import imgui.ImBool; import imgui.ImGui; import imgui.ImGuiIO; import imgui.ImString; import imgui.enums.ImGuiBackendFlags; import imgui.enums.ImGuiColorEditFlags; import imgui.enums.ImGuiCond; import imgui.enums.ImGuiConfigFlags; import imgui.enums.ImGuiInputTextFlags; import imgui.enums.ImGuiKey; import imgui.enums.ImGuiMouseCursor; import imgui.gl3.ImGuiImplGl3; import org.lwjgl.glfw.GLFWErrorCallback; import org.lwjgl.glfw.GLFWVidMode; import org.lwjgl.opengl.GL; import org.lwjgl.system.MemoryStack; import java.nio.IntBuffer; import java.util.Objects; import static org.lwjgl.glfw.Callbacks.glfwFreeCallbacks; import static org.lwjgl.glfw.GLFW.*; import static org.lwjgl.opengl.GL30.*; import static org.lwjgl.system.MemoryStack.stackPush; import static org.lwjgl.system.MemoryUtil.NULL; @SuppressWarnings("MagicNumber") public final class ImGuiGlfwExample { private static final int DEFAULT_WIDTH = 1024; private static final int DEFAULT_HEIGHT = 768; private long window; // current GLFW window pointer // Those are used to track window size properties private final int[] winWidth = new int[1]; private final int[] winHeight = new int[1]; private final int[] fbWidth = new int[1]; private final int[] fbHeight = new int[1]; // For mouse tracking private final double[] mousePosX = new double[1]; private final double[] mousePosY = new double[1]; // Mouse cursors provided by GLFW private final long[] mouseCursors = new long[ImGuiMouseCursor.COUNT]; private final ImGuiImplGl3 imGuiGl3 = new ImGuiImplGl3(); // Local app variables go here private final ImString imguiDemoLink = new ImString("https://raw.githubusercontent.com/ocornut/imgui/v1.74/imgui_demo.cpp"); private float[] backgroundColor = new float[]{0.5f, 0, 0}; private int clickCount = 0; private final byte[] testPayload = "Test Payload".getBytes(); private String dropTargetText = "Drop Here"; private final ImBool showDemoWindow = new ImBool(); public void run() { initGlfw(); initImGui(); loop(); destroyImGui(); destroyGlfw(); } // Method initializes GLFW window. All code is mostly a copy-paste from the official LWJGL3 website. private void initGlfw() { // Setup an error callback. The default implementation // will print the error message in System.err. GLFWErrorCallback.createPrint(System.err).set(); // Initialize GLFW. Most GLFW functions will not work before doing this. if (!glfwInit()) { throw new IllegalStateException("Unable to initialize GLFW"); } // Configure GLFW glfwDefaultWindowHints(); // optional, the current window hints are already the default glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // the window will stay hidden after creation glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // the window will be resizable glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE); // the window will be maximized glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // the window will be decorated // Create the window window = glfwCreateWindow(DEFAULT_WIDTH, DEFAULT_HEIGHT, "ImGui+GLFW+LWJGL Example", NULL, NULL); if (window == NULL) { throw new RuntimeException("Failed to create the GLFW window"); } // Get the thread stack and push a new frame try (MemoryStack stack = stackPush()) { final IntBuffer pWidth = stack.mallocInt(1); // int* final IntBuffer pHeight = stack.mallocInt(1); // int* // Get the window size passed to glfwCreateWindow glfwGetWindowSize(window, pWidth, pHeight); // Get the resolution of the primary monitor final GLFWVidMode vidmode = Objects.requireNonNull(glfwGetVideoMode(glfwGetPrimaryMonitor())); // Center the window glfwSetWindowPos(window, (vidmode.width() - pWidth.get(0)) / 2, (vidmode.height() - pHeight.get(0)) / 2); } // the stack frame is popped automatically glfwMakeContextCurrent(window); // Make the OpenGL context current glfwSwapInterval(GLFW_TRUE); // Enable v-sync glfwShowWindow(window); // Make the window visible // IMPORTANT!! // This line is critical for LWJGL's interoperation with GLFW's // OpenGL context, or any context that is managed externally. // LWJGL detects the context that is current in the current thread, // creates the GLCapabilities instance and makes the OpenGL // bindings available for use. GL.createCapabilities(); } // Here we will initialize ImGui stuff. private void initImGui() { // IMPORTANT!! // This line is critical for ImGui to work. ImGui.CreateContext(); // ImGui provides three different color schemas for styling. We will use the classic one here. ImGui.StyleColorsClassic(); // ImGui.StyleColorsDark(); // This is a default style for ImGui // ImGui.StyleColorsLight(); // Initialize ImGuiIO config final ImGuiIO io = ImGui.GetIO(); io.setIniFilename(null); io.setConfigFlags(ImGuiConfigFlags.NavEnableKeyboard); io.setBackendFlags(ImGuiBackendFlags.HasMouseCursors); io.setBackendPlatformName("imgui_java_impl_glfw"); io.setBackendRendererName("imgui_java_impl_lwjgl"); // 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; keyMap[ImGuiKey.LeftArrow] = GLFW_KEY_LEFT; keyMap[ImGuiKey.RightArrow] = GLFW_KEY_RIGHT; keyMap[ImGuiKey.UpArrow] = GLFW_KEY_UP; keyMap[ImGuiKey.DownArrow] = GLFW_KEY_DOWN; keyMap[ImGuiKey.PageUp] = GLFW_KEY_PAGE_UP; keyMap[ImGuiKey.PageDown] = GLFW_KEY_PAGE_DOWN; keyMap[ImGuiKey.Home] = GLFW_KEY_HOME; keyMap[ImGuiKey.End] = GLFW_KEY_END; keyMap[ImGuiKey.Insert] = GLFW_KEY_INSERT; keyMap[ImGuiKey.Delete] = GLFW_KEY_DELETE; keyMap[ImGuiKey.Backspace] = GLFW_KEY_BACKSPACE; keyMap[ImGuiKey.Space] = GLFW_KEY_SPACE; keyMap[ImGuiKey.Enter] = GLFW_KEY_ENTER; keyMap[ImGuiKey.Escape] = GLFW_KEY_ESCAPE; keyMap[ImGuiKey.KeyPadEnter] = GLFW_KEY_KP_ENTER; keyMap[ImGuiKey.A] = GLFW_KEY_A; keyMap[ImGuiKey.C] = GLFW_KEY_C; keyMap[ImGuiKey.V] = GLFW_KEY_V; keyMap[ImGuiKey.X] = GLFW_KEY_X; keyMap[ImGuiKey.Y] = GLFW_KEY_Y; 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); mouseCursors[ImGuiMouseCursor.ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); mouseCursors[ImGuiMouseCursor.ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); mouseCursors[ImGuiMouseCursor.ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); mouseCursors[ImGuiMouseCursor.ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); mouseCursors[ImGuiMouseCursor.ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); mouseCursors[ImGuiMouseCursor.Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); // Here goes GLFW callbacks to update user input stuff in ImGui glfwSetKeyCallback(window, (w, key, scancode, action, mods) -> { if (action == GLFW_PRESS) { io.setKeysDown(key, true); } else if (action == GLFW_RELEASE) { io.setKeysDown(key, false); } io.setKeyCtrl(io.getKeysDown(GLFW_KEY_LEFT_CONTROL) || io.getKeysDown(GLFW_KEY_RIGHT_CONTROL)); io.setKeyShift(io.getKeysDown(GLFW_KEY_LEFT_SHIFT) || io.getKeysDown(GLFW_KEY_RIGHT_SHIFT)); io.setKeyAlt(io.getKeysDown(GLFW_KEY_LEFT_ALT) || io.getKeysDown(GLFW_KEY_RIGHT_ALT)); io.setKeySuper(io.getKeysDown(GLFW_KEY_LEFT_SUPER) || io.getKeysDown(GLFW_KEY_RIGHT_SUPER)); }); glfwSetCharCallback(window, (w, c) -> { if (c != GLFW_KEY_DELETE) { io.AddInputCharacter(c); } }); glfwSetMouseButtonCallback(window, (w, button, action, mods) -> { final boolean[] mouseDown = new boolean[5]; mouseDown[0] = button == GLFW_MOUSE_BUTTON_1 && action != GLFW_RELEASE; mouseDown[1] = button == GLFW_MOUSE_BUTTON_2 && action != GLFW_RELEASE; mouseDown[2] = button == GLFW_MOUSE_BUTTON_3 && action != GLFW_RELEASE; mouseDown[3] = button == GLFW_MOUSE_BUTTON_4 && action != GLFW_RELEASE; mouseDown[4] = button == GLFW_MOUSE_BUTTON_5 && action != GLFW_RELEASE; io.setMouseDown(mouseDown); if (!io.getWantCaptureMouse() && mouseDown[1]) { ImGui.SetWindowFocus(null); } }); glfwSetScrollCallback(window, (w, xOffset, yOffset) -> { io.setMouseWheelH(io.getMouseWheelH() + (float) xOffset); io.setMouseWheel(io.getMouseWheel() + (float) yOffset); }); // Initialize renderer itself imGuiGl3.init(); } 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 while (!glfwWindowShouldClose(window)) { // Count frame delta value final double currentTime = glfwGetTime(); final double deltaTime = (time > 0) ? (currentTime - time) : 1f / 60f; time = currentTime; // Set the clear color glClearColor(backgroundColor[0], backgroundColor[1], backgroundColor[2], 0.0f); // Get window size properties and mouse position glfwGetWindowSize(window, winWidth, winHeight); glfwGetFramebufferSize(window, fbWidth, fbHeight); glfwGetCursorPos(window, mousePosX, mousePosY); // IMPORTANT!! // We SHOULD call those methods to update ImGui state for 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((float) deltaTime); // Update mouse cursor final int imguiCursor = ImGui.GetMouseCursor(); glfwSetCursor(window, mouseCursors[imguiCursor]); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); // Render itself starts here glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer // IMPORTANT!! // Any ImGui code SHOULD go between NewFrame()/Render() methods ImGui.NewFrame(); showUi(); ImGui.End(); if (showDemoWindow.get()) { ImGui.ShowDemoWindow(showDemoWindow); } ImGui.Render(); imGuiGl3.render(ImGui.GetDrawData()); // render DrawData from ImGui into our OpenGL context glfwSwapBuffers(window); // swap the color buffers // Poll for window events. The key callback above will only be invoked during this call. glfwPollEvents(); } } private void showUi() { ImGui.SetNextWindowSize(600, 210, ImGuiCond.Once); ImGui.SetNextWindowPos(10, 10, ImGuiCond.Once); ImGui.Begin("Custom window"); ImGui.Text("Hello from Java!"); ImGui.Button("Drag me"); if (ImGui.BeginDragDropSource()) { ImGui.SetDragDropPayload("payload_type", testPayload, testPayload.length); ImGui.Text("Drag started"); ImGui.EndDragDropSource(); } ImGui.SameLine(); ImGui.Text(dropTargetText); if (ImGui.BeginDragDropTarget()) { final byte[] payload = ImGui.AcceptDragDropPayload("payload_type"); if (payload != null) { dropTargetText = new String(payload); } ImGui.EndDragDropTarget(); } ImGui.AlignTextToFramePadding(); ImGui.Text("Background color:"); ImGui.SameLine(); ImGui.ColorEdit3("##click_counter_col", backgroundColor, ImGuiColorEditFlags.NoInputs | ImGuiColorEditFlags.NoDragDrop); if (ImGui.Button("Click")) { clickCount++; } if (ImGui.IsItemHovered()) { ImGui.SetMouseCursor(ImGuiMouseCursor.Hand); } ImGui.SameLine(); ImGui.Text("Count: " + clickCount); ImGui.Checkbox("Show demo window", showDemoWindow); ImGui.NewLine(); ImGui.Separator(); ImGui.Text("Consider to look the original ImGui demo: "); ImGui.SetNextItemWidth(500); ImGui.InputText("##input_to_copy_link", imguiDemoLink, ImGuiInputTextFlags.ReadOnly); if (ImGui.IsItemHovered()) { ImGui.SetMouseCursor(ImGuiMouseCursor.TextInput); } ImGui.SameLine(); ImGui.Text("(?)"); if (ImGui.IsItemHovered()) { ImGui.SetTooltip("You can copy and paste this link to browser"); } } // If you want to clean a room after yourself - do it by yourself private void destroyImGui() { imGuiGl3.dispose(); ImGui.DestroyContext(); } private void destroyGlfw() { for (long mouseCursor : mouseCursors) { glfwDestroyCursor(mouseCursor); } glfwFreeCallbacks(window); glfwDestroyWindow(window); glfwTerminate(); Objects.requireNonNull(glfwSetErrorCallback(null)).free(); } public static void main(final String[] args) { new ImGuiGlfwExample().run(); } }