Add example for GLFW
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import imgui.ImGui;
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import imgui.ImGuiString;
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import imgui.enums.*;
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import imgui.gl3.ImGuiImplGl3;
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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.IntBuffer;
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import java.util.Objects;
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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 ImGuiGlfwExample {
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private static final int DEFAULT_WIDTH = 1024;
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private static final int DEFAULT_HEIGHT = 768;
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private static final ImGuiString IMGUI_DEMO_LINK = new ImGuiString("https://raw.githubusercontent.com/ocornut/imgui/v1.74/imgui_demo.cpp");
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private long window; // current GLFW window ID
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// Those are used to track window size properties
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private final int[] winWidth = new int[1];
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private final int[] winHeight = new int[1];
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private final int[] fbWidth = new int[1];
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private final int[] fbHeight = new int[1];
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// For mouse tracking
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private final double[] mousePosX = new double[1];
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private final double[] mousePosY = new double[1];
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// TODO: move this into ImGuiIO.KeysDown
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private boolean ctrlKeyDown;
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private boolean shiftKeyDown;
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private boolean altKeyDown;
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private boolean superKeyDown;
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private final ImGuiImplGl3 imGuiGl3 = new ImGuiImplGl3();
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public void run() {
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initGlfw();
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initImGui();
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loop();
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destroyImGui();
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destroyGlfw();
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}
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// Method initializes GLFW window. All code is mostly a copy-paste from the official LWJGL3 website.
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private void initGlfw() {
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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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}
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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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glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE); // the window will be maximized
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// Create the window
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window = glfwCreateWindow(DEFAULT_WIDTH, DEFAULT_HEIGHT, "ImGui+GLFW+LWJGL Example", 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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}
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// Get the thread stack and push a new frame
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try (final MemoryStack stack = stackPush()) {
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final IntBuffer pWidth = stack.mallocInt(1); // int*
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final 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 = Objects.requireNonNull(glfwGetVideoMode(glfwGetPrimaryMonitor()));
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// Center the window
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glfwSetWindowPos(window, (vidmode.width() - pWidth.get(0)) / 2, (vidmode.height() - pHeight.get(0)) / 2);
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} // the stack frame is popped automatically
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glfwMakeContextCurrent(window); // Make the OpenGL context current
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glfwSwapInterval(GLFW_TRUE); // Enable v-sync
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glfwShowWindow(window); // Make the window visible
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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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}
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// Here we will initialize ImGui stuff.
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private void initImGui() {
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// This line is critical for ImGui to work.
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// It loads native library, creates ImGui context and does other necessary stuff.
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ImGui.init();
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// ImGui provides three different color schemas for styling. We will use the classic one here.
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ImGui.StyleColorsClassic();
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// ImGui.StyleColorsDark(); // This is a default style for ImGui
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// ImGui.StyleColorsLight();
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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final int[] keys = new int[ImGuiKey.COUNT.code];
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keys[ImGuiKey.Tab.code] = GLFW_KEY_TAB;
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keys[ImGuiKey.LeftArrow.code] = GLFW_KEY_LEFT;
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keys[ImGuiKey.RightArrow.code] = GLFW_KEY_RIGHT;
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keys[ImGuiKey.UpArrow.code] = GLFW_KEY_UP;
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keys[ImGuiKey.DownArrow.code] = GLFW_KEY_DOWN;
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keys[ImGuiKey.PageUp.code] = GLFW_KEY_PAGE_UP;
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keys[ImGuiKey.PageDown.code] = GLFW_KEY_PAGE_DOWN;
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keys[ImGuiKey.Home.code] = GLFW_KEY_HOME;
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keys[ImGuiKey.End.code] = GLFW_KEY_END;
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keys[ImGuiKey.Insert.code] = GLFW_KEY_INSERT;
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keys[ImGuiKey.Delete.code] = GLFW_KEY_DELETE;
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keys[ImGuiKey.Backspace.code] = GLFW_KEY_BACKSPACE;
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keys[ImGuiKey.Space.code] = GLFW_KEY_SPACE;
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keys[ImGuiKey.Enter.code] = GLFW_KEY_ENTER;
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keys[ImGuiKey.Escape.code] = GLFW_KEY_ESCAPE;
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keys[ImGuiKey.KeyPadEnter.code] = GLFW_KEY_KP_ENTER;
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keys[ImGuiKey.A.code] = GLFW_KEY_A;
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keys[ImGuiKey.C.code] = GLFW_KEY_C;
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keys[ImGuiKey.V.code] = GLFW_KEY_V;
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keys[ImGuiKey.X.code] = GLFW_KEY_X;
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keys[ImGuiKey.Y.code] = GLFW_KEY_Y;
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keys[ImGuiKey.Z.code] = GLFW_KEY_Z;
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ImGui.initKeyMap(keys);
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// Here goes GLFW callbacks to update user input stuff in ImGui
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glfwSetKeyCallback(window, (w, key, scancode, action, mods) -> {
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final boolean isKeyDown = action == GLFW_PRESS;
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if (key == GLFW_KEY_LEFT_CONTROL || key == GLFW_KEY_RIGHT_CONTROL) {
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ctrlKeyDown = isKeyDown;
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} else if (key == GLFW_KEY_LEFT_SHIFT || key == GLFW_KEY_RIGHT_SHIFT) {
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shiftKeyDown = isKeyDown;
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} else if (key == GLFW_KEY_LEFT_ALT || key == GLFW_KEY_RIGHT_ALT) {
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altKeyDown = isKeyDown;
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} else if (key == GLFW_KEY_LEFT_SUPER || key == GLFW_KEY_RIGHT_SUPER) {
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superKeyDown = isKeyDown;
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}
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ImGui.UpdateKey(key, isKeyDown, action == GLFW_RELEASE, ctrlKeyDown, shiftKeyDown, altKeyDown, superKeyDown);
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});
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glfwSetCharCallback(window, (w, c) -> {
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if (c != GLFW_KEY_DELETE) {
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ImGui.UpdateKeyTyped(c);
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}
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});
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glfwSetMouseButtonCallback(window, (w, button, action, mods) -> {
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final boolean mouseDown0 = button == GLFW_MOUSE_BUTTON_1 && action != GLFW_RELEASE;
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final boolean mouseDown1 = button == GLFW_MOUSE_BUTTON_2 && action != GLFW_RELEASE;
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final boolean mouseDown2 = button == GLFW_MOUSE_BUTTON_3 && action != GLFW_RELEASE;
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final boolean mouseDown3 = button == GLFW_MOUSE_BUTTON_4 && action != GLFW_RELEASE;
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final boolean mouseDown4 = button == GLFW_MOUSE_BUTTON_5 && action != GLFW_RELEASE;
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final boolean mouseDown5 = button == GLFW_MOUSE_BUTTON_6 && action != GLFW_RELEASE;
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ImGui.UpdateMouseState(mouseDown0, mouseDown1, mouseDown2, mouseDown3, mouseDown4, mouseDown5);
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if (!ImGui.GetIO().WantCaptureMouse && mouseDown1) {
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ImGui.SetWindowFocus(null);
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}
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});
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glfwSetScrollCallback(window, (w, xOffset, yOffset) -> ImGui.UpdateScroll((float) xOffset, (float) yOffset));
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// Initialize renderer itself
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imGuiGl3.init();
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}
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private void loop() {
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double time = 0; // to track our frame delta value
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// Set the clear color
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glClearColor(0.5f, 0.0f, 0.0f, 0.0f);
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// Run the rendering loop until the user has attempted to close the window
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while (!glfwWindowShouldClose(window)) {
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// Count frame delta value
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final double currentTime = glfwGetTime();
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final double deltaTime = (time > 0) ? (currentTime - time) : 1f / 60f;
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time = currentTime;
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// Get window size properties and mouse position
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glfwGetWindowSize(window, winWidth, winHeight);
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glfwGetFramebufferSize(window, fbWidth, fbHeight);
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glfwGetCursorPos(window, mousePosX, mousePosY);
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// IMPORTANT!!
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// We SHOULD call those methods to update ImGui state for current frame
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ImGui.UpdateImGui();
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ImGui.UpdateDisplaySize(winWidth[0], winHeight[0], fbWidth[0], fbHeight[0]);
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ImGui.UpdateMousePos((float) mousePosX[0], (float) mousePosY[0]);
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ImGui.UpdateDeltaTime((float) deltaTime);
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// Render itself starts here
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
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// Any ImGui code SHOULD go between NewFrame()/Render() methods
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ImGui.NewFrame();
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ImGui.SetNextWindowSize(600, 200, ImGuiCond.Once);
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ImGui.SetNextWindowPos(10, 10, ImGuiCond.Once);
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ImGui.Begin("Custom window");
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ImGui.Text("Hello from Java!");
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ImGui.Separator();
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ImGui.BeginChild("##custom_window_child", 200, 50);
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if (ImGui.TreeNode("Simple..")) {
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ImGui.TreeNodeEx("..tree", ImGuiTreeNodeFlags.Leaf.or(ImGuiTreeNodeFlags.Bullet).or(ImGuiTreeNodeFlags.NoTreePushOnOpen));
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ImGui.TreePop();
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}
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ImGui.EndChild();
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ImGui.Separator();
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ImGui.Text("Consider to look the original ImGui demo: ");
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ImGui.SetNextItemWidth(500);
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ImGui.InputText("##input_to_copy_link", IMGUI_DEMO_LINK, ImGuiInputTextFlags.ReadOnly);
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ImGui.SameLine();
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ImGui.Text("(?)");
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if (ImGui.IsItemHovered()) {
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ImGui.SetTooltip("You can copy and paste this link");
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}
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ImGui.End();
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ImGui.ShowDemoWindow();
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ImGui.Render();
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imGuiGl3.render(ImGui.GetDrawData()); // render DrawData from ImGui into our OpenGL context
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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 invoked during this call.
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glfwPollEvents();
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}
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}
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// If you want to clean a room after yourself - do it by yourself
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private void destroyImGui() {
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imGuiGl3.dispose();
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ImGui.destroy();
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}
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private void destroyGlfw() {
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glfwFreeCallbacks(window);
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glfwDestroyWindow(window);
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glfwTerminate();
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Objects.requireNonNull(glfwSetErrorCallback(null)).free();
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}
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public static void main(final String[] args) {
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new ImGuiGlfwExample().run();
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}
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}
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