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imgui_impl_glfw_gl3.cc (17494B)


      1 // ImGui GLFW binding with OpenGL3 + shaders
      2 // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
      3 
      4 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
      5 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
      6 // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
      7 // https://github.com/ocornut/imgui
      8 
      9 #include "imgui.h"
     10 #include "imgui_impl_glfw_gl3.h"
     11 
     12 // GL3W/GLFW
     13 #include "glad.h"
     14 #include "libs/glfw/include/GLFW/glfw3.h"
     15 #ifdef _WIN32
     16 #undef APIENTRY
     17 #define GLFW_EXPOSE_NATIVE_WIN32
     18 #define GLFW_EXPOSE_NATIVE_WGL
     19 #include "libs/glfw/include/GLFW/glfw3native.h"
     20 #endif
     21 
     22 // Data
     23 static GLFWwindow*  g_Window = NULL;
     24 static double       g_Time = 0.0f;
     25 static bool         g_MousePressed[3] = { false, false, false };
     26 static float        g_MouseWheel = 0.0f;
     27 static GLuint       g_FontTexture = 0;
     28 static int          g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
     29 static int          g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
     30 static int          g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
     31 static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
     32 
     33 // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
     34 // If text or lines are blurry when integrating ImGui in your engine:
     35 // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
     36 void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
     37 {
     38     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
     39     ImGuiIO& io = ImGui::GetIO();
     40     int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
     41     int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
     42     if (fb_width == 0 || fb_height == 0)
     43         return;
     44     draw_data->ScaleClipRects(io.DisplayFramebufferScale);
     45 
     46     // Backup GL state
     47     GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture);
     48     glActiveTexture(GL_TEXTURE0);
     49     GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
     50     GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
     51     GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
     52     GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
     53     GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
     54     GLint last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb);
     55     GLint last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb);
     56     GLint last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha);
     57     GLint last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha);
     58     GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
     59     GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
     60     GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
     61     GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
     62     GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
     63     GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
     64     GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
     65     GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
     66 
     67     // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
     68     glEnable(GL_BLEND);
     69     glBlendEquation(GL_FUNC_ADD);
     70     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
     71     glDisable(GL_CULL_FACE);
     72     glDisable(GL_DEPTH_TEST);
     73     glEnable(GL_SCISSOR_TEST);
     74 
     75     // Setup viewport, orthographic projection matrix
     76     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
     77     const float ortho_projection[4][4] =
     78     {
     79         { 2.0f/io.DisplaySize.x, 0.0f,                   0.0f, 0.0f },
     80         { 0.0f,                  2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
     81         { 0.0f,                  0.0f,                  -1.0f, 0.0f },
     82         {-1.0f,                  1.0f,                   0.0f, 1.0f },
     83     };
     84     glUseProgram(g_ShaderHandle);
     85     glUniform1i(g_AttribLocationTex, 0);
     86     glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
     87     glBindVertexArray(g_VaoHandle);
     88 
     89     for (int n = 0; n < draw_data->CmdListsCount; n++)
     90     {
     91         const ImDrawList* cmd_list = draw_data->CmdLists[n];
     92         const ImDrawIdx* idx_buffer_offset = 0;
     93 
     94         glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
     95         glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
     96 
     97         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
     98         glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
     99 
    100         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
    101         {
    102             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
    103             if (pcmd->UserCallback)
    104             {
    105                 pcmd->UserCallback(cmd_list, pcmd);
    106             }
    107             else
    108             {
    109                 glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
    110                 glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
    111                 glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
    112             }
    113             idx_buffer_offset += pcmd->ElemCount;
    114         }
    115     }
    116 
    117     // Restore modified GL state
    118     glUseProgram(last_program);
    119     glBindTexture(GL_TEXTURE_2D, last_texture);
    120     glActiveTexture(last_active_texture);
    121     glBindVertexArray(last_vertex_array);
    122     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
    123     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
    124     glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
    125     glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
    126     if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
    127     if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
    128     if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
    129     if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
    130     glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
    131     glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
    132 }
    133 
    134 static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data)
    135 {
    136     return glfwGetClipboardString((GLFWwindow*)user_data);
    137 }
    138 
    139 static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text)
    140 {
    141     glfwSetClipboardString((GLFWwindow*)user_data, text);
    142 }
    143 
    144 void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
    145 {
    146     if (action == GLFW_PRESS && button >= 0 && button < 3)
    147         g_MousePressed[button] = true;
    148 }
    149 
    150 void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
    151 {
    152     g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
    153 }
    154 
    155 void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
    156 {
    157     ImGuiIO& io = ImGui::GetIO();
    158     if (action == GLFW_PRESS)
    159         io.KeysDown[key] = true;
    160     if (action == GLFW_RELEASE)
    161         io.KeysDown[key] = false;
    162 
    163     (void)mods; // Modifiers are not reliable across systems
    164     io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
    165     io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
    166     io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
    167     io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
    168 }
    169 
    170 void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow*, unsigned int c)
    171 {
    172     ImGuiIO& io = ImGui::GetIO();
    173     if (c > 0 && c < 0x10000)
    174         io.AddInputCharacter((unsigned short)c);
    175 }
    176 
    177 bool ImGui_ImplGlfwGL3_CreateFontsTexture()
    178 {
    179     // Build texture atlas
    180     ImGuiIO& io = ImGui::GetIO();
    181     unsigned char* pixels;
    182     int width, height;
    183     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // 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.
    184 
    185     // Upload texture to graphics system
    186     GLint last_texture;
    187     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
    188     glGenTextures(1, &g_FontTexture);
    189     glBindTexture(GL_TEXTURE_2D, g_FontTexture);
    190     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    191     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    192     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
    193 
    194     // Store our identifier
    195     io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
    196 
    197     // Restore state
    198     glBindTexture(GL_TEXTURE_2D, last_texture);
    199 
    200     return true;
    201 }
    202 
    203 bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
    204 {
    205     // Backup GL state
    206     GLint last_texture, last_array_buffer, last_vertex_array;
    207     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
    208     glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
    209     glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
    210 
    211     const GLchar *vertex_shader =
    212         "#version 330\n"
    213         "uniform mat4 ProjMtx;\n"
    214         "in vec2 Position;\n"
    215         "in vec2 UV;\n"
    216         "in vec4 Color;\n"
    217         "out vec2 Frag_UV;\n"
    218         "out vec4 Frag_Color;\n"
    219         "void main()\n"
    220         "{\n"
    221         "	Frag_UV = UV;\n"
    222         "	Frag_Color = Color;\n"
    223         "	gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
    224         "}\n";
    225 
    226     const GLchar* fragment_shader =
    227         "#version 330\n"
    228         "uniform sampler2D Texture;\n"
    229         "in vec2 Frag_UV;\n"
    230         "in vec4 Frag_Color;\n"
    231         "out vec4 Out_Color;\n"
    232         "void main()\n"
    233         "{\n"
    234         "	Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
    235         "}\n";
    236 
    237     g_ShaderHandle = glCreateProgram();
    238     g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
    239     g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
    240     glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
    241     glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
    242     glCompileShader(g_VertHandle);
    243     glCompileShader(g_FragHandle);
    244     glAttachShader(g_ShaderHandle, g_VertHandle);
    245     glAttachShader(g_ShaderHandle, g_FragHandle);
    246     glLinkProgram(g_ShaderHandle);
    247 
    248     g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
    249     g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
    250     g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
    251     g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
    252     g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
    253 
    254     glGenBuffers(1, &g_VboHandle);
    255     glGenBuffers(1, &g_ElementsHandle);
    256 
    257     glGenVertexArrays(1, &g_VaoHandle);
    258     glBindVertexArray(g_VaoHandle);
    259     glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
    260     glEnableVertexAttribArray(g_AttribLocationPosition);
    261     glEnableVertexAttribArray(g_AttribLocationUV);
    262     glEnableVertexAttribArray(g_AttribLocationColor);
    263 
    264 #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
    265     glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
    266     glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
    267     glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
    268 #undef OFFSETOF
    269 
    270     ImGui_ImplGlfwGL3_CreateFontsTexture();
    271 
    272     // Restore modified GL state
    273     glBindTexture(GL_TEXTURE_2D, last_texture);
    274     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
    275     glBindVertexArray(last_vertex_array);
    276 
    277     return true;
    278 }
    279 
    280 void    ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
    281 {
    282     if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
    283     if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
    284     if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
    285     g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
    286 
    287     if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
    288     if (g_VertHandle) glDeleteShader(g_VertHandle);
    289     g_VertHandle = 0;
    290 
    291     if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
    292     if (g_FragHandle) glDeleteShader(g_FragHandle);
    293     g_FragHandle = 0;
    294 
    295     if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
    296     g_ShaderHandle = 0;
    297 
    298     if (g_FontTexture)
    299     {
    300         glDeleteTextures(1, &g_FontTexture);
    301         ImGui::GetIO().Fonts->TexID = 0;
    302         g_FontTexture = 0;
    303     }
    304 }
    305 
    306 bool    ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
    307 {
    308     g_Window = window;
    309 
    310     ImGuiIO& io = ImGui::GetIO();
    311     io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;                         // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
    312     io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
    313     io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
    314     io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
    315     io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
    316     io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
    317     io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
    318     io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
    319     io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
    320     io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
    321     io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
    322     io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
    323     io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
    324     io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
    325     io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
    326     io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
    327     io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
    328     io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
    329     io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
    330 
    331     io.RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists;       // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
    332     io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
    333     io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
    334     io.ClipboardUserData = g_Window;
    335 #ifdef _WIN32
    336     io.ImeWindowHandle = glfwGetWin32Window(g_Window);
    337 #endif
    338 
    339     if (install_callbacks)
    340     {
    341         glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL3_MouseButtonCallback);
    342         glfwSetScrollCallback(window, ImGui_ImplGlfwGL3_ScrollCallback);
    343         glfwSetKeyCallback(window, ImGui_ImplGlfwGL3_KeyCallback);
    344         glfwSetCharCallback(window, ImGui_ImplGlfwGL3_CharCallback);
    345     }
    346 
    347     return true;
    348 }
    349 
    350 void ImGui_ImplGlfwGL3_Shutdown()
    351 {
    352     ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
    353     ImGui::Shutdown();
    354 }
    355 
    356 void ImGui_ImplGlfwGL3_NewFrame()
    357 {
    358     if (!g_FontTexture)
    359         ImGui_ImplGlfwGL3_CreateDeviceObjects();
    360 
    361     ImGuiIO& io = ImGui::GetIO();
    362 
    363     // Setup display size (every frame to accommodate for window resizing)
    364     int w, h;
    365     int display_w, display_h;
    366     glfwGetWindowSize(g_Window, &w, &h);
    367     glfwGetFramebufferSize(g_Window, &display_w, &display_h);
    368     io.DisplaySize = ImVec2((float)w, (float)h);
    369     io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
    370 
    371     // Setup time step
    372     double current_time =  glfwGetTime();
    373     io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
    374     g_Time = current_time;
    375 
    376     // Setup inputs
    377     // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
    378     if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
    379     {
    380         double mouse_x, mouse_y;
    381         glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
    382         io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);   // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
    383     }
    384     else
    385     {
    386         io.MousePos = ImVec2(-1,-1);
    387     }
    388 
    389     for (int i = 0; i < 3; i++)
    390     {
    391         io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(g_Window, i) != 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.
    392         g_MousePressed[i] = false;
    393     }
    394 
    395     io.MouseWheel = g_MouseWheel;
    396     g_MouseWheel = 0.0f;
    397 
    398     // Hide OS mouse cursor if ImGui is drawing it
    399     glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
    400 
    401     // Start the frame
    402     ImGui::NewFrame();
    403 }