Add example for GLFW
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@@ -1,125 +0,0 @@
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import org.lwjgl.glfw.GLFWKeyCallback;
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import org.lwjgl.glfw.GLFWMouseButtonCallback;
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import static org.lwjgl.glfw.GLFW.*;
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public class InputHandler {
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private static long window;
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private static final int KEYBOARD_SIZE = 512;
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private static final int MOUSE_SIZE = 16;
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private static int[] keyStates = new int[KEYBOARD_SIZE];
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private static boolean[] activeKeys = new boolean[KEYBOARD_SIZE];
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private static int[] mouseButtonStates = new int[MOUSE_SIZE];
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private static boolean[] activeMouseButtons = new boolean[MOUSE_SIZE];
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private static long lastMouseNS = 0;
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private static long mouseDoubleClickPeriodNS = 1000000000 / 5; //5th of a second for double click.
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private static int NO_STATE = -1;
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protected static GLFWKeyCallback keyboard = new GLFWKeyCallback()
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{
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@Override
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public void invoke(long window, int key, int scancode, int action, int mods)
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{
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activeKeys[key] = action != GLFW_RELEASE;
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keyStates[key] = action;
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}
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};
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protected static GLFWMouseButtonCallback mouse = new GLFWMouseButtonCallback()
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{
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@Override
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public void invoke(long window, int button, int action, int mods)
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{
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activeMouseButtons[button] = action != GLFW_RELEASE;
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mouseButtonStates[button] = action;
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}
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};
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protected static void init(long window)
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{
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InputHandler.window = window;
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resetKeyboard();
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resetMouse();
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}
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protected static void update()
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{
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resetKeyboard();
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resetMouse();
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}
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private static void resetKeyboard()
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{
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for (int i = 0; i < keyStates.length; i++)
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{
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keyStates[i] = NO_STATE;
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}
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}
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private static void resetMouse()
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{
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for (int i = 0; i < mouseButtonStates.length; i++)
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{
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mouseButtonStates[i] = NO_STATE;
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}
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long now = System.nanoTime();
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if (now - lastMouseNS > mouseDoubleClickPeriodNS)
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lastMouseNS = 0;
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}
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public static boolean keyDown(int key)
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{
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return activeKeys[key];
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}
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public static boolean keyPressed(int key)
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{
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return keyStates[key] == GLFW_PRESS;
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}
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public static boolean keyReleased(int key)
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{
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return keyStates[key] == GLFW_RELEASE;
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}
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public static boolean mouseButtonDown(int button)
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{
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return activeMouseButtons[button];
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}
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public static boolean mouseButtonPressed(int button)
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{
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return mouseButtonStates[button] == GLFW_RELEASE;
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}
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public static boolean mouseButtonReleased(int button)
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{
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boolean flag = mouseButtonStates[button] == GLFW_RELEASE;
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if (flag)
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lastMouseNS = System.nanoTime();
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return flag;
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}
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public static boolean mouseButtonDoubleClicked(int button)
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{
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long last = lastMouseNS;
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boolean flag = mouseButtonReleased(button);
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long now = System.nanoTime();
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if (flag && now - last < mouseDoubleClickPeriodNS)
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{
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lastMouseNS = 0;
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return true;
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}
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return false;
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}
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}
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@@ -1,156 +0,0 @@
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import imgui.DrawData;
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import imgui.ImGui;
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import imgui.gl3.ImGuiImplGl3;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.Version;
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import org.lwjgl.glfw.GLFWErrorCallback;
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import org.lwjgl.glfw.GLFWVidMode;
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import org.lwjgl.opengl.GL;
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import org.lwjgl.system.MemoryStack;
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import java.nio.DoubleBuffer;
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import java.nio.IntBuffer;
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import static org.lwjgl.glfw.Callbacks.glfwFreeCallbacks;
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import static org.lwjgl.glfw.GLFW.*;
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import static org.lwjgl.opengl.GL11.*;
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import static org.lwjgl.system.MemoryStack.stackPush;
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import static org.lwjgl.system.MemoryUtil.NULL;
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public class Main {
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// The window handle
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private long window;
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private ImGuiImplGl3 imGuiGl = new ImGuiImplGl3();
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public void run() {
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System.out.println("Hello LWJGL " + Version.getVersion() + "!");
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init();
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loop();
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// Free the window callbacks and destroy the window
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glfwFreeCallbacks(window);
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glfwDestroyWindow(window);
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// Terminate GLFW and free the error callback
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glfwTerminate();
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glfwSetErrorCallback(null).free();
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}
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private void init() {
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// Setup an error callback. The default implementation
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// will print the error message in System.err.
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GLFWErrorCallback.createPrint(System.err).set();
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// Initialize GLFW. Most GLFW functions will not work before doing this.
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if (!glfwInit())
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throw new IllegalStateException("Unable to initialize GLFW");
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// Configure GLFW
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glfwDefaultWindowHints(); // optional, the current window hints are already the default
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glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // the window will stay hidden after creation
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glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // the window will be resizable
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// Create the window
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window = glfwCreateWindow(1024, 768, "Hello World!", NULL, NULL);
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if (window == NULL)
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throw new RuntimeException("Failed to create the GLFW window");
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// Setup a key callback. It will be called every time a key is pressed, repeated or released.
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glfwSetKeyCallback(window, (window, key, scancode, action, mods) -> {
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if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE)
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glfwSetWindowShouldClose(window, true); // We will detect this in the rendering loop
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});
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glfwSetMouseButtonCallback(window, InputHandler.mouse);
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// Get the thread stack and push a new frame
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try (MemoryStack stack = stackPush()) {
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IntBuffer pWidth = stack.mallocInt(1); // int*
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IntBuffer pHeight = stack.mallocInt(1); // int*
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// Get the window size passed to glfwCreateWindow
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glfwGetWindowSize(window, pWidth, pHeight);
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// Get the resolution of the primary monitor
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GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
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// Center the window
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glfwSetWindowPos(
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window,
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(vidmode.width() - pWidth.get(0)) / 2,
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(vidmode.height() - pHeight.get(0)) / 2
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);
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} // the stack frame is popped automatically
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// Make the OpenGL context current
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glfwMakeContextCurrent(window);
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// Enable v-sync
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glfwSwapInterval(1);
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InputHandler.init(window);
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// Make the window visible
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glfwShowWindow(window);
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}
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long lastFrame = System.nanoTime();
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public float getDelta() {
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long time = System.nanoTime();
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int delta_time = (int) ((time - lastFrame) / 1000000);
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lastFrame = time;
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return delta_time;
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}
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private void loop() {
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// This line is critical for LWJGL's interoperation with GLFW's
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// OpenGL context, or any context that is managed externally.
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// LWJGL detects the context that is current in the current thread,
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// creates the GLCapabilities instance and makes the OpenGL
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// bindings available for use.
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GL.createCapabilities();
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ImGui.init();
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imGuiGl.init();
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// Set the clear color
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glClearColor(.5f, 0.0f, 0f, 0.0f);
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int[] win_width = new int[1], win_height = new int[1];
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int[] width = new int[1], height = new int[1];
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DoubleBuffer xBuffer = BufferUtils.createDoubleBuffer(1);
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DoubleBuffer yBuffer = BufferUtils.createDoubleBuffer(1);
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// Run the rendering loop until the user has attempted to close
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// the window or has pressed the ESCAPE key.
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while (!glfwWindowShouldClose(window)) {
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xBuffer.clear();
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yBuffer.clear();
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InputHandler.update();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
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glfwGetWindowSize(window, win_width, win_height);
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glfwGetFramebufferSize(window, width, height);
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glfwGetCursorPos(window, xBuffer, yBuffer);
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int mX = (int) xBuffer.get();
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int mY = (int) yBuffer.get();
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ImGui.UpdateDisplayAndInputAndFrame(getDelta(), win_width[0], win_height[0], width[0], height[0], mX, mY, InputHandler.mouseButtonDown(0), false, false);
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ImGui.ShowDemoWindow();
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ImGui.Render();
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imGuiGl.render(ImGui.GetDrawData());
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glfwSwapBuffers(window); // swap the color buffers
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// Poll for window events. The key callback above will only be
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// invoked during this call.
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glfwPollEvents();
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}
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}
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public static void main(String[] args) {
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new Main().run();
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}
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}
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@@ -10,10 +10,10 @@ import java.util.Objects;
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import static org.lwjgl.opengl.GL30.*;
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/**
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* This class mostly a straightforward port of the https://raw.githubusercontent.com/ocornut/imgui/v1.74/examples/imgui_impl_opengl3.cpp adapted to Java and LWJGL realms.
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* This class mostly a straightforward port of the https://raw.githubusercontent.com/ocornut/imgui/v1.74/examples/imgui_impl_opengl3.cpp adapted for Java and LWJGL realms.
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* <p>
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* It do support a backup of the current GL state before rendering and restoring of its initial state after.
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* But some specific state variables may be missed (all which are hidden under '#ifdef' macros in the original imgui file).
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* But some specific state variables may be missed (all which are hidden under '#ifdef' macros in the original 'imgui_impl_opengl3.cpp' file).
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* <p>
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* By default this implementation uses shaders with 130 version of GLSL (OpenGL 3.0).
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* You can provide your own shaders into the {@link ImGuiImplGl3#init(CharSequence, CharSequence)} method.
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@@ -55,7 +55,7 @@ public class ImGuiImplGl3 {
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/**
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* This method SHOULD be called before calling of {@link ImGuiImplGl3#render(DrawData)} method.
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* By using this method shaders with 130 version of GLSL will be used for render.
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* By using this method shaders with 130 version of GLSL (OpenGL 3.0) will be used for render.
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*/
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public void init() {
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final CharSequence fragShaderSource = readFromResources("default.frag");
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@@ -86,8 +86,8 @@ public class ImGuiImplGl3 {
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}
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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int fbWidth = (int) (drawData.displaySizeX * drawData.framebufferScaleX);
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int fbHeight = (int) (drawData.displaySizeY * drawData.framebufferScaleY);
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final int fbWidth = (int) (drawData.displaySizeX * drawData.framebufferScaleX);
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final int fbHeight = (int) (drawData.displaySizeY * drawData.framebufferScaleY);
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if (fbWidth <= 0 || fbHeight <= 0) {
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return;
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@@ -169,7 +169,7 @@ public class ImGuiImplGl3 {
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}
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/**
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* Call this method in the end of your app working state to clear used resources.
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* Call this method in the end of your app working state to dispose resources.
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*/
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public void dispose() {
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glDeleteTextures(gFontTexture);
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@@ -196,7 +196,7 @@ public class ImGuiImplGl3 {
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}
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private void prepareFont() {
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TexDataRGBA32 texData = new TexDataRGBA32();
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final TexDataRGBA32 texData = new TexDataRGBA32();
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ImGui.GetTexDataAsRGBA32(texData, texData.pixelBuffer);
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gFontTexture = glGenTextures();
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@@ -314,20 +314,23 @@ public class ImGuiImplGl3 {
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}
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private int loadAndCompileShader(final int type, final CharSequence source) {
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int id = glCreateShader(type);
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final int id = glCreateShader(type);
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glShaderSource(id, source);
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glCompileShader(id);
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if (glGetShaderi(id, GL_COMPILE_STATUS) != GL_TRUE) {
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throw new IllegalStateException(glGetShaderInfoLog(id));
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}
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return id;
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}
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private CharSequence readFromResources(final String path) {
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StringBuilder builder = new StringBuilder();
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final StringBuilder builder = new StringBuilder();
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try (InputStream in = getClass().getClassLoader().getResourceAsStream(path);
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BufferedReader reader = new BufferedReader(new InputStreamReader(Objects.requireNonNull(in)))) {
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try (final InputStream in = getClass().getClassLoader().getResourceAsStream(path);
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final BufferedReader reader = new BufferedReader(new InputStreamReader(Objects.requireNonNull(in)))) {
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String line;
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while ((line = reader.readLine()) != null) {
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builder.append(line).append('\n');
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