Update example

This commit is contained in:
SpaiR committed 2020-05-18 23:17:27 +03:00
1 parent 7f152431fa
commit d5b76bc2c8
4 files changed
+30 -36

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@@ -16,7 +16,7 @@ public final class ImGuiFreeType {
nBuildFontAtlas(atlas.ptr, 0);
}
public static void buildFontAtlas(final ImFontAtlas atlas, int extraFlags) {
public static void buildFontAtlas(final ImFontAtlas atlas, final int extraFlags) {
nBuildFontAtlas(atlas.ptr, extraFlags);
}
@@ -30,9 +30,9 @@ import static org.lwjgl.system.MemoryUtil.NULL;
@SuppressWarnings("MagicNumber")
public final class ImGuiGlfwExample {
private long windowPtr; // current GLFW window pointer
private long windowPtr; // pointer to the current GLFW window
// To get window properties
// For application window properties
private final int[] winWidth = new int[1];
private final int[] winHeight = new int[1];
private final int[] fbWidth = new int[1];
@@ -49,7 +49,7 @@ public final class ImGuiGlfwExample {
private final ImGuiImplGl3 imGuiGl3 = new ImGuiImplGl3();
private String glslVersion = null; // We can initialize our renderer with different versions of the GLSL
// Ui to render
// User UI to render
private final ExampleUi exampleUi = new ExampleUi();
public void run() throws Exception {
@@ -61,7 +61,7 @@ public final class ImGuiGlfwExample {
destroyGlfw();
}
// Initialize GLFW + create OpenGL context.
// Initialize GLFW + create an OpenGL context.
// All code is mostly a copy-paste from the official LWJGL3 "Get Started": https://www.lwjgl.org/guide
private void initGlfw() {
// Setup an error callback. The default implementation
@@ -79,7 +79,6 @@ public final class ImGuiGlfwExample {
decideGlGlslVersions();
// Create the window
windowPtr = glfwCreateWindow(1280, 768, "Dear ImGui + GLFW + LWJGL Example", NULL, NULL);
if (windowPtr == NULL) {
@@ -135,6 +134,7 @@ public final class ImGuiGlfwExample {
// This line is critical for Dear ImGui to work.
ImGui.createContext();
// ------------------------------------------------------------
// Initialize ImGuiIO config
final ImGuiIO io = ImGui.getIO();
@@ -143,6 +143,7 @@ public final class ImGuiGlfwExample {
io.setBackendFlags(ImGuiBackendFlags.HasMouseCursors); // Mouse cursors to display while resizing windows etc.
io.setBackendPlatformName("imgui_java_impl_glfw");
// ------------------------------------------------------------
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
final int[] keyMap = new int[ImGuiKey.COUNT];
keyMap[ImGuiKey.Tab] = GLFW_KEY_TAB;
@@ -169,6 +170,7 @@ public final class ImGuiGlfwExample {
keyMap[ImGuiKey.Z] = GLFW_KEY_Z;
io.setKeyMap(keyMap);
// ------------------------------------------------------------
// Mouse cursors mapping
mouseCursors[ImGuiMouseCursor.Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
mouseCursors[ImGuiMouseCursor.TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
@@ -181,7 +183,7 @@ public final class ImGuiGlfwExample {
mouseCursors[ImGuiMouseCursor.NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
// ------------------------------------------------------------
// Here goes GLFW callbacks to update user input in Dear ImGui
// GLFW callbacks to handle user input
glfwSetKeyCallback(windowPtr, (w, key, scancode, action, mods) -> {
if (action == GLFW_PRESS) {
@@ -239,44 +241,38 @@ public final class ImGuiGlfwExample {
// ------------------------------------------------------------
// Fonts configuration
// -------------------
// Fonts merge example
// Read: https://raw.githubusercontent.com/ocornut/imgui/master/docs/FONTS.txt
final ImFontAtlas fontAtlas = io.getFonts();
final ImFontConfig fontConfig = new ImFontConfig(); // Natively allocated object, should be explicitly destroyed
// First of all we add a default font, which is 'ProggyClean.ttf, 13px'
// Add a default font, which is 'ProggyClean.ttf, 13px'
fontAtlas.addFontDefault();
final ImFontConfig fontConfig = new ImFontConfig(); // Keep in mind that creation of the ImFontConfig will allocate the native memory
fontConfig.setMergeMode(true); // All fonts added while this mode is turned on will be merged with the previously added font
// Fonts merge example
fontConfig.setMergeMode(true); // When enabled, all fonts added with this config would be merged with the previously added font
fontConfig.setPixelSnapH(true);
fontConfig.setGlyphRanges(fontAtlas.getGlyphRangesCyrillic()); // Additional glyphs could be added like this or in "addFontFrom*()" methods
// We merge font loaded from resources with the default one. Thus we will get an absent cyrillic glyphs
fontAtlas.addFontFromMemoryTTF(loadFromResources("basis33.ttf"), 16, fontConfig);
fontAtlas.addFontFromMemoryTTF(loadFromResources("basis33.ttf"), 16, fontConfig, fontAtlas.getGlyphRangesCyrillic());
// Disable merge mode and add all other fonts normally
fontConfig.setMergeMode(false);
fontConfig.setPixelSnapH(false);
// ------------------------------
// Fonts from file/memory example
// We can add new fonts from the file system
fontAtlas.addFontFromFileTTF("src/test/resources/Rubik-Regular.ttf", 13, fontConfig);
fontAtlas.addFontFromFileTTF("src/test/resources/Rubik-Regular.ttf", 16, fontConfig);
// fontConfig.setRasterizerMultiply(1.2f); // This will make fonts a bit more readable
// We can add new fonts directly from file
fontAtlas.addFontFromFileTTF("src/test/resources/DroidSans.ttf", 13, fontConfig);
fontAtlas.addFontFromFileTTF("src/test/resources/DroidSans.ttf", 14, fontConfig);
// Or directly from memory
// Or directly from the memory
fontConfig.setName("Roboto-Regular.ttf, 13px"); // This name will be displayed in Style Editor
fontAtlas.addFontFromMemoryTTF(loadFromResources("Roboto-Regular.ttf"), 13, fontConfig);
fontConfig.setName("Roboto-Regular.ttf, 14px"); // We can apply a new config value every time we add a new font
fontAtlas.addFontFromMemoryTTF(loadFromResources("Roboto-Regular.ttf"), 14, fontConfig);
fontConfig.setName("Roboto-Regular.ttf, 16px"); // We can apply a new config value every time we add a new font
fontAtlas.addFontFromMemoryTTF(loadFromResources("Roboto-Regular.ttf"), 16, fontConfig);
fontConfig.destroy(); // After all fonts were added we don't need this config more
// ------------------------------------------------------------
// Use freetype instead of stb_truetype to build a fonts texture
ImGuiFreeType.buildFontAtlas(fontAtlas, ImGuiFreeType.RasterizerFlags.LightHinting);
// Method initializes LWJGL3 renderer.
@@ -286,7 +282,7 @@ public final class ImGuiGlfwExample {
}
// Main application loop
private void loop() throws Exception {
private void loop() {
double time = 0; // to track our frame delta value
// Run the rendering loop until the user has attempted to close the window
@@ -298,7 +294,7 @@ public final class ImGuiGlfwExample {
startFrame((float) deltaTime);
// Any Dear ImGui code SHOULD go between NewFrame()/Render() methods
// Any Dear ImGui code SHOULD go between ImGui.newFrame()/ImGui.render() methods
ImGui.newFrame();
exampleUi.render();
ImGui.render();
@@ -312,32 +308,30 @@ public final class ImGuiGlfwExample {
glClearColor(exampleUi.backgroundColor[0], exampleUi.backgroundColor[1], exampleUi.backgroundColor[2], 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Get window size properties and mouse position
// Get window properties and mouse position
glfwGetWindowSize(windowPtr, winWidth, winHeight);
glfwGetFramebufferSize(windowPtr, fbWidth, fbHeight);
glfwGetCursorPos(windowPtr, mousePosX, mousePosY);
// We SHOULD call those methods to update ImGui state for current frame
// We SHOULD call those methods to update Dear ImGui state for the current frame
final ImGuiIO io = ImGui.getIO();
io.setDisplaySize(winWidth[0], winHeight[0]);
io.setDisplayFramebufferScale((float) fbWidth[0] / winWidth[0], (float) fbHeight[0] / winHeight[0]);
io.setMousePos((float) mousePosX[0], (float) mousePosY[0]);
io.setDeltaTime(deltaTime);
// Update mouse cursor
// Update the mouse cursor
final int imguiCursor = ImGui.getMouseCursor();
glfwSetCursor(windowPtr, mouseCursors[imguiCursor]);
glfwSetInputMode(windowPtr, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
private void endFrame() {
// After Dear ImGui prepared a draw data, we use it in LWJGL3 renderer.
// After Dear ImGui prepared a draw data, we use it in the LWJGL3 renderer.
// At that moment ImGui will be rendered to the current OpenGL context.
imGuiGl3.render(ImGui.getDrawData());
glfwSwapBuffers(windowPtr); // swap the color buffers
// Poll for window events. The key callback above will only be invoked during this call.
glfwSwapBuffers(windowPtr);
glfwPollEvents();
}
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