|  | // dear imgui: Platform Backend for GLFW | 
|  | // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) | 
|  | // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) | 
|  | // (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.) | 
|  |  | 
|  | // Implemented features: | 
|  | //  [X] Platform: Clipboard support. | 
|  | //  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). | 
|  | //  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] | 
|  | //  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. | 
|  | //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). | 
|  |  | 
|  | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. | 
|  | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. | 
|  | // Learn about Dear ImGui: | 
|  | // - FAQ                  https://dearimgui.com/faq | 
|  | // - Getting Started      https://dearimgui.com/getting-started | 
|  | // - Documentation        https://dearimgui.com/docs (same as your local docs/ folder). | 
|  | // - Introduction, links and more at the top of imgui.cpp | 
|  |  | 
|  | // CHANGELOG | 
|  | // (minor and older changes stripped away, please see git history for details) | 
|  | //  2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: | 
|  | //               - io.GetClipboardTextFn    -> platform_io.Platform_GetClipboardTextFn | 
|  | //               - io.SetClipboardTextFn    -> platform_io.Platform_SetClipboardTextFn | 
|  | //               - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn | 
|  | //  2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one. | 
|  | //  2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter. | 
|  | //  2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw) | 
|  | //  2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions. | 
|  | //  2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window. | 
|  | //  2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys. | 
|  | //  2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609) | 
|  | //  2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491) | 
|  | //  2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702) | 
|  | //  2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034) | 
|  | //  2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240) | 
|  | //  2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096) | 
|  | //  2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty. | 
|  | //  2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908) | 
|  | //  2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785) | 
|  | //  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. | 
|  | //  2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). | 
|  | //  2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18. | 
|  | //  2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX. | 
|  | //  2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11. | 
|  | //  2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend. | 
|  | //  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. | 
|  | //  2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. | 
|  | //  2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). | 
|  | //  2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. | 
|  | //  2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback(). | 
|  | //  2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. | 
|  | //  2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API. | 
|  | //  2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback(). | 
|  | //  2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback(). | 
|  | //  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). | 
|  | //  2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors. | 
|  | //  2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor). | 
|  | //  2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. | 
|  | //  2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. | 
|  | //  2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). | 
|  | //  2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. | 
|  | //  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. | 
|  | //  2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. | 
|  | //  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. | 
|  | //  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. | 
|  | //  2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples. | 
|  | //  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. | 
|  | //  2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()). | 
|  | //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. | 
|  | //  2018-02-06: Inputs: Added mapping for ImGuiKey_Space. | 
|  | //  2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set. | 
|  | //  2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). | 
|  | //  2018-01-20: Inputs: Added Horizontal Mouse Wheel support. | 
|  | //  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. | 
|  | //  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). | 
|  | //  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. | 
|  |  | 
|  | #include "imgui.h" | 
|  | #ifndef IMGUI_DISABLE | 
|  | #include "imgui_impl_glfw.h" | 
|  |  | 
|  | // Clang warnings with -Weverything | 
|  | #if defined(__clang__) | 
|  | #pragma clang diagnostic push | 
|  | #pragma clang diagnostic ignored "-Wold-style-cast"     // warning: use of old-style cast | 
|  | #pragma clang diagnostic ignored "-Wsign-conversion"    // warning: implicit conversion changes signedness | 
|  | #endif | 
|  |  | 
|  | // GLFW | 
|  | #include <GLFW/glfw3.h> | 
|  |  | 
|  | #ifdef _WIN32 | 
|  | #undef APIENTRY | 
|  | #ifndef GLFW_EXPOSE_NATIVE_WIN32 | 
|  | #define GLFW_EXPOSE_NATIVE_WIN32 | 
|  | #endif | 
|  | #include <GLFW/glfw3native.h>   // for glfwGetWin32Window() | 
|  | #endif | 
|  | #ifdef __APPLE__ | 
|  | #ifndef GLFW_EXPOSE_NATIVE_COCOA | 
|  | #define GLFW_EXPOSE_NATIVE_COCOA | 
|  | #endif | 
|  | #include <GLFW/glfw3native.h>   // for glfwGetCocoaWindow() | 
|  | #endif | 
|  | #ifndef _WIN32 | 
|  | #include <unistd.h>             // for usleep() | 
|  | #endif | 
|  |  | 
|  | #ifdef __EMSCRIPTEN__ | 
|  | #include <emscripten.h> | 
|  | #include <emscripten/html5.h> | 
|  | #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 | 
|  | #include <GLFW/emscripten_glfw3.h> | 
|  | #else | 
|  | #define EMSCRIPTEN_USE_EMBEDDED_GLFW3 | 
|  | #endif | 
|  | #endif | 
|  |  | 
|  | // We gather version tests as define in order to easily see which features are version-dependent. | 
|  | #define GLFW_VERSION_COMBINED           (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION) | 
|  | #ifdef GLFW_RESIZE_NESW_CURSOR          // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released? | 
|  | #define GLFW_HAS_NEW_CURSORS            (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR | 
|  | #else | 
|  | #define GLFW_HAS_NEW_CURSORS            (0) | 
|  | #endif | 
|  | #define GLFW_HAS_GAMEPAD_API            (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api | 
|  | #define GLFW_HAS_GETKEYNAME             (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName() | 
|  | #define GLFW_HAS_GETERROR               (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError() | 
|  |  | 
|  | // GLFW data | 
|  | enum GlfwClientApi | 
|  | { | 
|  | GlfwClientApi_Unknown, | 
|  | GlfwClientApi_OpenGL, | 
|  | GlfwClientApi_Vulkan, | 
|  | }; | 
|  |  | 
|  | struct ImGui_ImplGlfw_Data | 
|  | { | 
|  | GLFWwindow*             Window; | 
|  | GlfwClientApi           ClientApi; | 
|  | double                  Time; | 
|  | GLFWwindow*             MouseWindow; | 
|  | GLFWcursor*             MouseCursors[ImGuiMouseCursor_COUNT]; | 
|  | ImVec2                  LastValidMousePos; | 
|  | bool                    InstalledCallbacks; | 
|  | bool                    CallbacksChainForAllWindows; | 
|  | #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 | 
|  | const char*             CanvasSelector; | 
|  | #endif | 
|  |  | 
|  | // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. | 
|  | GLFWwindowfocusfun      PrevUserCallbackWindowFocus; | 
|  | GLFWcursorposfun        PrevUserCallbackCursorPos; | 
|  | GLFWcursorenterfun      PrevUserCallbackCursorEnter; | 
|  | GLFWmousebuttonfun      PrevUserCallbackMousebutton; | 
|  | GLFWscrollfun           PrevUserCallbackScroll; | 
|  | GLFWkeyfun              PrevUserCallbackKey; | 
|  | GLFWcharfun             PrevUserCallbackChar; | 
|  | GLFWmonitorfun          PrevUserCallbackMonitor; | 
|  | #ifdef _WIN32 | 
|  | WNDPROC                 PrevWndProc; | 
|  | #endif | 
|  |  | 
|  | ImGui_ImplGlfw_Data()   { memset((void*)this, 0, sizeof(*this)); } | 
|  | }; | 
|  |  | 
|  | // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts | 
|  | // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. | 
|  | // FIXME: multi-context support is not well tested and probably dysfunctional in this backend. | 
|  | // - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks | 
|  | //   (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks. | 
|  | // - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it. | 
|  | // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. | 
|  | static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() | 
|  | { | 
|  | return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; | 
|  | } | 
|  |  | 
|  | // Functions | 
|  | static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key) | 
|  | { | 
|  | switch (key) | 
|  | { | 
|  | case GLFW_KEY_TAB: return ImGuiKey_Tab; | 
|  | case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow; | 
|  | case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow; | 
|  | case GLFW_KEY_UP: return ImGuiKey_UpArrow; | 
|  | case GLFW_KEY_DOWN: return ImGuiKey_DownArrow; | 
|  | case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp; | 
|  | case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown; | 
|  | case GLFW_KEY_HOME: return ImGuiKey_Home; | 
|  | case GLFW_KEY_END: return ImGuiKey_End; | 
|  | case GLFW_KEY_INSERT: return ImGuiKey_Insert; | 
|  | case GLFW_KEY_DELETE: return ImGuiKey_Delete; | 
|  | case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace; | 
|  | case GLFW_KEY_SPACE: return ImGuiKey_Space; | 
|  | case GLFW_KEY_ENTER: return ImGuiKey_Enter; | 
|  | case GLFW_KEY_ESCAPE: return ImGuiKey_Escape; | 
|  | case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe; | 
|  | case GLFW_KEY_COMMA: return ImGuiKey_Comma; | 
|  | case GLFW_KEY_MINUS: return ImGuiKey_Minus; | 
|  | case GLFW_KEY_PERIOD: return ImGuiKey_Period; | 
|  | case GLFW_KEY_SLASH: return ImGuiKey_Slash; | 
|  | case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon; | 
|  | case GLFW_KEY_EQUAL: return ImGuiKey_Equal; | 
|  | case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket; | 
|  | case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash; | 
|  | case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket; | 
|  | case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent; | 
|  | case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock; | 
|  | case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock; | 
|  | case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock; | 
|  | case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen; | 
|  | case GLFW_KEY_PAUSE: return ImGuiKey_Pause; | 
|  | case GLFW_KEY_KP_0: return ImGuiKey_Keypad0; | 
|  | case GLFW_KEY_KP_1: return ImGuiKey_Keypad1; | 
|  | case GLFW_KEY_KP_2: return ImGuiKey_Keypad2; | 
|  | case GLFW_KEY_KP_3: return ImGuiKey_Keypad3; | 
|  | case GLFW_KEY_KP_4: return ImGuiKey_Keypad4; | 
|  | case GLFW_KEY_KP_5: return ImGuiKey_Keypad5; | 
|  | case GLFW_KEY_KP_6: return ImGuiKey_Keypad6; | 
|  | case GLFW_KEY_KP_7: return ImGuiKey_Keypad7; | 
|  | case GLFW_KEY_KP_8: return ImGuiKey_Keypad8; | 
|  | case GLFW_KEY_KP_9: return ImGuiKey_Keypad9; | 
|  | case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal; | 
|  | case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide; | 
|  | case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; | 
|  | case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract; | 
|  | case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd; | 
|  | case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter; | 
|  | case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual; | 
|  | case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift; | 
|  | case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl; | 
|  | case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt; | 
|  | case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper; | 
|  | case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift; | 
|  | case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl; | 
|  | case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt; | 
|  | case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper; | 
|  | case GLFW_KEY_MENU: return ImGuiKey_Menu; | 
|  | case GLFW_KEY_0: return ImGuiKey_0; | 
|  | case GLFW_KEY_1: return ImGuiKey_1; | 
|  | case GLFW_KEY_2: return ImGuiKey_2; | 
|  | case GLFW_KEY_3: return ImGuiKey_3; | 
|  | case GLFW_KEY_4: return ImGuiKey_4; | 
|  | case GLFW_KEY_5: return ImGuiKey_5; | 
|  | case GLFW_KEY_6: return ImGuiKey_6; | 
|  | case GLFW_KEY_7: return ImGuiKey_7; | 
|  | case GLFW_KEY_8: return ImGuiKey_8; | 
|  | case GLFW_KEY_9: return ImGuiKey_9; | 
|  | case GLFW_KEY_A: return ImGuiKey_A; | 
|  | case GLFW_KEY_B: return ImGuiKey_B; | 
|  | case GLFW_KEY_C: return ImGuiKey_C; | 
|  | case GLFW_KEY_D: return ImGuiKey_D; | 
|  | case GLFW_KEY_E: return ImGuiKey_E; | 
|  | case GLFW_KEY_F: return ImGuiKey_F; | 
|  | case GLFW_KEY_G: return ImGuiKey_G; | 
|  | case GLFW_KEY_H: return ImGuiKey_H; | 
|  | case GLFW_KEY_I: return ImGuiKey_I; | 
|  | case GLFW_KEY_J: return ImGuiKey_J; | 
|  | case GLFW_KEY_K: return ImGuiKey_K; | 
|  | case GLFW_KEY_L: return ImGuiKey_L; | 
|  | case GLFW_KEY_M: return ImGuiKey_M; | 
|  | case GLFW_KEY_N: return ImGuiKey_N; | 
|  | case GLFW_KEY_O: return ImGuiKey_O; | 
|  | case GLFW_KEY_P: return ImGuiKey_P; | 
|  | case GLFW_KEY_Q: return ImGuiKey_Q; | 
|  | case GLFW_KEY_R: return ImGuiKey_R; | 
|  | case GLFW_KEY_S: return ImGuiKey_S; | 
|  | case GLFW_KEY_T: return ImGuiKey_T; | 
|  | case GLFW_KEY_U: return ImGuiKey_U; | 
|  | case GLFW_KEY_V: return ImGuiKey_V; | 
|  | case GLFW_KEY_W: return ImGuiKey_W; | 
|  | case GLFW_KEY_X: return ImGuiKey_X; | 
|  | case GLFW_KEY_Y: return ImGuiKey_Y; | 
|  | case GLFW_KEY_Z: return ImGuiKey_Z; | 
|  | case GLFW_KEY_F1: return ImGuiKey_F1; | 
|  | case GLFW_KEY_F2: return ImGuiKey_F2; | 
|  | case GLFW_KEY_F3: return ImGuiKey_F3; | 
|  | case GLFW_KEY_F4: return ImGuiKey_F4; | 
|  | case GLFW_KEY_F5: return ImGuiKey_F5; | 
|  | case GLFW_KEY_F6: return ImGuiKey_F6; | 
|  | case GLFW_KEY_F7: return ImGuiKey_F7; | 
|  | case GLFW_KEY_F8: return ImGuiKey_F8; | 
|  | case GLFW_KEY_F9: return ImGuiKey_F9; | 
|  | case GLFW_KEY_F10: return ImGuiKey_F10; | 
|  | case GLFW_KEY_F11: return ImGuiKey_F11; | 
|  | case GLFW_KEY_F12: return ImGuiKey_F12; | 
|  | case GLFW_KEY_F13: return ImGuiKey_F13; | 
|  | case GLFW_KEY_F14: return ImGuiKey_F14; | 
|  | case GLFW_KEY_F15: return ImGuiKey_F15; | 
|  | case GLFW_KEY_F16: return ImGuiKey_F16; | 
|  | case GLFW_KEY_F17: return ImGuiKey_F17; | 
|  | case GLFW_KEY_F18: return ImGuiKey_F18; | 
|  | case GLFW_KEY_F19: return ImGuiKey_F19; | 
|  | case GLFW_KEY_F20: return ImGuiKey_F20; | 
|  | case GLFW_KEY_F21: return ImGuiKey_F21; | 
|  | case GLFW_KEY_F22: return ImGuiKey_F22; | 
|  | case GLFW_KEY_F23: return ImGuiKey_F23; | 
|  | case GLFW_KEY_F24: return ImGuiKey_F24; | 
|  | default: return ImGuiKey_None; | 
|  | } | 
|  | } | 
|  |  | 
|  | // X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW | 
|  | // See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630 | 
|  | static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window) | 
|  | { | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | io.AddKeyEvent(ImGuiMod_Ctrl,  (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS)); | 
|  | io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT)   == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT)   == GLFW_PRESS)); | 
|  | io.AddKeyEvent(ImGuiMod_Alt,   (glfwGetKey(window, GLFW_KEY_LEFT_ALT)     == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT)     == GLFW_PRESS)); | 
|  | io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER)   == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER)   == GLFW_PRESS)); | 
|  | } | 
|  |  | 
|  | static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window) | 
|  | { | 
|  | ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); | 
|  | return bd->CallbacksChainForAllWindows ? true : (window == bd->Window); | 
|  | } | 
|  |  | 
|  | void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) | 
|  | { | 
|  | ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); | 
|  | if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) | 
|  | bd->PrevUserCallbackMousebutton(window, button, action, mods); | 
|  |  | 
|  | ImGui_ImplGlfw_UpdateKeyModifiers(window); | 
|  |  | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | if (button >= 0 && button < ImGuiMouseButton_COUNT) | 
|  | io.AddMouseButtonEvent(button, action == GLFW_PRESS); | 
|  | } | 
|  |  | 
|  | void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) | 
|  | { | 
|  | ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); | 
|  | if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) | 
|  | bd->PrevUserCallbackScroll(window, xoffset, yoffset); | 
|  |  | 
|  | #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 | 
|  | // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback(). | 
|  | return; | 
|  | #endif | 
|  |  | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | io.AddMouseWheelEvent((float)xoffset, (float)yoffset); | 
|  | } | 
|  |  | 
|  | static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) | 
|  | { | 
|  | #if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) | 
|  | // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult. | 
|  | // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently) | 
|  | // See https://github.com/glfw/glfw/issues/1502 for details. | 
|  | // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process). | 
|  | // This won't cover edge cases but this is at least going to cover common cases. | 
|  | if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL) | 
|  | return key; | 
|  | GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); | 
|  | const char* key_name = glfwGetKeyName(key, scancode); | 
|  | glfwSetErrorCallback(prev_error_callback); | 
|  | #if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908) | 
|  | (void)glfwGetError(nullptr); | 
|  | #endif | 
|  | if (key_name && key_name[0] != 0 && key_name[1] == 0) | 
|  | { | 
|  | const char char_names[] = "`-=[]\\,;\'./"; | 
|  | const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 }; | 
|  | IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys)); | 
|  | if (key_name[0] >= '0' && key_name[0] <= '9')               { key = GLFW_KEY_0 + (key_name[0] - '0'); } | 
|  | else if (key_name[0] >= 'A' && key_name[0] <= 'Z')          { key = GLFW_KEY_A + (key_name[0] - 'A'); } | 
|  | else if (key_name[0] >= 'a' && key_name[0] <= 'z')          { key = GLFW_KEY_A + (key_name[0] - 'a'); } | 
|  | else if (const char* p = strchr(char_names, key_name[0]))   { key = char_keys[p - char_names]; } | 
|  | } | 
|  | // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name); | 
|  | #else | 
|  | IM_UNUSED(scancode); | 
|  | #endif | 
|  | return key; | 
|  | } | 
|  |  | 
|  | void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) | 
|  | { | 
|  | ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); | 
|  | if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) | 
|  | bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); | 
|  |  | 
|  | if (action != GLFW_PRESS && action != GLFW_RELEASE) | 
|  | return; | 
|  |  | 
|  | ImGui_ImplGlfw_UpdateKeyModifiers(window); | 
|  |  | 
|  | keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); | 
|  |  | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode); | 
|  | io.AddKeyEvent(imgui_key, (action == GLFW_PRESS)); | 
|  | io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code) | 
|  | } | 
|  |  | 
|  | void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) | 
|  | { | 
|  | ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); | 
|  | if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) | 
|  | bd->PrevUserCallbackWindowFocus(window, focused); | 
|  |  | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | io.AddFocusEvent(focused != 0); | 
|  | } | 
|  |  | 
|  | void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) | 
|  | { | 
|  | ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); | 
|  | if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) | 
|  | bd->PrevUserCallbackCursorPos(window, x, y); | 
|  |  | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | io.AddMousePosEvent((float)x, (float)y); | 
|  | bd->LastValidMousePos = ImVec2((float)x, (float)y); | 
|  | } | 
|  |  | 
|  | // Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position, | 
|  | // so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984) | 
|  | void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) | 
|  | { | 
|  | ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); | 
|  | if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) | 
|  | bd->PrevUserCallbackCursorEnter(window, entered); | 
|  |  | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | if (entered) | 
|  | { | 
|  | bd->MouseWindow = window; | 
|  | io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y); | 
|  | } | 
|  | else if (!entered && bd->MouseWindow == window) | 
|  | { | 
|  | bd->LastValidMousePos = io.MousePos; | 
|  | bd->MouseWindow = nullptr; | 
|  | io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); | 
|  | } | 
|  | } | 
|  |  | 
|  | void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) | 
|  | { | 
|  | ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); | 
|  | if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) | 
|  | bd->PrevUserCallbackChar(window, c); | 
|  |  | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | io.AddInputCharacter(c); | 
|  | } | 
|  |  | 
|  | void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) | 
|  | { | 
|  | // Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too. | 
|  | } | 
|  |  | 
|  | #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 | 
|  | static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*) | 
|  | { | 
|  | // Mimic Emscripten_HandleWheel() in SDL. | 
|  | // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096 | 
|  | float multiplier = 0.0f; | 
|  | if (ev->deltaMode == DOM_DELTA_PIXEL)       { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step. | 
|  | else if (ev->deltaMode == DOM_DELTA_LINE)   { multiplier = 1.0f / 3.0f; }   // 3 lines make up a step. | 
|  | else if (ev->deltaMode == DOM_DELTA_PAGE)   { multiplier = 80.0f; }         // A page makes up 80 steps. | 
|  | float wheel_x = ev->deltaX * -multiplier; | 
|  | float wheel_y = ev->deltaY * -multiplier; | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | io.AddMouseWheelEvent(wheel_x, wheel_y); | 
|  | //IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y); | 
|  | return EM_TRUE; | 
|  | } | 
|  | #endif | 
|  |  | 
|  | #ifdef _WIN32 | 
|  | // GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen. | 
|  | // Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently. | 
|  | static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() | 
|  | { | 
|  | LPARAM extra_info = ::GetMessageExtraInfo(); | 
|  | if ((extra_info & 0xFFFFFF80) == 0xFF515700) | 
|  | return ImGuiMouseSource_Pen; | 
|  | if ((extra_info & 0xFFFFFF80) == 0xFF515780) | 
|  | return ImGuiMouseSource_TouchScreen; | 
|  | return ImGuiMouseSource_Mouse; | 
|  | } | 
|  | static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) | 
|  | { | 
|  | ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); | 
|  | switch (msg) | 
|  | { | 
|  | case WM_MOUSEMOVE: case WM_NCMOUSEMOVE: | 
|  | case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP: | 
|  | case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP: | 
|  | case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP: | 
|  | case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP: | 
|  | ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo()); | 
|  | break; | 
|  | } | 
|  | return ::CallWindowProcW(bd->PrevWndProc, hWnd, msg, wParam, lParam); | 
|  | } | 
|  | #endif | 
|  |  | 
|  | void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) | 
|  | { | 
|  | ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); | 
|  | IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!"); | 
|  | IM_ASSERT(bd->Window == window); | 
|  |  | 
|  | bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback); | 
|  | bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback); | 
|  | bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback); | 
|  | bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); | 
|  | bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); | 
|  | bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); | 
|  | bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); | 
|  | bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); | 
|  | bd->InstalledCallbacks = true; | 
|  | } | 
|  |  | 
|  | void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window) | 
|  | { | 
|  | ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); | 
|  | IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!"); | 
|  | IM_ASSERT(bd->Window == window); | 
|  |  | 
|  | glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus); | 
|  | glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter); | 
|  | glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos); | 
|  | glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton); | 
|  | glfwSetScrollCallback(window, bd->PrevUserCallbackScroll); | 
|  | glfwSetKeyCallback(window, bd->PrevUserCallbackKey); | 
|  | glfwSetCharCallback(window, bd->PrevUserCallbackChar); | 
|  | glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); | 
|  | bd->InstalledCallbacks = false; | 
|  | bd->PrevUserCallbackWindowFocus = nullptr; | 
|  | bd->PrevUserCallbackCursorEnter = nullptr; | 
|  | bd->PrevUserCallbackCursorPos = nullptr; | 
|  | bd->PrevUserCallbackMousebutton = nullptr; | 
|  | bd->PrevUserCallbackScroll = nullptr; | 
|  | bd->PrevUserCallbackKey = nullptr; | 
|  | bd->PrevUserCallbackChar = nullptr; | 
|  | bd->PrevUserCallbackMonitor = nullptr; | 
|  | } | 
|  |  | 
|  | // Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user. | 
|  | // This is 'false' by default meaning we only chain callbacks for the main viewport. | 
|  | // We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback. | 
|  | // If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter. | 
|  | void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows) | 
|  | { | 
|  | ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); | 
|  | bd->CallbacksChainForAllWindows = chain_for_all_windows; | 
|  | } | 
|  |  | 
|  | #ifdef __EMSCRIPTEN__ | 
|  | EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); }); | 
|  | #endif | 
|  |  | 
|  | static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) | 
|  | { | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | IMGUI_CHECKVERSION(); | 
|  | IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); | 
|  | //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED); | 
|  |  | 
|  | // Setup backend capabilities flags | 
|  | ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)(); | 
|  | io.BackendPlatformUserData = (void*)bd; | 
|  | io.BackendPlatformName = "imgui_impl_glfw"; | 
|  | io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional) | 
|  | io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used) | 
|  |  | 
|  | bd->Window = window; | 
|  | bd->Time = 0.0; | 
|  |  | 
|  | ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | 
|  | platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(NULL, text); }; | 
|  | platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(NULL); }; | 
|  | #ifdef __EMSCRIPTEN__ | 
|  | platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; }; | 
|  | #endif | 
|  |  | 
|  | // Create mouse cursors | 
|  | // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, | 
|  | // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. | 
|  | // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.) | 
|  | GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); | 
|  | bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); | 
|  | bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); | 
|  | bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); | 
|  | bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); | 
|  | bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); | 
|  | #if GLFW_HAS_NEW_CURSORS | 
|  | bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); | 
|  | bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); | 
|  | bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); | 
|  | bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); | 
|  | #else | 
|  | bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); | 
|  | bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); | 
|  | bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); | 
|  | bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); | 
|  | #endif | 
|  | glfwSetErrorCallback(prev_error_callback); | 
|  | #if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908) | 
|  | (void)glfwGetError(nullptr); | 
|  | #endif | 
|  |  | 
|  | // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. | 
|  | if (install_callbacks) | 
|  | ImGui_ImplGlfw_InstallCallbacks(window); | 
|  |  | 
|  | // Set platform dependent data in viewport | 
|  | ImGuiViewport* main_viewport = ImGui::GetMainViewport(); | 
|  | main_viewport->PlatformHandle = (void*)bd->Window; | 
|  | #ifdef _WIN32 | 
|  | main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window); | 
|  | #elif defined(__APPLE__) | 
|  | main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window); | 
|  | #else | 
|  | IM_UNUSED(main_viewport); | 
|  | #endif | 
|  |  | 
|  | // Windows: register a WndProc hook so we can intercept some messages. | 
|  | #ifdef _WIN32 | 
|  | bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC); | 
|  | IM_ASSERT(bd->PrevWndProc != nullptr); | 
|  | ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); | 
|  | #endif | 
|  |  | 
|  | bd->ClientApi = client_api; | 
|  | return true; | 
|  | } | 
|  |  | 
|  | bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks) | 
|  | { | 
|  | return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL); | 
|  | } | 
|  |  | 
|  | bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) | 
|  | { | 
|  | return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan); | 
|  | } | 
|  |  | 
|  | bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks) | 
|  | { | 
|  | return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown); | 
|  | } | 
|  |  | 
|  | void ImGui_ImplGlfw_Shutdown() | 
|  | { | 
|  | ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); | 
|  | IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  |  | 
|  | if (bd->InstalledCallbacks) | 
|  | ImGui_ImplGlfw_RestoreCallbacks(bd->Window); | 
|  | #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 | 
|  | if (bd->CanvasSelector) | 
|  | emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr); | 
|  | #endif | 
|  |  | 
|  | for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) | 
|  | glfwDestroyCursor(bd->MouseCursors[cursor_n]); | 
|  |  | 
|  | // Windows: restore our WndProc hook | 
|  | #ifdef _WIN32 | 
|  | ImGuiViewport* main_viewport = ImGui::GetMainViewport(); | 
|  | ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc); | 
|  | bd->PrevWndProc = nullptr; | 
|  | #endif | 
|  |  | 
|  | io.BackendPlatformName = nullptr; | 
|  | io.BackendPlatformUserData = nullptr; | 
|  | io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); | 
|  | IM_DELETE(bd); | 
|  | } | 
|  |  | 
|  | static void ImGui_ImplGlfw_UpdateMouseData() | 
|  | { | 
|  | ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  |  | 
|  | // (those braces are here to reduce diff with multi-viewports support in 'docking' branch) | 
|  | { | 
|  | GLFWwindow* window = bd->Window; | 
|  | #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 | 
|  | const bool is_window_focused = true; | 
|  | #else | 
|  | const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; | 
|  | #endif | 
|  | if (is_window_focused) | 
|  | { | 
|  | // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) | 
|  | if (io.WantSetMousePos) | 
|  | glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y); | 
|  |  | 
|  | // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) | 
|  | if (bd->MouseWindow == nullptr) | 
|  | { | 
|  | double mouse_x, mouse_y; | 
|  | glfwGetCursorPos(window, &mouse_x, &mouse_y); | 
|  | bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y); | 
|  | io.AddMousePosEvent((float)mouse_x, (float)mouse_y); | 
|  | } | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | static void ImGui_ImplGlfw_UpdateMouseCursor() | 
|  | { | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); | 
|  | if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) | 
|  | return; | 
|  |  | 
|  | ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); | 
|  | // (those braces are here to reduce diff with multi-viewports support in 'docking' branch) | 
|  | { | 
|  | GLFWwindow* window = bd->Window; | 
|  | if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) | 
|  | { | 
|  | // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor | 
|  | glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); | 
|  | } | 
|  | else | 
|  | { | 
|  | // Show OS mouse cursor | 
|  | // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. | 
|  | glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); | 
|  | glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | // Update gamepad inputs | 
|  | static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v  > 1.0f ? 1.0f : v; } | 
|  | static void ImGui_ImplGlfw_UpdateGamepads() | 
|  | { | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. | 
|  | return; | 
|  |  | 
|  | io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; | 
|  | #if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) | 
|  | GLFWgamepadstate gamepad; | 
|  | if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad)) | 
|  | return; | 
|  | #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED)          do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0) | 
|  | #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1)    do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) | 
|  | #else | 
|  | int axes_count = 0, buttons_count = 0; | 
|  | const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); | 
|  | const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); | 
|  | if (axes_count == 0 || buttons_count == 0) | 
|  | return; | 
|  | #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO)          do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0) | 
|  | #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1)    do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) | 
|  | #endif | 
|  | io.BackendFlags |= ImGuiBackendFlags_HasGamepad; | 
|  | MAP_BUTTON(ImGuiKey_GamepadStart,       GLFW_GAMEPAD_BUTTON_START,          7); | 
|  | MAP_BUTTON(ImGuiKey_GamepadBack,        GLFW_GAMEPAD_BUTTON_BACK,           6); | 
|  | MAP_BUTTON(ImGuiKey_GamepadFaceLeft,    GLFW_GAMEPAD_BUTTON_X,              2);     // Xbox X, PS Square | 
|  | MAP_BUTTON(ImGuiKey_GamepadFaceRight,   GLFW_GAMEPAD_BUTTON_B,              1);     // Xbox B, PS Circle | 
|  | MAP_BUTTON(ImGuiKey_GamepadFaceUp,      GLFW_GAMEPAD_BUTTON_Y,              3);     // Xbox Y, PS Triangle | 
|  | MAP_BUTTON(ImGuiKey_GamepadFaceDown,    GLFW_GAMEPAD_BUTTON_A,              0);     // Xbox A, PS Cross | 
|  | MAP_BUTTON(ImGuiKey_GamepadDpadLeft,    GLFW_GAMEPAD_BUTTON_DPAD_LEFT,      13); | 
|  | MAP_BUTTON(ImGuiKey_GamepadDpadRight,   GLFW_GAMEPAD_BUTTON_DPAD_RIGHT,     11); | 
|  | MAP_BUTTON(ImGuiKey_GamepadDpadUp,      GLFW_GAMEPAD_BUTTON_DPAD_UP,        10); | 
|  | MAP_BUTTON(ImGuiKey_GamepadDpadDown,    GLFW_GAMEPAD_BUTTON_DPAD_DOWN,      12); | 
|  | MAP_BUTTON(ImGuiKey_GamepadL1,          GLFW_GAMEPAD_BUTTON_LEFT_BUMPER,    4); | 
|  | MAP_BUTTON(ImGuiKey_GamepadR1,          GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER,   5); | 
|  | MAP_ANALOG(ImGuiKey_GamepadL2,          GLFW_GAMEPAD_AXIS_LEFT_TRIGGER,     4,      -0.75f,  +1.0f); | 
|  | MAP_ANALOG(ImGuiKey_GamepadR2,          GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER,    5,      -0.75f,  +1.0f); | 
|  | MAP_BUTTON(ImGuiKey_GamepadL3,          GLFW_GAMEPAD_BUTTON_LEFT_THUMB,     8); | 
|  | MAP_BUTTON(ImGuiKey_GamepadR3,          GLFW_GAMEPAD_BUTTON_RIGHT_THUMB,    9); | 
|  | MAP_ANALOG(ImGuiKey_GamepadLStickLeft,  GLFW_GAMEPAD_AXIS_LEFT_X,           0,      -0.25f,  -1.0f); | 
|  | MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X,           0,      +0.25f,  +1.0f); | 
|  | MAP_ANALOG(ImGuiKey_GamepadLStickUp,    GLFW_GAMEPAD_AXIS_LEFT_Y,           1,      -0.25f,  -1.0f); | 
|  | MAP_ANALOG(ImGuiKey_GamepadLStickDown,  GLFW_GAMEPAD_AXIS_LEFT_Y,           1,      +0.25f,  +1.0f); | 
|  | MAP_ANALOG(ImGuiKey_GamepadRStickLeft,  GLFW_GAMEPAD_AXIS_RIGHT_X,          2,      -0.25f,  -1.0f); | 
|  | MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X,          2,      +0.25f,  +1.0f); | 
|  | MAP_ANALOG(ImGuiKey_GamepadRStickUp,    GLFW_GAMEPAD_AXIS_RIGHT_Y,          3,      -0.25f,  -1.0f); | 
|  | MAP_ANALOG(ImGuiKey_GamepadRStickDown,  GLFW_GAMEPAD_AXIS_RIGHT_Y,          3,      +0.25f,  +1.0f); | 
|  | #undef MAP_BUTTON | 
|  | #undef MAP_ANALOG | 
|  | } | 
|  |  | 
|  | void ImGui_ImplGlfw_NewFrame() | 
|  | { | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); | 
|  | IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?"); | 
|  |  | 
|  | // Setup display size (every frame to accommodate for window resizing) | 
|  | int w, h; | 
|  | int display_w, display_h; | 
|  | glfwGetWindowSize(bd->Window, &w, &h); | 
|  | glfwGetFramebufferSize(bd->Window, &display_w, &display_h); | 
|  | io.DisplaySize = ImVec2((float)w, (float)h); | 
|  | if (w > 0 && h > 0) | 
|  | io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h); | 
|  |  | 
|  | // Setup time step | 
|  | // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644) | 
|  | double current_time = glfwGetTime(); | 
|  | if (current_time <= bd->Time) | 
|  | current_time = bd->Time + 0.00001f; | 
|  | io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); | 
|  | bd->Time = current_time; | 
|  |  | 
|  | ImGui_ImplGlfw_UpdateMouseData(); | 
|  | ImGui_ImplGlfw_UpdateMouseCursor(); | 
|  |  | 
|  | // Update game controllers (if enabled and available) | 
|  | ImGui_ImplGlfw_UpdateGamepads(); | 
|  | } | 
|  |  | 
|  | // GLFW doesn't provide a portable sleep function | 
|  | void ImGui_ImplGlfw_Sleep(int milliseconds) | 
|  | { | 
|  | #ifdef _WIN32 | 
|  | ::Sleep(milliseconds); | 
|  | #else | 
|  | usleep(milliseconds * 1000); | 
|  | #endif | 
|  | } | 
|  |  | 
|  | #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 | 
|  | static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data) | 
|  | { | 
|  | ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; | 
|  | double canvas_width, canvas_height; | 
|  | emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height); | 
|  | glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height); | 
|  | return true; | 
|  | } | 
|  |  | 
|  | static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data) | 
|  | { | 
|  | ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; | 
|  | double canvas_width, canvas_height; | 
|  | emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height); | 
|  | glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height); | 
|  | return true; | 
|  | } | 
|  |  | 
|  | // 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query. | 
|  | // STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID. | 
|  | void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector) | 
|  | { | 
|  | IM_ASSERT(canvas_selector != nullptr); | 
|  | ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); | 
|  | IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?"); | 
|  |  | 
|  | bd->CanvasSelector = canvas_selector; | 
|  | emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange); | 
|  | emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback); | 
|  |  | 
|  | // Change the size of the GLFW window according to the size of the canvas | 
|  | ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd); | 
|  |  | 
|  | // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096) | 
|  | // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves. | 
|  | // FIXME: May break chaining in case user registered their own Emscripten callback? | 
|  | emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, ImGui_ImplEmscripten_WheelCallback); | 
|  | } | 
|  | #elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3) | 
|  | // When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call | 
|  | // by invoking emscripten_glfw_make_canvas_resizable afterward. | 
|  | // See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation | 
|  | void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector) | 
|  | { | 
|  | GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector)); | 
|  | IM_ASSERT(window == w); // Sanity check | 
|  | IM_UNUSED(w); | 
|  | emscripten_glfw_make_canvas_resizable(window, "window", nullptr); | 
|  | } | 
|  | #endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 | 
|  |  | 
|  | //----------------------------------------------------------------------------- | 
|  |  | 
|  | #if defined(__clang__) | 
|  | #pragma clang diagnostic pop | 
|  | #endif | 
|  |  | 
|  | #endif // #ifndef IMGUI_DISABLE |