import imgui.ImGui; import imgui.ImGuiString; import imgui.enums.ImGuiCond; import imgui.enums.ImGuiInputTextFlags; import imgui.enums.ImGuiKey; import imgui.enums.ImGuiMouseCursor; import imgui.enums.ImGuiTreeNodeFlags; 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 ID // 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]; // TODO move this into ImGuiIO.KeysDown private boolean ctrlKeyDown; private boolean shiftKeyDown; private boolean altKeyDown; private boolean superKeyDown; private final long[] mouseCursors = new long[ImGuiMouseCursor.COUNT.getValue()]; private final ImGuiImplGl3 imGuiGl3 = new ImGuiImplGl3(); // Local app variables go here private final ImGuiString imguiDemoLink = new ImGuiString("https://raw.githubusercontent.com/ocornut/imgui/v1.74/imgui_demo.cpp"); private int clickCount = 0; 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. // It loads native library, creates ImGui context and does other necessary stuff. ImGui.init(); // 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(); // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. final int[] keys = new int[ImGuiKey.COUNT.code]; keys[ImGuiKey.Tab.code] = GLFW_KEY_TAB; keys[ImGuiKey.LeftArrow.code] = GLFW_KEY_LEFT; keys[ImGuiKey.RightArrow.code] = GLFW_KEY_RIGHT; keys[ImGuiKey.UpArrow.code] = GLFW_KEY_UP; keys[ImGuiKey.DownArrow.code] = GLFW_KEY_DOWN; keys[ImGuiKey.PageUp.code] = GLFW_KEY_PAGE_UP; keys[ImGuiKey.PageDown.code] = GLFW_KEY_PAGE_DOWN; keys[ImGuiKey.Home.code] = GLFW_KEY_HOME; keys[ImGuiKey.End.code] = GLFW_KEY_END; keys[ImGuiKey.Insert.code] = GLFW_KEY_INSERT; keys[ImGuiKey.Delete.code] = GLFW_KEY_DELETE; keys[ImGuiKey.Backspace.code] = GLFW_KEY_BACKSPACE; keys[ImGuiKey.Space.code] = GLFW_KEY_SPACE; keys[ImGuiKey.Enter.code] = GLFW_KEY_ENTER; keys[ImGuiKey.Escape.code] = GLFW_KEY_ESCAPE; keys[ImGuiKey.KeyPadEnter.code] = GLFW_KEY_KP_ENTER; keys[ImGuiKey.A.code] = GLFW_KEY_A; keys[ImGuiKey.C.code] = GLFW_KEY_C; keys[ImGuiKey.V.code] = GLFW_KEY_V; keys[ImGuiKey.X.code] = GLFW_KEY_X; keys[ImGuiKey.Y.code] = GLFW_KEY_Y; keys[ImGuiKey.Z.code] = GLFW_KEY_Z; ImGui.initKeyMap(keys); // Mouse cursors mapping mouseCursors[ImGuiMouseCursor.Arrow.getValue()] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); mouseCursors[ImGuiMouseCursor.TextInput.getValue()] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); mouseCursors[ImGuiMouseCursor.ResizeAll.getValue()] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); mouseCursors[ImGuiMouseCursor.ResizeNS.getValue()] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); mouseCursors[ImGuiMouseCursor.ResizeEW.getValue()] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); mouseCursors[ImGuiMouseCursor.ResizeNESW.getValue()] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); mouseCursors[ImGuiMouseCursor.ResizeNWSE.getValue()] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); mouseCursors[ImGuiMouseCursor.Hand.getValue()] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); // Here goes GLFW callbacks to update user input stuff in ImGui glfwSetKeyCallback(window, (w, key, scancode, action, mods) -> { final boolean isKeyDown = action == GLFW_PRESS; if (key == GLFW_KEY_LEFT_CONTROL || key == GLFW_KEY_RIGHT_CONTROL) { ctrlKeyDown = isKeyDown; } else if (key == GLFW_KEY_LEFT_SHIFT || key == GLFW_KEY_RIGHT_SHIFT) { shiftKeyDown = isKeyDown; } else if (key == GLFW_KEY_LEFT_ALT || key == GLFW_KEY_RIGHT_ALT) { altKeyDown = isKeyDown; } else if (key == GLFW_KEY_LEFT_SUPER || key == GLFW_KEY_RIGHT_SUPER) { superKeyDown = isKeyDown; } ImGui.UpdateKey(key, isKeyDown, action == GLFW_RELEASE, ctrlKeyDown, shiftKeyDown, altKeyDown, superKeyDown); }); glfwSetCharCallback(window, (w, c) -> { if (c != GLFW_KEY_DELETE) { ImGui.UpdateKeyTyped(c); } }); glfwSetMouseButtonCallback(window, (w, button, action, mods) -> { final boolean mouseDown0 = button == GLFW_MOUSE_BUTTON_1 && action != GLFW_RELEASE; final boolean mouseDown1 = button == GLFW_MOUSE_BUTTON_2 && action != GLFW_RELEASE; final boolean mouseDown2 = button == GLFW_MOUSE_BUTTON_3 && action != GLFW_RELEASE; final boolean mouseDown3 = button == GLFW_MOUSE_BUTTON_4 && action != GLFW_RELEASE; final boolean mouseDown4 = button == GLFW_MOUSE_BUTTON_5 && action != GLFW_RELEASE; final boolean mouseDown5 = button == GLFW_MOUSE_BUTTON_6 && action != GLFW_RELEASE; ImGui.UpdateMouseState(mouseDown0, mouseDown1, mouseDown2, mouseDown3, mouseDown4, mouseDown5); if (!ImGui.GetIO().WantCaptureMouse && mouseDown1) { ImGui.SetWindowFocus(null); } }); glfwSetScrollCallback(window, (w, xOffset, yOffset) -> ImGui.UpdateScroll((float) xOffset, (float) yOffset)); // Initialize renderer itself imGuiGl3.init(); } private void loop() { double time = 0; // to track our frame delta value // Set the clear color glClearColor(0.5f, 0.0f, 0.0f, 0.0f); // 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; // 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 ImGui.UpdateImGui(); ImGui.UpdateDisplaySize(winWidth[0], winHeight[0], fbWidth[0], fbHeight[0]); ImGui.UpdateMousePos((float) mousePosX[0], (float) mousePosY[0]); ImGui.UpdateDeltaTime((float) deltaTime); // Update mouse cursor final ImGuiMouseCursor imguiCursor = ImGui.GetMouseCursor(); glfwSetCursor(window, mouseCursors[imguiCursor.getValue()]); 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(); ImGui.SetNextWindowSize(600, 200, ImGuiCond.Once); ImGui.SetNextWindowPos(10, 10, ImGuiCond.Once); ImGui.Begin("Custom window"); ImGui.Text("Hello from Java!"); if (ImGui.Button("Click")) { clickCount++; } if (ImGui.IsItemHovered()) { ImGui.SetMouseCursor(ImGuiMouseCursor.Hand); } ImGui.SameLine(); ImGui.Text("Count: " + clickCount); ImGui.Separator(); ImGui.BeginChild("##custom_window_child", 200, 50); if (ImGui.TreeNode("Simple..")) { ImGui.TreeNodeEx("..tree", ImGuiTreeNodeFlags.Leaf.or(ImGuiTreeNodeFlags.Bullet).or(ImGuiTreeNodeFlags.NoTreePushOnOpen)); ImGui.TreePop(); } ImGui.EndChild(); 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"); } ImGui.End(); ImGui.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(); } } // If you want to clean a room after yourself - do it by yourself private void destroyImGui() { imGuiGl3.dispose(); ImGui.destroy(); } 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(); } }