void OgreImGui::Init(Ogre::SceneManager* scenemgr) { mSceneMgr = scenemgr; ImGuiIO& io = ImGui::GetIO(); io.KeyMap[ImGuiKey_Tab] = OIS::KC_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. io.KeyMap[ImGuiKey_LeftArrow] = OIS::KC_LEFT; io.KeyMap[ImGuiKey_RightArrow] = OIS::KC_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = OIS::KC_UP; io.KeyMap[ImGuiKey_DownArrow] = OIS::KC_DOWN; io.KeyMap[ImGuiKey_PageUp] = OIS::KC_PGUP; io.KeyMap[ImGuiKey_PageDown] = OIS::KC_PGDOWN; io.KeyMap[ImGuiKey_Home] = OIS::KC_HOME; io.KeyMap[ImGuiKey_End] = OIS::KC_END; io.KeyMap[ImGuiKey_Delete] = OIS::KC_DELETE; io.KeyMap[ImGuiKey_Backspace] = OIS::KC_BACK; io.KeyMap[ImGuiKey_Enter] = OIS::KC_RETURN; io.KeyMap[ImGuiKey_Escape] = OIS::KC_ESCAPE; io.KeyMap[ImGuiKey_A] = OIS::KC_A; io.KeyMap[ImGuiKey_C] = OIS::KC_C; io.KeyMap[ImGuiKey_V] = OIS::KC_V; io.KeyMap[ImGuiKey_X] = OIS::KC_X; io.KeyMap[ImGuiKey_Y] = OIS::KC_Y; io.KeyMap[ImGuiKey_Z] = OIS::KC_Z; createFontTexture(); createMaterial(); }
void TextRenderer::init() { initializeOpenGLFunctions(); createFontTexture(); glGenBuffers( 1, vboIds ); initGeometry(); }
void Init(RenderTarget& target, Texture* fontTexture) { ImGuiIO& io = ImGui::GetIO(); // init keyboard mapping io.KeyMap[ImGuiKey_Tab] = Input::Tab; io.KeyMap[ImGuiKey_LeftArrow] = Input::Left; io.KeyMap[ImGuiKey_RightArrow] = Input::Right; io.KeyMap[ImGuiKey_UpArrow] = Input::Up; io.KeyMap[ImGuiKey_DownArrow] = Input::Down; io.KeyMap[ImGuiKey_PageUp] = Input::PageUp; io.KeyMap[ImGuiKey_PageDown] = Input::PageDown; io.KeyMap[ImGuiKey_Home] = Input::Home; io.KeyMap[ImGuiKey_End] = Input::End; io.KeyMap[ImGuiKey_Delete] = Input::Delete; io.KeyMap[ImGuiKey_Backspace] = Input::Backspace; io.KeyMap[ImGuiKey_Enter] = Input::Return; io.KeyMap[ImGuiKey_Escape] = Input::Escape; io.KeyMap[ImGuiKey_A] = Input::A; io.KeyMap[ImGuiKey_C] = Input::C; io.KeyMap[ImGuiKey_V] = Input::V; io.KeyMap[ImGuiKey_X] = Input::X; io.KeyMap[ImGuiKey_Y] = Input::Y; io.KeyMap[ImGuiKey_Z] = Input::Z; // init rendering io.DisplaySize = static_cast<Vector2f>(target.getSize()); io.RenderDrawListsFn = RenderDrawLists; // set render callback if (fontTexture == NULL) { if (s_fontTexture) { // delete previously created texture delete s_fontTexture; } s_fontTexture = new Texture; createFontTexture(*s_fontTexture); setFontTexture(*s_fontTexture); } else { setFontTexture(*fontTexture); } }