blob: 376b35ea120583eda8d5ad397999927f1ae6488e [file] [log] [blame]
// 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+)
// Implemented features:
// [X] Platform: Clipboard support.
// [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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online:
// (minor and older changes stripped away, please see git history for details)
// 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"
#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
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
#include <GLFW/glfw3.h>
#ifdef _WIN32
#include <GLFW/glfw3native.h> // for glfwGetWin32Window
#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_GAMEPAD_API (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetGamepadState() new api
#define GLFW_HAS_GET_KEY_NAME (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwGetKeyName()
// GLFW data
enum GlfwClientApi
struct ImGui_ImplGlfw_Data
GLFWwindow* Window;
GlfwClientApi ClientApi;
double Time;
GLFWwindow* MouseWindow;
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
ImVec2 LastValidMousePos;
bool InstalledCallbacks;
// 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;
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 : NULL;
// Functions
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
return glfwGetClipboardString((GLFWwindow*)user_data);
static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
glfwSetClipboardString((GLFWwindow*)user_data, text);
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;
default: return ImGuiKey_None;
static int ImGui_ImplGlfw_KeyToModifier(int key)
if (key == GLFW_KEY_LEFT_ALT || key == GLFW_KEY_RIGHT_ALT)
return GLFW_MOD_ALT;
return 0;
static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods)
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiKey_ModCtrl, (mods & GLFW_MOD_CONTROL) != 0);
io.AddKeyEvent(ImGuiKey_ModShift, (mods & GLFW_MOD_SHIFT) != 0);
io.AddKeyEvent(ImGuiKey_ModAlt, (mods & GLFW_MOD_ALT) != 0);
io.AddKeyEvent(ImGuiKey_ModSuper, (mods & GLFW_MOD_SUPER) != 0);
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)
bd->PrevUserCallbackMousebutton(window, button, action, mods);
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 != NULL && window == bd->Window)
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
ImGuiIO& io = ImGui::GetIO();
io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
// 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 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;
const char* key_name = glfwGetKeyName(key, scancode);
if (key_name && key_name[0] != 0 && key_name[1] == 0)
const char char_names[] = "`-=[]\\,;\'./";
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);
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 != NULL && window == bd->Window)
bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
if (action != GLFW_PRESS && action != GLFW_RELEASE)
// Workaround: X11 does not include current pressed/released modifier key in 'mods' flags.
if (int keycode_to_mod = ImGui_ImplGlfw_KeyToModifier(keycode))
mods = (action == GLFW_PRESS) ? (mods | keycode_to_mod) : (mods & ~keycode_to_mod);
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 != NULL && window == bd->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 != NULL && window == bd->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
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->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 = NULL;
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 != NULL && window == bd->Window)
bd->PrevUserCallbackChar(window, c);
ImGuiIO& io = ImGui::GetIO();
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.
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);
bd->InstalledCallbacks = false;
bd->PrevUserCallbackWindowFocus = NULL;
bd->PrevUserCallbackCursorEnter = NULL;
bd->PrevUserCallbackCursorPos = NULL;
bd->PrevUserCallbackMousebutton = NULL;
bd->PrevUserCallbackScroll = NULL;
bd->PrevUserCallbackKey = NULL;
bd->PrevUserCallbackChar = NULL;
bd->PrevUserCallbackMonitor = NULL;
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
// 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;
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
io.ClipboardUserData = bd->Window;
// Set platform dependent data in viewport
#if defined(_WIN32)
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)glfwGetWin32Window(bd->Window);
// 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 NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
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);
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);
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);
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
if (install_callbacks)
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 != NULL && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
if (bd->InstalledCallbacks)
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
io.BackendPlatformName = NULL;
io.BackendPlatformUserData = NULL;
static void ImGui_ImplGlfw_UpdateMouseData()
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
#ifdef __EMSCRIPTEN__
const bool is_app_focused = true;
const bool is_app_focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
if (is_app_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(bd->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 (is_app_focused && bd->MouseWindow == NULL)
double mouse_x, mouse_y;
glfwGetCursorPos(bd->Window, &mouse_x, &mouse_y);
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
bd->LastValidMousePos = ImVec2((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)
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
// 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(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(bd->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.
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
GLFWgamepadstate gamepad;
if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
#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)
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)
#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)
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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_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_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);
void ImGui_ImplGlfw_NewFrame()
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != NULL && "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
double current_time = glfwGetTime();
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
bd->Time = current_time;
// Update game controllers (if enabled and available)
#if defined(__clang__)
#pragma clang diagnostic pop