Closed sxzxs closed 1 month ago
GLFW_DECORATED
is already TRUE.
Would you try setWindowAttrib(glfwWin, GLFW_DECORATED, GLFW_FALSE) ?
thanks, set false can work
but setWindowAttrib(glfwWin, GLFWMouseButtonPassthrough, GLFW_FALSE)
this not work
import std/[strutils, math]
import nimgl/[opengl,glfw]
import imguin/[glfw_opengl]
import imguin/lang/imgui_ja_gryph_ranges
include /utils/setupFonts
include imguin/simple
when defined(windows):
import tinydialogs
const MainWinWidth = 1024
const MainWinHeight = 804
proc glfwSetWindowAttrib*(window: GLFWWindow, attrib: int32, value: int32): void {.importc: "glfwSetWindowAttrib".}
#--------------
# Configration
#--------------
# .--------------------------------------------..---------.-----------------------.------------
# | Combination of flags || | Viewport |
# |--------------------------------------------||---------|-----------------------|------------
# | fViewport | fDocking | TransparentViewport || Docking | Transparent | Outside | Description
# |:---------:|:--------:|:-------------------:||:-------:|:-----------:|:-------:| -----------
# | false | false | false || - | - | - |
# | false | true | false || v | - | - | (Default): Only docking
# | true | - | false || v | - | v | Docking and outside of viewport
# | - | - | true || v | v | - | Transparent Viewport and docking
# `-----------'----------'---------------------'`---------'-------------'---------'-------------
var
fDocking = true
fViewport = true
TransparentViewport = false
#
block:
if TransparentViewport:
fViewport = true
if fViewport:
fDocking = true
#---------------------
# Forward definitions
#---------------------
proc winMain(hWin: glfw.GLFWWindow)
#------
# main
#------
proc main() =
doAssert glfwInit()
defer: glfwTerminate()
if TransparentViewport:
glfwWindowHint(GLFWVisible, GLFW_FALSE)
glfwWindowHint(GLFWContextVersionMajor, 3)
glfwWindowHint(GLFWContextVersionMinor, 3)
glfwWindowHint(GLFWOpenglForwardCompat, GLFW_TRUE)
glfwWindowHint(GLFWOpenglProfile, GLFW_OPENGL_CORE_PROFILE)
glfwWindowHint(GLFWResizable, GLFW_TRUE)
glfwWindowHint(GLFW_FLOATING, GLFW_TRUE)
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE)
glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE)
glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE);
#
var glfwWin = glfwCreateWindow(MainWinWidth, MainWinHeight, "test")
if glfwWin.isNil:
quit(-1)
setWindowAttrib(glfwWin, GLFWMouseButtonPassthrough, GLFW_TRUE)
setWindowAttrib(glfwWin, GLFW_DECORATED, GLFW_FALSE)
glfwWin.makeContextCurrent()
defer: glfwWin.destroyWindow()
glfwSwapInterval(1) # Enable vsync
doAssert glInit() # OpenGL init
# setup ImGui
let context = igCreateContext(nil)
defer: context.igDestroyContext()
if fDocking:
var pio = igGetIO()
pio.ConfigFlags = pio.ConfigFlags or ImGui_ConfigFlags_DockingEnable.cint
if fViewport:
pio.ConfigFlags = pio.ConfigFlags or ImGui_ConfigFlags_ViewportsEnable.cint
pio.ConfigViewports_NoAutomerge = true
# GLFW + OpenGL
const glsl_version = "#version 130" # GL 3.0 + GLSL 130
doAssert ImGui_ImplGlfw_InitForOpenGL(cast[ptr GLFWwindow](glfwwin), true)
defer: ImGui_ImplGlfw_Shutdown()
doAssert ImGui_ImplOpenGL3_Init(glsl_version)
defer: ImGui_ImplOpenGL3_Shutdown()
glfwWin.winMain()
#---------
# winMain
#---------
proc winMain(hWin: glfw.GLFWWindow) =
var
showDemoWindow = true
showAnotherWindow = false
showFirstWindow = true
fval = 0.5f
counter = 0
sBuf = newString(200)
sFnameSelected{.global.}:string
clearColor:ccolor
if TransparentViewport:
clearColor = ccolor(elm:(x:0f, y:0f, z:0f, w:0.0f)) # Transparent
else:
clearColor = ccolor(elm:(x:0f, y:0f, z:0f, w:0.0f)) # Transparent
#clearColor = ccolor(elm:(x:0.25f, y:0.65f, z:0.85f, w:0.0f))
igStyleColorsClassic(nil)
# Add multibytes font
discard setupFonts()
var pio = igGetIO()
# main loop
while not hWin.windowShouldClose:
glfwPollEvents()
# start imgui frame
ImGui_ImplOpenGL3_NewFrame()
ImGui_ImplGlfw_NewFrame()
igNewFrame()
if showDemoWindow:
igShowDemoWindow(addr showDemoWindow)
# show a simple window that we created ourselves.
if showFirstWindow:
igBegin("Nim: Dear ImGui test with Futhark", addr showFirstWindow, 0)
defer: igEnd()
var s = "GLFW v" & $glfwGetVersionString()
igText(s.cstring)
s = "OpenGL v" & ($cast[cstring](glGetString(GL_VERSION))).split[0]
igText(s.cstring)
igInputTextWithHint("InputText" ,"Input text here" ,sBuf)
s = "Input result:" & sBuf
igText(s.cstring)
igCheckbox("Demo window", addr showDemoWindow)
igCheckbox("Another window", addr showAnotherWindow)
igSliderFloat("Float", addr fval, 0.0f, 1.0f, "%.3f", 0)
igColorEdit3("Background color", clearColor.array3, 0.ImGuiColorEditFlags)
# Show file open dialog
when defined(windows):
if igButton("Open file", ImVec2(x: 0, y: 0)):
sFnameSelected = openFileDialog("File open dialog", getCurrentDir() / "\0", ["*.nim", "*.nims"], "Text file")
igSameLine(0.0f, -1.0f)
# ヒント表示
if igIsItemHovered(Imgui_HoveredFlagsDelayShort.cint) and igBeginTooltip():
igText("[Open file]")
const ary = [0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f]
igPlotLines("Curve", ary, overlayText = "Overlay string")
igText("Sin(time) = %.2f", sin(igGetTime()));
igEndTooltip();
let (_,fname,ext) = sFnameSelected.splitFile()
igText("Selected file = %s", (fname & ext).cstring)
# Counter up
if igButton("Button", ImVec2(x: 0.0f, y: 0.0f)):
inc counter
igSameLine(0.0f, -1.0f)
igText("counter = %d", counter)
igText("Application average %.3f ms/frame (%.1f FPS)".cstring, (1000.0f / igGetIO().Framerate.float).cfloat, igGetIO().Framerate)
igSeparatorText(ICON_FA_WRENCH & " Icon font test ")
igText(ICON_FA_TRASH_CAN & " Trash")
igText(ICON_FA_MAGNIFYING_GLASS_PLUS &
" " & ICON_FA_POWER_OFF &
" " & ICON_FA_MICROPHONE &
" " & ICON_FA_MICROCHIP &
" " & ICON_FA_VOLUME_HIGH &
" " & ICON_FA_SCISSORS &
" " & ICON_FA_SCREWDRIVER_WRENCH &
" " & ICON_FA_BLOG)
# show further samll window
if showAnotherWindow:
igBegin("imgui Another Window", addr showAnotherWindow, 0)
igText("Hello from imgui")
if igButton("Close me", ImVec2(x: 0.0f, y: 0.0f)):
showAnotherWindow = false
igEnd()
discard igBegin("Father window", addr(showDemoWindow), cint(ImGui_WindowFlags_NoBackground) or cint(ImGui_WindowFlags_NoDecoration) or cint(ImGui_WindowFlags_AlwaysAutoResize))
igPushStyleVar_Float(cint(ImGui_StyleVar_ChildRounding), 10)
igPushStyleColor_U32(cint(ImGui_Col_ChildBg), ImU32(0x50eeee50))
if igBeginChild_Str("child", ImVec2(x: 200 , y: 200), int(ImGuiChildFlags_None) or int(ImGui_ChildFlags_Border), cint(ImGuiWindowFlags_None)):
igText("Sub window")
igEndChild()
igPopStyleVar(1)
igPopStyleColor(1)
igend()
# render
igRender()
glClearColor(clearColor.elm.x, clearColor.elm.y, clearColor.elm.z, clearColor.elm.w)
glClear(GL_COLOR_BUFFER_BIT)
ImGui_ImplOpenGL3_RenderDrawData(igGetDrawData())
if 0 != (pio.ConfigFlags and ImGui_ConfigFlags_ViewportsEnable.cint):
var backup_current_window = glfwGetCurrentContext()
igUpdatePlatformWindows()
igRenderPlatformWindowsDefault(nil, nil)
backup_current_window.makeContextCurrent()
hWin.swapBuffers()
if not showFirstWindow and not showDemoWindow and not showAnotherWindow:
hwin.setWindowShouldClose(true) # End program
#------
# main
#------
main()
I don't know detail you want to do.
But comment out this line,
glfwWindowHint(GLFW_FLOATING, GLFW_TRUE)
works well ?
I want ceate a [topmost , transparent, MouseButtonPassthrough] window, So i can use drawlist to draw line.
Now , setWindowAttrib(glfwWin, GLFWMouseButtonPassthrough, GLFW_TRUE)
not work.
I have use another win32 function to do this
msetTransparent(int(getWin32Window(glfwWin)), 255)
proc msetTransparent*(hwnd: int, alpha: range[0..255]) =
## Set the window to be translucent. A value of 0 sets the window to be fully
## transparent.
SetWindowLongPtr(hwnd, GWL_EXSTYLE,
WS_EX_TRANSPARENT or WS_EX_LAYERED or GetWindowLongPtr(hwnd, GWL_EXSTYLE))
SetLayeredWindowAttributes(hwnd, 0, BYTE alpha, LWA_ALPHA)
Sorry I'm not familiar with GLFW and ImGui,
so it would be better to try to use simple C++ program included ImGui project
whether it (topmost,transparent, etc) works well or not.
If it doesn't works well, you should ask ImGui author.
I've found this discussion in ImGui issue,
GLFW Mouse Passthrough Broken in Docking Branch
https://github.com/ocornut/imgui/issues/4635
So in Makefile
added
OPT += --passC:-DGLFW_MOUSE_PASSTHROUGH
But it was no effect.
I think just set true
in nim source file (based on your source code)
...
TransparentViewport = true
'''
is nearly your intentions by any chance?
It seems that it is really a matter of compilation options.
if just set TransparentViewport = true
, I can not draw line in screen.
I have achieved a similar effect by using win32 to set the layered window above and mouse penetration.
import std/[strutils, math]
import nimgl/[opengl,glfw]
import imguin/[glfw_opengl]
import imguin/lang/imgui_ja_gryph_ranges
include /utils/setupFonts
include imguin/simple
import winim
import wNim
when defined(windows):
import tinydialogs
const MainWinWidth = 1024
const MainWinHeight = 804
proc glfwSetWindowAttrib*(window: GLFWWindow, attrib: int32, value: int32): void {.importc: "glfwSetWindowAttrib".}
#--------------
# Configration
#--------------
# .--------------------------------------------..---------.-----------------------.------------
# | Combination of flags || | Viewport |
# |--------------------------------------------||---------|-----------------------|------------
# | fViewport | fDocking | TransparentViewport || Docking | Transparent | Outside | Description
# |:---------:|:--------:|:-------------------:||:-------:|:-----------:|:-------:| -----------
# | false | false | false || - | - | - |
# | false | true | false || v | - | - | (Default): Only docking
# | true | - | false || v | - | v | Docking and outside of viewport
# | - | - | true || v | v | - | Transparent Viewport and docking
# `-----------'----------'---------------------'`---------'-------------'---------'-------------
var
fDocking = true
fViewport = true
TransparentViewport = false
#
block:
if TransparentViewport:
fViewport = true
if fViewport:
fDocking = true
proc getWin32Window(window: GLFWWindow): uint64 {.importc: "glfwGetWin32Window".}
proc msetTransparent*(hwnd: int, alpha: range[0..255]) =
## Set the window to be translucent. A value of 0 sets the window to be fully
## transparent.
SetWindowLongPtr(hwnd, GWL_EXSTYLE,
WS_EX_TRANSPARENT or WS_EX_LAYERED or GetWindowLongPtr(hwnd, GWL_EXSTYLE))
SetLayeredWindowAttributes(hwnd, 0, BYTE alpha, LWA_ALPHA)
#---------------------
# Forward definitions
#---------------------
proc winMain(hWin: glfw.GLFWWindow)
#------
# main
#------
proc main() =
doAssert glfwInit()
defer: glfwTerminate()
if TransparentViewport:
glfwWindowHint(GLFWVisible, GLFW_FALSE)
glfwWindowHint(GLFWContextVersionMajor, 3)
glfwWindowHint(GLFWContextVersionMinor, 3)
glfwWindowHint(GLFWOpenglForwardCompat, GLFW_TRUE)
glfwWindowHint(GLFWOpenglProfile, GLFW_OPENGL_CORE_PROFILE)
glfwWindowHint(GLFWResizable, GLFW_TRUE)
glfwWindowHint(GLFW_FLOATING, GLFW_TRUE)
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE)
glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE)
glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE);
#
var glfwWin = glfwCreateWindow(MainWinWidth, MainWinHeight, "test")
if glfwWin.isNil:
quit(-1)
#setWindowAttrib(glfwWin, GLFWMouseButtonPassthrough, GLFW_FALSE)
setWindowAttrib(glfwWin, GLFW_DECORATED, GLFW_FALSE)
echo uint64(getWin32Window(glfwWin))
msetTransparent(int(getWin32Window(glfwWin)), 255)
glfwWin.makeContextCurrent()
defer: glfwWin.destroyWindow()
glfwSwapInterval(1) # Enable vsync
doAssert glInit() # OpenGL init
# setup ImGui
let context = igCreateContext(nil)
defer: context.igDestroyContext()
if fDocking:
var pio = igGetIO()
pio.ConfigFlags = pio.ConfigFlags or ImGui_ConfigFlags_DockingEnable.cint
if fViewport:
pio.ConfigFlags = pio.ConfigFlags or ImGui_ConfigFlags_ViewportsEnable.cint
pio.ConfigViewports_NoAutomerge = false
# GLFW + OpenGL
const glsl_version = "#version 130" # GL 3.0 + GLSL 130
doAssert ImGui_ImplGlfw_InitForOpenGL(cast[ptr GLFWwindow](glfwwin), true)
defer: ImGui_ImplGlfw_Shutdown()
doAssert ImGui_ImplOpenGL3_Init(glsl_version)
defer: ImGui_ImplOpenGL3_Shutdown()
glfwWin.winMain()
#---------
# winMain
#---------
proc winMain(hWin: glfw.GLFWWindow) =
var
showDemoWindow = true
showAnotherWindow = false
showFirstWindow = true
fval = 0.5f
counter = 0
sBuf = newString(200)
sFnameSelected{.global.}:string
clearColor:ccolor
if TransparentViewport:
clearColor = ccolor(elm:(x:0f, y:0f, z:0f, w:0.0f)) # Transparent
else:
clearColor = ccolor(elm:(x:0f, y:0f, z:0f, w:0.0f)) # Transparent
#clearColor = ccolor(elm:(x:0.25f, y:0.65f, z:0.85f, w:0.0f))
igStyleColorsClassic(nil)
# Add multibytes font
discard setupFonts()
var pio = igGetIO()
# main loop
while not hWin.windowShouldClose:
glfwPollEvents()
# start imgui frame
ImGui_ImplOpenGL3_NewFrame()
ImGui_ImplGlfw_NewFrame()
igNewFrame()
var windowcls = ImGuiWindowClass()
windowcls.ViewportFlagsOverrideSet = int32(ImGuiViewportFlags_NoAutoMerge)
# render window
var main_view_port = igGetMainViewport()
#[
igSetNextWindowPos(struct_ImVec2(x: main_view_port.WorkPos.x, y: main_view_port.WorkPos.y), 0, struct_ImVec2(x: 0, y: 0))
igSetNextWindowSize(struct_ImVec2(x: main_view_port.WorkSize.x, y: main_view_port.WorkSize.y), 0)
if igBegin("render", addr(showDemoWindow), int(ImGuiWindowFlags_NoBackground) or int(ImGuiWindowFlags_NoTitleBar) or int(ImGuiWindowFlags_NoResize)):
var list = igGetBackgroundDrawList(main_view_port)
ImDrawList_AddLine(list, ImVec2(x: 200, y: 200), ImVec2(x: 1000, y: 1000), ImU32(0xeeeeeeee), 2.0)
igEnd()
]#
#ImDrawList_AddLine(igGetBackgroundDrawList(main_view_port), ImVec2(x: 200, y: 200), ImVec2(x: 1000, y: 1000), ImU32(0xeeeeeeee), 2.0)
ImDrawList_AddLine(igGetForegroundDrawList_ViewportPtr(main_view_port), ImVec2(x: 200, y: 200), ImVec2(x: 1000, y: 1000), ImU32(0xeeeeeeee), 2.0)
igSetNextWindowClass(addr(windowcls))
if showDemoWindow:
igShowDemoWindow(addr showDemoWindow)
# show a simple window that we created ourselves.
igSetNextWindowClass(addr(windowcls))
if showFirstWindow:
igBegin("Nim: Dear ImGui test with Futhark", addr showFirstWindow, 0)
defer: igEnd()
var s = "GLFW v" & $glfwGetVersionString()
igText(s.cstring)
s = "OpenGL v" & ($cast[cstring](glGetString(GL_VERSION))).split[0]
igText(s.cstring)
igInputTextWithHint("InputText" ,"Input text here" ,sBuf)
s = "Input result:" & sBuf
igText(s.cstring)
igCheckbox("Demo window", addr showDemoWindow)
igCheckbox("Another window", addr showAnotherWindow)
igSliderFloat("Float", addr fval, 0.0f, 1.0f, "%.3f", 0)
igColorEdit3("Background color", clearColor.array3, 0.ImGuiColorEditFlags)
# Show file open dialog
when defined(windows):
if igButton("Open file", ImVec2(x: 0, y: 0)):
sFnameSelected = openFileDialog("File open dialog", getCurrentDir() / "\0", ["*.nim", "*.nims"], "Text file")
igSameLine(0.0f, -1.0f)
# ヒント表示
if igIsItemHovered(Imgui_HoveredFlagsDelayShort.cint) and igBeginTooltip():
igText("[Open file]")
const ary = [0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f]
igPlotLines("Curve", ary, overlayText = "Overlay string")
igText("Sin(time) = %.2f", sin(igGetTime()));
igEndTooltip();
let (_,fname,ext) = sFnameSelected.splitFile()
igText("Selected file = %s", (fname & ext).cstring)
# Counter up
if igButton("Button", ImVec2(x: 0.0f, y: 0.0f)):
inc counter
igSameLine(0.0f, -1.0f)
igText("counter = %d", counter)
igText("Application average %.3f ms/frame (%.1f FPS)".cstring, (1000.0f / igGetIO().Framerate.float).cfloat, igGetIO().Framerate)
igSeparatorText(ICON_FA_WRENCH & " Icon font test ")
igText(ICON_FA_TRASH_CAN & " Trash")
igText(ICON_FA_MAGNIFYING_GLASS_PLUS &
" " & ICON_FA_POWER_OFF &
" " & ICON_FA_MICROPHONE &
" " & ICON_FA_MICROCHIP &
" " & ICON_FA_VOLUME_HIGH &
" " & ICON_FA_SCISSORS &
" " & ICON_FA_SCREWDRIVER_WRENCH &
" " & ICON_FA_BLOG)
# show further samll window
igSetNextWindowClass(addr(windowcls))
if showAnotherWindow:
igBegin("imgui Another Window", addr showAnotherWindow, 0)
igText("Hello from imgui")
if igButton("Close me", ImVec2(x: 0.0f, y: 0.0f)):
showAnotherWindow = false
igEnd()
discard igBegin("Father window", addr(showDemoWindow), cint(ImGui_WindowFlags_NoBackground) or cint(ImGui_WindowFlags_NoDecoration) or cint(ImGui_WindowFlags_AlwaysAutoResize))
igPushStyleVar_Float(cint(ImGui_StyleVar_ChildRounding), 10)
igPushStyleColor_U32(cint(ImGui_Col_ChildBg), ImU32(0x50eeee50))
if igBeginChild_Str("child", ImVec2(x: 200 , y: 200), int(ImGuiChildFlags_None) or int(ImGui_ChildFlags_Border), cint(ImGuiWindowFlags_None)):
igText("Sub window")
igEndChild()
igPopStyleVar(1)
igPopStyleColor(1)
igend()
# render
igRender()
glClearColor(clearColor.elm.x, clearColor.elm.y, clearColor.elm.z, clearColor.elm.w)
glClear(GL_COLOR_BUFFER_BIT)
ImGui_ImplOpenGL3_RenderDrawData(igGetDrawData())
if 0 != (pio.ConfigFlags and ImGui_ConfigFlags_ViewportsEnable.cint):
var backup_current_window = glfwGetCurrentContext()
igUpdatePlatformWindows()
igRenderPlatformWindowsDefault(nil, nil)
backup_current_window.makeContextCurrent()
hWin.swapBuffers()
if not showFirstWindow and not showDemoWindow and not showAnotherWindow:
hwin.setWindowShouldClose(true) # End program
#------
# main
#------
main()
Your code works well. But it is difficult for me :-)
always call this can avalible
static ImGuiViewport* viewport = ImGui::GetMainViewport();
viewport->Flags |= ImGuiViewportFlags_NoInputs;
in glfw_opengl3.nim file
The setWindowAttrib can not effective. Can you help me, Thanks very much