module ecs_utils.imgui_bind; import bindbc.sdl; import cimgui.cimgui; version(WebAssembly) { extern(C): bool ImGui_ImplOpenGL3_Init(const char* glsl_version = null); void ImGui_ImplOpenGL3_Shutdown(); void ImGui_ImplOpenGL3_NewFrame(); void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); void ImGui_ImplSDL2_Shutdown(); void ImGui_ImplSDL2_NewFrame(SDL_Window* window); bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); } else : import bindbc.sdl; import glad.gl.gl; import cimgui.cimgui; extern(C): SDL_Window* g_Window; ulong g_Time; bool[3] g_MousePressed; SDL_Cursor*[ImGuiMouseCursor_COUNT] g_MouseCursors; char* g_ClipboardTextData; GLuint g_FontTexture = 0; const (char)* ImGuiImplSDL2GetClipboardText(void*) { if (g_ClipboardTextData) SDL_free(g_ClipboardTextData); g_ClipboardTextData = SDL_GetClipboardText(); return g_ClipboardTextData; } void ImGuiImplSDL2SetClipboardText(void*, const char* text) { SDL_SetClipboardText(text); } bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) { ImGuiIO* io = igGetIO(); switch (event.type) { case SDL_MOUSEWHEEL: { if (event.wheel.x > 0) io.MouseWheelH += 1; if (event.wheel.x < 0) io.MouseWheelH -= 1; if (event.wheel.y > 0) io.MouseWheel += 1; if (event.wheel.y < 0) io.MouseWheel -= 1; return true; } case SDL_MOUSEBUTTONDOWN: { if (event.button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; if (event.button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; if (event.button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; return true; } case SDL_TEXTINPUT: { ImGuiIO_AddInputCharactersUTF8(io,event.text.text.ptr); return true; } case SDL_KEYDOWN: case SDL_KEYUP: { int key = event.key.keysym.scancode; //IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown)); io.KeysDown[key] = (event.type == SDL_KEYDOWN); io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); return true; } default:break; } return false; } bool ImGuiImplSDL2Init(SDL_Window* window) { g_Window = window; // Setup back-end capabilities flags ImGuiIO* io = igGetIO(); io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) io.BackendPlatformName = "imgui_impl_sdl"; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB; io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT; io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE; io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE; io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE; io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN; io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE; io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_RETURN2; io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A; io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C; io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V; io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X; io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y; io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z; io.SetClipboardTextFn = &ImGuiImplSDL2SetClipboardText; io.GetClipboardTextFn = &ImGuiImplSDL2GetClipboardText; io.ClipboardUserData = null; g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); //#ifdef _WIN32 version(WebAssembly) { } else version(Windows) { SDL_SysWMinfo wmInfo; SDL_VERSION(&wmInfo.version_); SDL_GetWindowWMInfo(window, &wmInfo); io.ImeWindowHandle = wmInfo.info.win.window; } //#else //(void)window; //#endif return true; } bool ImGuiImplSDL2InitForOpenGL(SDL_Window* window, void* sdl_gl_context) { //(void)sdl_gl_context; // Viewport branch will need this. return ImGuiImplSDL2Init(window); } void ImGuiImplSDL2Shutdown() { g_Window = null; // Destroy last known clipboard data if (g_ClipboardTextData) SDL_free(g_ClipboardTextData); g_ClipboardTextData = null; // Destroy SDL mouse cursors for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) SDL_FreeCursor(g_MouseCursors[cursor_n]); //memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); } static void ImGui_ImplSDL2_UpdateMousePosAndButtons() { ImGuiIO* io = igGetIO(); // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) if (io.WantSetMousePos) SDL_WarpMouseInWindow(g_Window, cast(int)io.MousePos.x, cast(int)io.MousePos.y); else io.MousePos = ImVec2(-float.max, -float.max); int mx, my; Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my); io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & (SDL_PRESSED<<(SDL_BUTTON_LEFT-1))) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & (SDL_PRESSED<<(SDL_BUTTON_RIGHT-1))) != 0; io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & (SDL_PRESSED<<(SDL_BUTTON_MIDDLE-1))) != 0; g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; //#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) /*SDL_Window* focused_window = SDL_GetKeyboardFocus(); if (g_Window == focused_window) { // SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?) // The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally. int wx, wy; SDL_GetWindowPosition(focused_window, &wx, &wy); SDL_GetGlobalMouseState(&mx, &my); mx -= wx; my -= wy; io.MousePos = ImVec2((float)mx, (float)my); } // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor. // The function is only supported from SDL 2.0.4 (released Jan 2016) bool any_mouse_button_down = ImGui::IsAnyMouseDown(); SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE); //#else*/ if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS) io.MousePos = ImVec2(cast(float)mx, cast(float)my); //#endif } static void ImGui_ImplSDL2_UpdateMouseCursor() { ImGuiIO* io = igGetIO(); if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) return; ImGuiMouseCursor imgui_cursor = igGetMouseCursor(); if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) { // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor SDL_ShowCursor(SDL_FALSE); } else { // Show OS mouse cursor SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); SDL_ShowCursor(SDL_TRUE); } } static void ImGui_ImplSDL2_UpdateGamepads() { ImGuiIO* io = igGetIO(); //memset(io.NavInputs, 0, sizeof(io.NavInputs)); if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) return; // Get gamepad SDL_GameController* game_controller = SDL_GameControllerOpen(0); if (!game_controller) { io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; return; } // Update gamepad inputs /*#define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; } #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767); MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); io.BackendFlags |= ImGuiBackendFlags_HasGamepad; #undef MAP_BUTTON #undef MAP_ANALOG*/ } private long frequency; void ImGuiImplSDL2NewFrame(SDL_Window* window) { ImGuiIO* io = igGetIO(); assert(ImFontAtlas_IsBuilt(io.Fonts), "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); // Setup display size (every frame to accommodate for window resizing) int w, h; int display_w, display_h; SDL_GetWindowSize(window, &w, &h); SDL_GL_GetDrawableSize(window, &display_w, &display_h); io.DisplaySize = ImVec2(cast(float)w, cast(float)h); if (w > 0 && h > 0) io.DisplayFramebufferScale = ImVec2(cast(float)display_w / w, cast(float)display_h / h); // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) frequency = SDL_GetPerformanceFrequency(); long current_time = SDL_GetPerformanceCounter(); io.DeltaTime = g_Time > 0 ? cast(float)(cast(double)(current_time - g_Time) / frequency) : cast(float)(1.0f / 60.0f); g_Time = current_time; ImGui_ImplSDL2_UpdateMousePosAndButtons(); ImGui_ImplSDL2_UpdateMouseCursor(); // Update game controllers (if enabled and available) ImGui_ImplSDL2_UpdateGamepads(); } bool ImGuiImplOpenGL2Init() { // Setup back-end capabilities flags ImGuiIO* io = igGetIO(); io.BackendRendererName = "imgui_impl_opengl2"; return true; } void ImGuiImplOpenGL2Shutdown() { ImGuiImplOpenGL2DestroyDeviceObjects(); } void ImGuiImplOpenGL2NewFrame() { if (!g_FontTexture) ImGuiImplOpenGL2CreateDeviceObjects(); } static void ImGuiImplOpenGL2SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) { // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); //glDisable(GL_LIGHTING); //glDisable(GL_COLOR_MATERIAL); glEnable(GL_SCISSOR_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glEnable(GL_TEXTURE_2D); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), // you may need to backup/reset/restore current shader using the lines below. DO NOT MODIFY THIS FILE! Add the code in your calling function: // GLint last_program; // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); // glUseProgram(0); // ImGui_ImplOpenGL2_RenderDrawData(...); // glUseProgram(last_program) // Setup viewport, orthographic projection matrix // Our visible imgui space lies from draw_data.DisplayPos (top left) to draw_data.DisplayPos+data_data.DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. glViewport(0, 0, cast(GLsizei)fb_width, cast(GLsizei)fb_height); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(draw_data.DisplayPos.x, draw_data.DisplayPos.x + draw_data.DisplaySize.x, draw_data.DisplayPos.y + draw_data.DisplaySize.y, draw_data.DisplayPos.y, -1.0f, +1.0f); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); } // OpenGL2 Render function. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. void ImGuiImplOpenGL2RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) int fb_width = cast(int)(draw_data.DisplaySize.x * draw_data.FramebufferScale.x); int fb_height = cast(int)(draw_data.DisplaySize.y * draw_data.FramebufferScale.y); if (fb_width == 0 || fb_height == 0) return; // Backup GL state GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); GLint[2] last_polygon_mode; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode.ptr); GLint[4] last_viewport; glGetIntegerv(GL_VIEWPORT, last_viewport.ptr); GLint[4] last_scissor_box; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box.ptr); glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); // Setup desired GL state ImGuiImplOpenGL2SetupRenderState(draw_data, fb_width, fb_height); // Will project scissor/clipping rectangles into framebuffer space ImVec2 clip_off = draw_data.DisplayPos; // (0,0) unless using multi-viewports ImVec2 clip_scale = draw_data.FramebufferScale; // (1,1) unless using retina display which are often (2,2) // Render command lists for (int n = 0; n < draw_data.CmdListsCount; n++) { ImDrawList* cmd_list = draw_data.CmdLists[n]; ImDrawVert* vtx_buffer = cmd_list.VtxBuffer.Data; ImDrawIdx* idx_buffer = cmd_list.IdxBuffer.Data; glVertexPointer(2, GL_FLOAT, ImDrawVert.sizeof, cast(const GLvoid*)(cast(const char*)vtx_buffer + ImDrawVert.pos.offsetof)); glTexCoordPointer(2, GL_FLOAT, ImDrawVert.sizeof, cast(const GLvoid*)(cast(const char*)vtx_buffer + ImDrawVert.uv.offsetof)); glColorPointer(4, GL_UNSIGNED_BYTE, ImDrawVert.sizeof, cast(const GLvoid*)(cast(const char*)vtx_buffer + ImDrawVert.col.offsetof)); for (int cmd_i = 0; cmd_i < cmd_list.CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list.CmdBuffer.Data[cmd_i]; if (pcmd.UserCallback) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) /*if (pcmd.UserCallback == &ImDrawCallback_ResetRenderState) ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); else*/ pcmd.UserCallback(cmd_list, pcmd); } else { // Project scissor/clipping rectangles into framebuffer space ImVec4 clip_rect = ImVec4(0,0,0,0); clip_rect.x = (pcmd.ClipRect.x - clip_off.x) * clip_scale.x; clip_rect.y = (pcmd.ClipRect.y - clip_off.y) * clip_scale.y; clip_rect.z = (pcmd.ClipRect.z - clip_off.x) * clip_scale.x; clip_rect.w = (pcmd.ClipRect.w - clip_off.y) * clip_scale.y; if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) { // Apply scissor/clipping rectangle glScissor(cast(int)clip_rect.x, cast(int)(fb_height - clip_rect.w), cast(int)(clip_rect.z - clip_rect.x), cast(int)(clip_rect.w - clip_rect.y)); // Bind texture, Draw glBindTexture(GL_TEXTURE_2D, cast(GLuint)pcmd.TextureId); glDrawElements(GL_TRIANGLES, cast(GLsizei)pcmd.ElemCount, ImDrawIdx.sizeof == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); } } idx_buffer += pcmd.ElemCount; } } // Restore modified GL state glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glBindTexture(GL_TEXTURE_2D, cast(GLuint)last_texture); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glPopAttrib(); glPolygonMode(GL_FRONT, cast(GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, cast(GLenum)last_polygon_mode[1]); glViewport(last_viewport[0], last_viewport[1], cast(GLsizei)last_viewport[2], cast(GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], cast(GLsizei)last_scissor_box[2], cast(GLsizei)last_scissor_box[3]); } bool ImGuiImplOpenGL2CreateFontsTexture() { // Build texture atlas ImGuiIO* io = igGetIO(); ubyte* pixels; int width, height; int bpp; ImFontAtlas_GetTexDataAsRGBA32(io.Fonts, &pixels, &width, &height, &bpp); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. // Upload texture to graphics system GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGenTextures(1, &g_FontTexture); glBindTexture(GL_TEXTURE_2D, g_FontTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Store our identifier io.Fonts.TexID = cast(ImTextureID)g_FontTexture; // Restore state glBindTexture(GL_TEXTURE_2D, last_texture); return true; } void ImGuiImplOpenGL2DestroyFontsTexture() { if (g_FontTexture) { ImGuiIO* io = igGetIO(); glDeleteTextures(1, &g_FontTexture); io.Fonts.TexID = null; g_FontTexture = 0; } } bool ImGuiImplOpenGL2CreateDeviceObjects() { return ImGuiImplOpenGL2CreateFontsTexture(); } void ImGuiImplOpenGL2DestroyDeviceObjects() { ImGuiImplOpenGL2DestroyFontsTexture(); }