event_loop, window) = utils::create_window("Custom textures", glutin::GlRequest::Latest);
let (mut winit_platform, mut imgui_context) = utils::imgui_init(&window);
let gl = utils::glow_context(&window);
// This time, we tell OpenGL this is an sRGB framebuffer and OpenGL will
// do the conversion to sSGB space for us after the fragment shader.
unsafe { gl.enable(glow::FRAMEBUFFER_SRGB) };
let mut textures = imgui::Textures::<glow::Texture>::default();
// Note that `output_srgb` is `false`. This is because we set
// `glow::FRAMEBUFFER_SRGB` so we don't have to manually do the conversion
// in the shader.
let mut ig_renderer = Renderer::initialize(&gl, &mut imgui_context, &mut textures, false)
.expect("failed to create renderer");
let textures_ui = TexturesUi::new(&gl, &mut textures);
let mut last_frame = Instant::now();
event_loop.run(move |event, _, control_flow| {
// Note we can potentially make the loop more efficient by
// changing the `Poll` (default) value to `ControlFlow::Wait`
// but be careful to test on all target platforms!
*control_flow = glutin::event_loop::ControlFlow::Poll;
match event {
glutin::event::Event::NewEvents(_) => {
let now = Instant::now();
imgui_context
.io_mut()
.update_delta_time(now.duration_since(last_frame));
last_frame = now;
}
glutin::event::Event::MainEventsCleared => {
winit_platform
.prepare_frame(imgui_context.io_mut(), window.window())
.unwrap();
window.window().request_redraw();
}
glutin::event::Event::RedrawRequested(_) => {
unsafe { gl.clear(glow::COLOR_BUFFER_BIT) };
let ui = imgui_context.frame();
textures_ui.show(ui);
winit_platform.prepare_render(ui, window.window());
let draw_data = imgui_context.render();
ig_renderer
.render(&gl, &textures, draw_data)
.expect("error rendering imgui");
window.swap_buffers().unwrap();
}
glutin::event::Event::WindowEvent {
event: glutin::event::WindowEvent::CloseRequested,
..
} => {
*control_flow = glutin::event_loop::ControlFlow::Exit;
}
glutin::event::Event::LoopDestroyed => {
ig_renderer.destroy(&gl);
}
event => {
winit_platform.handle_event(imgui_context.io_mut(), window.window(), &event);
}
}
});
}
struct TexturesUi {
generated_texture: imgui::TextureId,
lenna: Lenna,
}
impl TexturesUi {
fn new(gl: &glow::Context, textures: &mut imgui::Textures<glow::Texture>) -> Self {
Self {
generated_texture: Self::generate(gl, textures),
lenna: Lenna::load(gl, textures),
}
}
/// Generate dummy texture
fn generate(
gl: &glow::Context,
textures: &mut imgui::Textures<glow::Texture>,
) -> imgui::TextureId {
const WIDTH: usize = 100;
const HEIGHT: usize = 100;
let mut data = Vec::with_capacity(WIDTH * HEIGHT);
for i in 0..WIDTH {
for j in 0..HEIGHT {
// Insert RGB values
data.push(i as u8);
data.push(j as u8);
data.push((i + j) as u8);
}
}
let gl_texture = unsafe { gl.create_texture() }.expect("unable to create GL texture");
unsafe {
gl.bind_texture(glow::TEXTURE_2D, Some(gl_texture));
gl.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_MIN_FILTER,
glow::LINEAR as _,
);
gl.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_MAG_FILTER,
glow::LINEAR as _,
);
gl.tex_image_2d(
glow::TEXTURE_2D,
0,
glow::RGB as _, // When generating a texture like this, you're probably working in linear color space
WIDTH as _,
HEIGHT as _,
0,
glow::RGB,
glow::UNSIGNED_BYTE,
Some(&data),
)
}
textures.insert(gl_texture)
}
fn show(&self, ui: &imgui::Ui) {
ui.window("Hello textures")
.size([400.0, 400.0], Condition::FirstUseEver)
.build(|| {
ui.text("Hello textures!");
ui.text("Some generated texture");
imgui::Image::new(self.generated_texture, [100.0, 100.0]).build(ui);
ui.text("Say hello to Lenna.jpg");
self.lenna.show(ui);
// Example of using custom textures on a button
ui.text("The Lenna buttons");
{
ui.invisible_button("Boring Button", [100.0, 100.0]);
// See also `imgui::Ui::style_color`
let tint_none = [1.0, 1.0, 1.0, 1.0];
let tint_green = [0.5, 1.0, 0.5, 1.0];
let tint_red = [1.0, 0.5, 0.5, 1.0];
let tint = match (
ui.is_item_hovered(),
ui.is_mouse_down(imgui::MouseButton::Left),
) {
(false, _) => tint_none,
(true, false) => tint_green,
(true, true) => tint_red,
};
let draw_list = ui.get_window_draw_list();
draw_list
.add_image(
self.lenna.texture_id,
ui.item_rect_min(),
ui.item_rect_max(),
)
.col(tint)
.build();
}
{
ui.same_line();
// Button using quad positioned image
ui.invisible_button("Exciting Button", [100.0, 100.0]);
// Button bounds
let min = ui.item_rect_min();
let max = ui.item_rect_max();
// get corner coordinates
let tl = [
min[0],
min[1] + (ui.frame_count() as f32 / 10.0).cos() * 10.0,
];
let tr = [
max[0],
min[1] + (ui.frame_count() as f32 / 10.0).sin() * 10.0,
];
let bl = [min[0], max[1]];
let br = max;
let draw_list = ui.get_window_draw_list();
draw_list
.add_image_quad(self.lenna.texture_id, tl, tr, br, bl)
.build();
}
// Rounded image
{
ui.same_line();
ui.invisible_button("Smooth Button", [100.0, 100.0]);
let draw_list = ui.get_window_draw_list();
draw_list
.add_image_rounded(
self.lenna.texture_id,
ui.item_rect_min(),
ui.item_rect_max(),
16.0,
)
// Tint brighter for visiblity of corners
.col([2.0, 0.5, 0.5, 1.0])
// Rounding on each corner can be changed separately
.round_top_left(ui.frame_count() / 60 % 4 == 0)
.round_top_right((ui.frame_count() + 1) / 60 % 4 == 1)
.round_bot_right((ui.frame_count() + 3) / 60 % 4 == 2)
.round_bot_left((ui.frame_count() + 2) / 60 % 4 == 3)
.build();
}
});
}
}
struct Lenna {
texture_id: imgui::TextureId,
size: [f32; 2],
}
impl Lenna {
fn load(gl: &glow::Context, textures: &mut imgui::Textures<glow::Texture>) -> Self {
let decoder = JpegDecoder::new(Cursor::new(LENNA_JPEG)).expect("could not create decoder");
let (width, height) = decoder.dimensions();
let lenna_image = {
let mut bytes = vec![0; decoder.total_bytes() as usize];
decoder
.read_image(&mut bytes)
.expect("unable to decode jpeg");
bytes
};
let gl_texture = unsafe { gl.create_texture() }.expect("unable to create GL texture");
unsafe {
gl.bind_texture(glow::TEXTURE_2D, Some(gl_texture));
gl.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_MIN_FILTER,
glow::LINEAR as _,
);
gl.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_MAG_FILTER,
glow::LINEAR as _,
);
gl.tex_image_2d(
glow::TEXTURE_2D,
0,
glow::SRGB as _, // image file has sRGB encoded colors
width as _,
height as _,
0,
glow::RGB,
glow::UNSIGNED_BYTE,
Some(&lenna_image),
)
}
Self {
texture_id: textures.insert(gl_texture),
size: [width as _, height as _],
}
}
fn show(&self, ui: &imgui::Ui) {
imgui::Image::new(self.texture_id, self.size).build(ui);
}
}

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@ -0,0 +1,162 @@
use glow::HasContext;
use glutin::{event_loop::EventLoop, GlRequest};
use imgui_winit_support::WinitPlatform;
pub type Window = glutin::WindowedContext<glutin::PossiblyCurrent>;
pub fn create_window(title: &str, gl_request: GlRequest) -> (EventLoop<()>, Window) {
let event_loop = glutin::event_loop::EventLoop::new();
let window = glutin::window::WindowBuilder::new()
.with_title(title)
.with_inner_size(glutin::dpi::LogicalSize::new(1024, 768));
let window = glutin::ContextBuilder::new()
.with_gl(gl_request)
.with_vsync(true)
.build_windowed(window, &event_loop)
.expect("could not create window");
let window = unsafe {
window
.make_current()
.expect("could not make window context current")
};
(event_loop, window)
}
pub fn glow_context(window: &Window) -> glow::Context {
unsafe { glow::Context::from_loader_function(|s| window.get_proc_address(s).cast()) }
}
pub fn imgui_init(window: &Window) -> (WinitPlatform, imgui::Context) {
let mut imgui_context = imgui::Context::create();
imgui_context.set_ini_filename(None);
let mut winit_platform = WinitPlatform::init(&mut imgui_context);
winit_platform.attach_window(
imgui_context.io_mut(),
window.window(),
imgui_winit_support::HiDpiMode::Rounded,
);
imgui_context
.fonts()
.add_font(&[imgui::FontSource::DefaultFontData { config: None }]);
imgui_context.io_mut().font_global_scale = (1.0 / winit_platform.hidpi_factor()) as f32;
(winit_platform, imgui_context)
}
pub struct Triangler {
pub program: <glow::Context as HasContext>::Program,
pub vertex_array: <glow::Context as HasContext>::VertexArray,
}
impl Triangler {
pub fn new(gl: &glow::Context, shader_header: &str) -> Self {
const VERTEX_SHADER_SOURCE: &str = r#"
const vec2 verts[3] = vec2[3](
vec2(0.5f, 1.0f),
vec2(0.0f, 0.0f),
vec2(1.0f, 0.0f)
);
out vec2 vert;
out vec4 color;
vec4 srgb_to_linear(vec4 srgb_color) {
// Calcuation as documented by OpenGL
vec3 srgb = srgb_color.rgb;
vec3 selector = ceil(srgb - 0.04045);
vec3 less_than_branch = srgb / 12.92;
vec3 greater_than_branch = pow((srgb + 0.055) / 1.055, vec3(2.4));
return vec4(
mix(less_than_branch, greater_than_branch, selector),
srgb_color.a
);
}
void main() {
vert = verts[gl_VertexID];
color = srgb_to_linear(vec4(vert, 0.5, 1.0));
gl_Position = vec4(vert - 0.5, 0.0, 1.0);
}
"#;
const FRAGMENT_SHADER_SOURCE: &str = r#"
in vec2 vert;
in vec4 color;
out vec4 frag_color;
vec4 linear_to_srgb(vec4 linear_color) {
vec3 linear = linear_color.rgb;
vec3 selector = ceil(linear - 0.0031308);
vec3 less_than_branch = linear * 12.92;
vec3 greater_than_branch = pow(linear, vec3(1.0/2.4)) * 1.055 - 0.055;
return vec4(
mix(less_than_branch, greater_than_branch, selector),
linear_color.a
);
}
void main() {
frag_color = linear_to_srgb(color);
}
"#;
let mut shaders = [
(glow::VERTEX_SHADER, VERTEX_SHADER_SOURCE, None),
(glow::FRAGMENT_SHADER, FRAGMENT_SHADER_SOURCE, None),
];
unsafe {
let vertex_array = gl
.create_vertex_array()
.expect("Cannot create vertex array");
let program = gl.create_program().expect("Cannot create program");
for (kind, source, handle) in &mut shaders {
let shader = gl.create_shader(*kind).expect("Cannot create shader");
gl.shader_source(shader, &format!("{}\n{}", shader_header, *source));
gl.compile_shader(shader);
if !gl.get_shader_compile_status(shader) {
panic!("{}", gl.get_shader_info_log(shader));
}
gl.attach_shader(program, shader);
*handle = Some(shader);
}
gl.link_program(program);
if !gl.get_program_link_status(program) {
panic!("{}", gl.get_program_info_log(program));
}
for &(_, _, shader) in &shaders {
gl.detach_shader(program, shader.unwrap());
gl.delete_shader(shader.unwrap());
}
Self {
program,
vertex_array,
}
}
}
pub fn render(&self, gl: &glow::Context) {
unsafe {
gl.clear_color(0.05, 0.05, 0.1, 1.0);
gl.clear(glow::COLOR_BUFFER_BIT);
gl.use_program(Some(self.program));
gl.bind_vertex_array(Some(self.vertex_array));
gl.draw_arrays(glow::TRIANGLES, 0, 3);
}
}
pub fn destroy(&self, gl: &glow::Context) {
unsafe {
gl.delete_program(self.program);
gl.delete_vertex_array(self.vertex_array);
}
}
}

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@ -0,0 +1,188 @@
#![allow(clippy::must_use_candidate)]
#[derive(PartialEq, Clone, Copy)]
pub struct GlVersion {
pub major: u16,
pub minor: u16,
pub is_gles: bool,
}
impl GlVersion {
pub const fn gl(major: u16, minor: u16) -> Self {
Self {
major,
minor,
is_gles: false,
}
}
pub const fn gles(major: u16, minor: u16) -> Self {
Self {
major,
minor,
is_gles: true,
}
}
pub fn read<G: glow::HasContext>(gl: &G) -> Self {
Self::parse(&unsafe { gl.get_parameter_string(glow::VERSION) })
}
/// Parse the OpenGL version from the version string queried from the driver
/// via the `GL_VERSION` enum.
///
/// Version strings are documented to be in the form
/// `<major>.<minor>[.<release>][ <vendor specific information>]`
/// for full-fat OpenGL, and
/// `OpenGL ES <major>.<minor>[.<release>][ <vendor specific information>]`
/// for OpenGL ES.
///
/// Examples based on strings found in the wild:
/// ```rust
/// # use imgui_glow_renderer::versions::GlVersion;
/// let version = GlVersion::parse("4.6.0 NVIDIA 465.27");
/// assert!(!version.is_gles);
/// assert_eq!(version.major, 4);
/// assert_eq!(version.minor, 6);
/// let version = GlVersion::parse("OpenGL ES 3.2 NVIDIA 465.27");
/// assert!(version.is_gles);
/// assert_eq!(version.major, 3);
/// assert_eq!(version.minor, 2);
/// ```
pub fn parse(gl_version_string: &str) -> Self {
let (version_string, is_gles) = gl_version_string
.strip_prefix("OpenGL ES ")
.map_or_else(|| (gl_version_string, false), |version| (version, true));
let mut parts = version_string.split(|c: char| !c.is_numeric());
let major = parts.next().unwrap_or("0").parse().unwrap_or(0);
let minor = parts.next().unwrap_or("0").parse().unwrap_or(0);
Self {
major,
minor,
is_gles,
}
}
/// Debug messages are provided by `glDebugMessageInsert`, which is only
/// present in OpenGL >= 4.3
#[cfg(feature = "debug_message_insert_support")]
pub fn debug_message_insert_support(self) -> bool {
self >= Self::gl(4, 3)
}
/// Vertex array binding is provided by `glBindVertexArray`, which is
/// not present in OpenGL (ES) <3.0
#[cfg(feature = "bind_vertex_array_support")]
pub fn bind_vertex_array_support(self) -> bool {
self.major >= 3
}
/// Vertex offset support is provided by `glDrawElementsBaseVertex`, which is
/// only present from OpenGL 3.2 and above.
#[cfg(feature = "vertex_offset_support")]
pub fn vertex_offset_support(self) -> bool {
self >= Self::gl(3, 2)
}
/// Vertex arrays (e.g. `glBindVertexArray`) are supported from OpenGL 3.0
/// and OpenGL ES 3.0
#[cfg(feature = "vertex_array_support")]
pub fn vertex_array_support(self) -> bool {
self >= Self::gl(3, 0) || self >= Self::gles(3, 0)
}
/// Separate binding of sampler (`glBindSampler`) is supported from OpenGL
/// 3.2 or ES 3.0
#[cfg(feature = "bind_sampler_support")]
pub fn bind_sampler_support(self) -> bool {
self >= GlVersion::gl(3, 2) || self >= GlVersion::gles(3, 0)
}
/// Setting the clip origin (`GL_CLIP_ORIGIN`) is suppoted from OpenGL 4.5
#[cfg(feature = "clip_origin_support")]
pub fn clip_origin_support(self) -> bool {
self >= GlVersion::gl(4, 5)
}
#[cfg(feature = "polygon_mode_support")]
pub fn polygon_mode_support(self) -> bool {
!self.is_gles
}
#[cfg(feature = "primitive_restart_support")]
pub fn primitive_restart_support(self) -> bool {
self >= GlVersion::gl(3, 1)
}
}
impl PartialOrd for GlVersion {
fn partial_cmp(&self, other: &Self) -> Option<std::cmp::Ordering> {
if self.is_gles == other.is_gles {
Some(
self.major
.cmp(&other.major)
.then(self.minor.cmp(&other.minor)),
)
} else {
None
}
}
}
pub struct GlslVersion {
pub major: u16,
pub minor: u16,
pub is_gles: bool,
}
impl GlslVersion {
pub fn read<G: glow::HasContext>(gl: &G) -> Self {
Self::parse(&unsafe { gl.get_parameter_string(glow::SHADING_LANGUAGE_VERSION) })
}
/// Parse the OpenGL version from the version string queried from the driver
/// via the `GL_SHADING_LANGUAGE_VERSION` enum.
///
/// Version strings are documented to be in the form
/// `<major>.<minor>[.<release>][ <vendor specific information>]`
/// for full-fat OpenGL, and
/// `OpenGL ES GLSL ES <major>.<minor>[.<release>][ <vendor specific information>]`
/// for OpenGL ES (however, strings omitting that prefix have been observed).
///
/// Examples based on strings found in the wild:
/// ```rust
/// # use imgui_glow_renderer::versions::GlslVersion;
/// let version = GlslVersion::parse("4.60 NVIDIA");
/// assert!(!version.is_gles);
/// assert_eq!(version.major, 4);
/// assert_eq!(version.minor, 6);
/// let version = GlslVersion::parse("OpenGL ES GLSL ES 3.20");
/// assert!(version.is_gles);
/// assert_eq!(version.major, 3);
/// assert_eq!(version.minor, 2);
/// ```
pub fn parse(gl_shading_language_version: &str) -> Self {
let (version_string, is_gles) = gl_shading_language_version
.strip_prefix("OpenGL ES GLSL ES ")
.map_or_else(
|| (gl_shading_language_version, false),
|version| (version, true),
);
let mut parts = version_string.split(|c: char| !c.is_numeric());
let major = parts.next().unwrap_or("0").parse().unwrap_or(0);
let minor = parts.next().unwrap_or("0").parse().unwrap_or(0);
// The minor version has been observed specified as both a single- or
// double-digit version
let minor = if minor >= 10 { minor / 10 } else { minor };
Self {
major,
minor,
is_gles,
}
}
}

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@ -0,0 +1,20 @@
[package]
name = "imgui-sdl2-support"
version = "0.10.0"
edition = "2018"
authors = ["The imgui-rs Developers"]
description = "sdl2 support code for the imgui crate"
homepage = "https://github.com/imgui-rs/imgui-rs"
repository = "https://github.com/imgui-rs/imgui-rs"
documentation = "https://docs.rs/imgui-sdl2-support"
license = "MIT/Apache-2.0"
categories = ["gui"]
[dependencies]
imgui = { version = "0.10.0" }
sdl2 = "0.34.5"
[dev-dependencies]
glow = "0.12.0"
imgui-glow-renderer = { version = "0.10.0", path = "../imgui-glow-renderer" }
sdl2 = { version = "0.34.5", features = ["bundled", "static-link"] }

View File

@ -0,0 +1,202 @@
Apache License
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http://www.apache.org/licenses/
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APPENDIX: How to apply the Apache License to your work.
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Copyright 2021 the imgui-rs developers
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
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View File

@ -0,0 +1,19 @@
Copyright (c) 2021 The imgui-rs Developers
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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@ -0,0 +1,92 @@
use glow::HasContext;
use imgui::Context;
use imgui_glow_renderer::AutoRenderer;
use imgui_sdl2_support::SdlPlatform;
use sdl2::{
event::Event,
video::{GLProfile, Window},
};
// Create a new glow context.
fn glow_context(window: &Window) -> glow::Context {
unsafe {
glow::Context::from_loader_function(|s| window.subsystem().gl_get_proc_address(s) as _)
}
}
fn main() {
/* initialize SDL and its video subsystem */
let sdl = sdl2::init().unwrap();
let video_subsystem = sdl.video().unwrap();
/* hint SDL to initialize an OpenGL 3.3 core profile context */
let gl_attr = video_subsystem.gl_attr();
gl_attr.set_context_version(3, 3);
gl_attr.set_context_profile(GLProfile::Core);
/* create a new window, be sure to call opengl method on the builder when using glow! */
let window = video_subsystem
.window("Hello imgui-rs!", 1280, 720)
.allow_highdpi()
.opengl()
.position_centered()
.resizable()
.build()
.unwrap();
/* create a new OpenGL context and make it current */
let gl_context = window.gl_create_context().unwrap();
window.gl_make_current(&gl_context).unwrap();
/* enable vsync to cap framerate */
window.subsystem().gl_set_swap_interval(1).unwrap();
/* create new glow and imgui contexts */
let gl = glow_context(&window);
/* create context */
let mut imgui = Context::create();
/* disable creation of files on disc */
imgui.set_ini_filename(None);
imgui.set_log_filename(None);
/* setup platform and renderer, and fonts to imgui */
imgui
.fonts()
.add_font(&[imgui::FontSource::DefaultFontData { config: None }]);
/* create platform and renderer */
let mut platform = SdlPlatform::init(&mut imgui);
let mut renderer = AutoRenderer::initialize(gl, &mut imgui).unwrap();
/* start main loop */
let mut event_pump = sdl.event_pump().unwrap();
'main: loop {
for event in event_pump.poll_iter() {
/* pass all events to imgui platfrom */
platform.handle_event(&mut imgui, &event);
if let Event::Quit { .. } = event {
break 'main;
}
}
/* call prepare_frame before calling imgui.new_frame() */
platform.prepare_frame(&mut imgui, &window, &event_pump);
let ui = imgui.new_frame();
/* create imgui UI here */
ui.show_demo_window(&mut true);
/* render */
let draw_data = imgui.render();
unsafe { renderer.gl_context().clear(glow::COLOR_BUFFER_BIT) };
renderer.render(draw_data).unwrap();
window.gl_swap_window();
}
}

View File

@ -0,0 +1,388 @@
//! This crate provides a SDL 2 based backend platform for imgui-rs.
//!
//! A backend platform handles window/input device events and manages their
//! state.
//!
//! # Using the library
//!
//! There are three things you need to do to use this library correctly:
//!
//! 1. Initialize a `SdlPlatform` instance
//! 2. Pass events to the platform (every frame)
//! 3. Call frame preparation callback (every frame)
//!
//! For a complete example, take a look at the imgui-rs' GitHub repository.
use std::time::Instant;
use imgui::{BackendFlags, ConfigFlags, Context, Io, MouseCursor};
use sdl2::{
event::Event,
keyboard::{Mod, Scancode},
mouse::{Cursor, MouseState, SystemCursor},
video::Window,
EventPump,
};
/// Handle changes in the key states.
fn handle_key(io: &mut Io, key: &Scancode, pressed: bool) {
let igkey = match key {
Scancode::A => imgui::Key::A,
Scancode::B => imgui::Key::B,
Scancode::C => imgui::Key::C,
Scancode::D => imgui::Key::D,
Scancode::E => imgui::Key::E,
Scancode::F => imgui::Key::F,
Scancode::G => imgui::Key::G,
Scancode::H => imgui::Key::H,
Scancode::I => imgui::Key::I,
Scancode::J => imgui::Key::J,
Scancode::K => imgui::Key::K,
Scancode::L => imgui::Key::L,
Scancode::M => imgui::Key::M,
Scancode::N => imgui::Key::N,
Scancode::O => imgui::Key::O,
Scancode::P => imgui::Key::P,
Scancode::Q => imgui::Key::Q,
Scancode::R => imgui::Key::R,
Scancode::S => imgui::Key::S,
Scancode::T => imgui::Key::T,
Scancode::U => imgui::Key::U,
Scancode::V => imgui::Key::V,
Scancode::W => imgui::Key::W,
Scancode::X => imgui::Key::X,
Scancode::Y => imgui::Key::Y,
Scancode::Z => imgui::Key::Z,
Scancode::Num1 => imgui::Key::Keypad1,
Scancode::Num2 => imgui::Key::Keypad2,
Scancode::Num3 => imgui::Key::Keypad3,
Scancode::Num4 => imgui::Key::Keypad4,
Scancode::Num5 => imgui::Key::Keypad5,
Scancode::Num6 => imgui::Key::Keypad6,
Scancode::Num7 => imgui::Key::Keypad7,
Scancode::Num8 => imgui::Key::Keypad8,
Scancode::Num9 => imgui::Key::Keypad9,
Scancode::Num0 => imgui::Key::Keypad0,
Scancode::Return => imgui::Key::Enter, // TODO: Should this be treated as alias?
Scancode::Escape => imgui::Key::Escape,
Scancode::Backspace => imgui::Key::Backspace,
Scancode::Tab => imgui::Key::Tab,
Scancode::Space => imgui::Key::Space,
Scancode::Minus => imgui::Key::Minus,
Scancode::Equals => imgui::Key::Equal,
Scancode::LeftBracket => imgui::Key::LeftBracket,
Scancode::RightBracket => imgui::Key::RightBracket,
Scancode::Backslash => imgui::Key::Backslash,
Scancode::Semicolon => imgui::Key::Semicolon,
Scancode::Apostrophe => imgui::Key::Apostrophe,
Scancode::Grave => imgui::Key::GraveAccent,
Scancode::Comma => imgui::Key::Comma,
Scancode::Period => imgui::Key::Period,
Scancode::Slash => imgui::Key::Slash,
Scancode::CapsLock => imgui::Key::CapsLock,
Scancode::F1 => imgui::Key::F1,
Scancode::F2 => imgui::Key::F2,
Scancode::F3 => imgui::Key::F3,
Scancode::F4 => imgui::Key::F4,
Scancode::F5 => imgui::Key::F5,
Scancode::F6 => imgui::Key::F6,
Scancode::F7 => imgui::Key::F7,
Scancode::F8 => imgui::Key::F8,
Scancode::F9 => imgui::Key::F9,
Scancode::F10 => imgui::Key::F10,
Scancode::F11 => imgui::Key::F11,
Scancode::F12 => imgui::Key::F12,
Scancode::PrintScreen => imgui::Key::PrintScreen,
Scancode::ScrollLock => imgui::Key::ScrollLock,
Scancode::Pause => imgui::Key::Pause,
Scancode::Insert => imgui::Key::Insert,
Scancode::Home => imgui::Key::Home,
Scancode::PageUp => imgui::Key::PageUp,
Scancode::Delete => imgui::Key::Delete,
Scancode::End => imgui::Key::End,
Scancode::PageDown => imgui::Key::PageDown,
Scancode::Right => imgui::Key::RightArrow,
Scancode::Left => imgui::Key::LeftArrow,
Scancode::Down => imgui::Key::DownArrow,
Scancode::Up => imgui::Key::UpArrow,
Scancode::KpDivide => imgui::Key::KeypadDivide,
Scancode::KpMultiply => imgui::Key::KeypadMultiply,
Scancode::KpMinus => imgui::Key::KeypadSubtract,
Scancode::KpPlus => imgui::Key::KeypadAdd,
Scancode::KpEnter => imgui::Key::KeypadEnter,
Scancode::Kp1 => imgui::Key::Keypad1,
Scancode::Kp2 => imgui::Key::Keypad2,
Scancode::Kp3 => imgui::Key::Keypad3,
Scancode::Kp4 => imgui::Key::Keypad4,
Scancode::Kp5 => imgui::Key::Keypad5,
Scancode::Kp6 => imgui::Key::Keypad6,
Scancode::Kp7 => imgui::Key::Keypad7,
Scancode::Kp8 => imgui::Key::Keypad8,
Scancode::Kp9 => imgui::Key::Keypad9,
Scancode::Kp0 => imgui::Key::Keypad0,
Scancode::KpPeriod => imgui::Key::KeypadDecimal,
Scancode::Application => imgui::Key::Menu,
Scancode::KpEquals => imgui::Key::KeypadEqual,
Scancode::Menu => imgui::Key::Menu,
Scancode::LCtrl => imgui::Key::LeftCtrl,
Scancode::LShift => imgui::Key::LeftShift,
Scancode::LAlt => imgui::Key::LeftAlt,
Scancode::LGui => imgui::Key::LeftSuper,
Scancode::RCtrl => imgui::Key::RightCtrl,
Scancode::RShift => imgui::Key::RightShift,
Scancode::RAlt => imgui::Key::RightAlt,
Scancode::RGui => imgui::Key::RightSuper,
_ => {
// Ignore unknown keys
return;
}
};
io.add_key_event(igkey, pressed);
}
/// Handle changes in the key modifier states.
fn handle_key_modifier(io: &mut Io, keymod: &Mod) {
io.add_key_event(
imgui::Key::ModShift,
keymod.intersects(Mod::LSHIFTMOD | Mod::RSHIFTMOD),
);
io.add_key_event(
imgui::Key::ModCtrl,
keymod.intersects(Mod::LCTRLMOD | Mod::RCTRLMOD),
);
io.add_key_event(
imgui::Key::ModAlt,
keymod.intersects(Mod::LALTMOD | Mod::RALTMOD),
);
io.add_key_event(
imgui::Key::ModSuper,
keymod.intersects(Mod::LGUIMOD | Mod::RGUIMOD),
);
}
/// Map an imgui::MouseCursor to an equivalent sdl2::mouse::SystemCursor.
fn to_sdl_cursor(cursor: MouseCursor) -> SystemCursor {
match cursor {
MouseCursor::Arrow => SystemCursor::Arrow,
MouseCursor::TextInput => SystemCursor::IBeam,
MouseCursor::ResizeAll => SystemCursor::SizeAll,
MouseCursor::ResizeNS => SystemCursor::SizeNS,
MouseCursor::ResizeEW => SystemCursor::SizeWE,
MouseCursor::ResizeNESW => SystemCursor::SizeNESW,
MouseCursor::ResizeNWSE => SystemCursor::SizeNWSE,
MouseCursor::Hand => SystemCursor::Hand,
MouseCursor::NotAllowed => SystemCursor::No,
}
}
/// Returns `true` if the provided event is associated with the provided window.
///
/// # Example
/// ```rust,no_run
/// # let mut event_pump: sdl2::EventPump = unimplemented!();
/// # let window: sdl2::video::Window = unimplemented!();
/// # let mut imgui = imgui::Context::create();
/// # let mut platform = SdlPlatform::init(&mut imgui);
/// use imgui_sdl2_support::{SdlPlatform, filter_event};
/// // Assuming there are multiple windows, we only want to provide the events
/// // of the window where we are rendering to imgui-rs
/// for event in event_pump.poll_iter().filter(|event| filter_event(&window, event)) {
/// platform.handle_event(&mut imgui, &event);
/// }
/// ```
pub fn filter_event(window: &Window, event: &Event) -> bool {
Some(window.id()) == event.get_window_id()
}
/// SDL 2 backend platform state.
///
/// A backend platform handles window/input device events and manages their
/// state.
///
/// There are three things you need to do to use this library correctly:
///
/// 1. Initialize a `SdlPlatform` instance
/// 2. Pass events to the platform (every frame)
/// 3. Call frame preparation callback (every frame)
pub struct SdlPlatform {
cursor_instance: Option<Cursor>, /* to avoid dropping cursor instances */
last_frame: Instant,
}
impl SdlPlatform {
/// Initializes a SDL platform instance and configures imgui.
///
/// This function configures imgui-rs in the following ways:
///
/// * backend flags are updated
/// * keys are configured
/// * platform name is set
pub fn init(imgui: &mut Context) -> SdlPlatform {
let io = imgui.io_mut();
io.backend_flags.insert(BackendFlags::HAS_MOUSE_CURSORS);
io.backend_flags.insert(BackendFlags::HAS_SET_MOUSE_POS);
imgui.set_platform_name(Some(format!(
"imgui-sdl2-support {}",
env!("CARGO_PKG_VERSION")
)));
SdlPlatform {
cursor_instance: None,
last_frame: Instant::now(),
}
}
/// Handles a SDL event.
///
/// This function performs the following actions (depends on the event):
///
/// * keyboard state is updated
/// * mouse state is updated
pub fn handle_event(&mut self, context: &mut Context, event: &Event) -> bool {
let io = context.io_mut();
match *event {
Event::MouseWheel { x, y, .. } => {
io.add_mouse_wheel_event([x as f32, y as f32]);
true
}
Event::MouseButtonDown { mouse_btn, .. } => {
self.handle_mouse_button(io, &mouse_btn, true);
true
}
Event::MouseButtonUp { mouse_btn, .. } => {
self.handle_mouse_button(io, &mouse_btn, false);
true
}
Event::TextInput { ref text, .. } => {
text.chars().for_each(|c| io.add_input_character(c));
true
}
Event::KeyDown {
scancode: Some(key),
keymod,
..
} => {
handle_key_modifier(io, &keymod);
handle_key(io, &key, true);
true
}
Event::KeyUp {
scancode: Some(key),
keymod,
..
} => {
handle_key_modifier(io, &keymod);
handle_key(io, &key, false);
true
}
_ => false,
}
}
/// Frame preparation callback.
///
/// Call this before calling the imgui-rs context `frame` function.
/// This function performs the following actions:
///
/// * display size and the framebuffer scale is set
/// * mouse cursor is repositioned (if requested by imgui-rs)
/// * current mouse cursor position is passed to imgui-rs
/// * changes mouse cursor icon (if requested by imgui-rs)
pub fn prepare_frame(
&mut self,
context: &mut Context,
window: &Window,
event_pump: &EventPump,
) {
let mouse_cursor = context.mouse_cursor();
let io = context.io_mut();
// Update delta time
let now = Instant::now();
io.update_delta_time(now.duration_since(self.last_frame));
self.last_frame = now;
let mouse_state = MouseState::new(event_pump);
let window_size = window.size();
let window_drawable_size = window.drawable_size();
// Set display size and scale here, since SDL 2 doesn't have
// any easy way to get the scale factor, and changes in said
// scale factor
io.display_size = [window_size.0 as f32, window_size.1 as f32];
io.display_framebuffer_scale = [
(window_drawable_size.0 as f32) / (window_size.0 as f32),
(window_drawable_size.1 as f32) / (window_size.1 as f32),
];
// Set mouse position if requested by imgui-rs
if io.want_set_mouse_pos {
let mouse_util = window.subsystem().sdl().mouse();
mouse_util.warp_mouse_in_window(window, io.mouse_pos[0] as i32, io.mouse_pos[1] as i32);
}
// Update mouse cursor position
io.mouse_pos = [mouse_state.x() as f32, mouse_state.y() as f32];
// Update mouse cursor icon if requested
if !io
.config_flags
.contains(ConfigFlags::NO_MOUSE_CURSOR_CHANGE)
{
let mouse_util = window.subsystem().sdl().mouse();
match mouse_cursor {
Some(mouse_cursor) if !io.mouse_draw_cursor => {
let cursor = Cursor::from_system(to_sdl_cursor(mouse_cursor)).unwrap();
cursor.set();
mouse_util.show_cursor(true);
self.cursor_instance = Some(cursor);
}
_ => {
mouse_util.show_cursor(false);
self.cursor_instance = None;
}
}
}
}
}
impl SdlPlatform {
fn handle_mouse_button(
&mut self,
io: &mut Io,
button: &sdl2::mouse::MouseButton,
pressed: bool,
) {
match button {
sdl2::mouse::MouseButton::Left => {
io.add_mouse_button_event(imgui::MouseButton::Left, pressed)
}
sdl2::mouse::MouseButton::Right => {
io.add_mouse_button_event(imgui::MouseButton::Right, pressed)
}
sdl2::mouse::MouseButton::Middle => {
io.add_mouse_button_event(imgui::MouseButton::Middle, pressed)
}
sdl2::mouse::MouseButton::X1 => {
io.add_mouse_button_event(imgui::MouseButton::Extra1, pressed)
}
sdl2::mouse::MouseButton::X2 => {
io.add_mouse_button_event(imgui::MouseButton::Extra2, pressed)
}
_ => {}
}
}
}

View File

@ -9,18 +9,25 @@ const SCR_HEIGHT: u32 = 900;
const TITLE: &str = "GLFWtest";
use imgui_glow_renderer::AutoRenderer;
use imgui_sdl2_support::SdlPlatform;
use glow::*;
use sdl2;
use sdl2::pixels::Color;
use sdl2::keyboard::Keycode;
use sdl2::event::Event;
use std::sync::mpsc::Receiver;
use std::ptr;
use std::mem;
use std::os::raw::c_void;
use std::path::Path;
use std::ffi::{CString, CStr};
mod shader;
mod model;
mod camera;
@ -77,6 +84,23 @@ fn main() {
};
let mut imgui = imgui::Context::create();
imgui
.fonts()
.add_font(&[imgui::FontSource::DefaultFontData {config: None}]);
let mut platform = SdlPlatform::init(&mut imgui);
let mut renderer = match AutoRenderer::initialize(gl.clone(), &mut imgui)
{
Ok(ret) => ret,
Err(s) => panic!("Failed to initialize Imgui Platform Renderer: {}", s),
};
// NOTE intiialize Camera
let mut camera = camera::Camera {
Position: Point3::new(0.0, 0.40, 1.0),
Pitch: -20.0,
@ -131,12 +155,32 @@ fn main() {
model = model * Matrix4::from_scale(0.2);
ourshader.setMat4("model", &model);
}
ourModel.Draw(&ourshader);
platform.prepare_frame(&mut imgui, &window, &events_loop);
let ui = imgui.new_frame();
ui.window("POLY I WILL FUCKING")
.size([500.0, 100.0], imgui::Condition::FirstUseEver)
.build(|| {
ui.text("you serve no purpose in life");
ui.text("Your Purpose in life is to suck my dick");
});
let draw_data = imgui.render();
renderer.render(draw_data).unwrap();
window.gl_swap_window();
for event in events_loop.poll_iter() {
platform.handle_event(&mut imgui, &event);
match event {
Event::Quit {..} |