|  | // 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: https://github.com/ocornut/imgui/tree/master/docs | 
|  |  | 
|  | // CHANGELOG | 
|  | // (minor and older changes stripped away, please see git history for details) | 
|  | //  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. | 
|  | //  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" | 
|  | #endif | 
|  | #endif | 
|  |  | 
|  | // GLFW | 
|  | #include <GLFW/glfw3.h> | 
|  | #ifdef _WIN32 | 
|  | #undef APIENTRY | 
|  | #define GLFW_EXPOSE_NATIVE_WIN32 | 
|  | #include <GLFW/glfw3native.h>   // for glfwGetWin32Window | 
|  | #endif | 
|  | #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_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 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_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 | 
|  | { | 
|  | 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; | 
|  |  | 
|  | // 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_CONTROL || key == GLFW_KEY_RIGHT_CONTROL) | 
|  | return GLFW_MOD_CONTROL; | 
|  | if (key == GLFW_KEY_LEFT_SHIFT || key == GLFW_KEY_RIGHT_SHIFT) | 
|  | return GLFW_MOD_SHIFT; | 
|  | if (key == GLFW_KEY_LEFT_ALT || key == GLFW_KEY_RIGHT_ALT) | 
|  | return GLFW_MOD_ALT; | 
|  | if (key == GLFW_KEY_LEFT_SUPER || key == GLFW_KEY_RIGHT_SUPER) | 
|  | return GLFW_MOD_SUPER; | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods) | 
|  | { | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | io.AddKeyEvent(ImGuiMod_Ctrl, (mods & GLFW_MOD_CONTROL) != 0); | 
|  | io.AddKeyEvent(ImGuiMod_Shift, (mods & GLFW_MOD_SHIFT) != 0); | 
|  | io.AddKeyEvent(ImGuiMod_Alt, (mods & GLFW_MOD_ALT) != 0); | 
|  | io.AddKeyEvent(ImGuiMod_Super, (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); | 
|  |  | 
|  | ImGui_ImplGlfw_UpdateKeyModifiers(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) | 
|  | { | 
|  | #if GLFW_HAS_GET_KEY_NAME && !defined(__EMSCRIPTEN__) | 
|  | // 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; | 
|  | const char* key_name = glfwGetKeyName(key, scancode); | 
|  | 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 != NULL && window == bd->Window) | 
|  | bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); | 
|  |  | 
|  | if (action != GLFW_PRESS && action != GLFW_RELEASE) | 
|  | return; | 
|  |  | 
|  | // Workaround: X11 does not include current pressed/released modifier key in 'mods' flags. https://github.com/glfw/glfw/issues/1630 | 
|  | if (int keycode_to_mod = ImGui_ImplGlfw_KeyToModifier(keycode)) | 
|  | mods = (action == GLFW_PRESS) ? (mods | keycode_to_mod) : (mods & ~keycode_to_mod); | 
|  | ImGui_ImplGlfw_UpdateKeyModifiers(mods); | 
|  |  | 
|  | 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); | 
|  | if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) | 
|  | return; | 
|  |  | 
|  | 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 != NULL && window == bd->Window) | 
|  | bd->PrevUserCallbackCursorEnter(window, entered); | 
|  | if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) | 
|  | return; | 
|  |  | 
|  | 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(); | 
|  | 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. | 
|  | } | 
|  |  | 
|  | 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 = 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); | 
|  | #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 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); | 
|  | #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); | 
|  |  | 
|  | // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. | 
|  | if (install_callbacks) | 
|  | ImGui_ImplGlfw_InstallCallbacks(window); | 
|  |  | 
|  | 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) | 
|  | ImGui_ImplGlfw_RestoreCallbacks(bd->Window); | 
|  |  | 
|  | for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) | 
|  | glfwDestroyCursor(bd->MouseCursors[cursor_n]); | 
|  |  | 
|  | io.BackendPlatformName = NULL; | 
|  | io.BackendPlatformUserData = NULL; | 
|  | IM_DELETE(bd); | 
|  | } | 
|  |  | 
|  | static void ImGui_ImplGlfw_UpdateMouseData() | 
|  | { | 
|  | ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  |  | 
|  | if (glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) | 
|  | { | 
|  | io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); | 
|  | return; | 
|  | } | 
|  |  | 
|  | #ifdef __EMSCRIPTEN__ | 
|  | const bool is_app_focused = true; | 
|  | #else | 
|  | const bool is_app_focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0; | 
|  | #endif | 
|  | 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) | 
|  | return; | 
|  |  | 
|  | 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); | 
|  | } | 
|  | 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(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. | 
|  | return; | 
|  |  | 
|  | io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; | 
|  | #if GLFW_HAS_GAMEPAD_API | 
|  | 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 != 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; | 
|  |  | 
|  | ImGui_ImplGlfw_UpdateMouseData(); | 
|  | ImGui_ImplGlfw_UpdateMouseCursor(); | 
|  |  | 
|  | // Update game controllers (if enabled and available) | 
|  | ImGui_ImplGlfw_UpdateGamepads(); | 
|  | } | 
|  |  | 
|  | #if defined(__clang__) | 
|  | #pragma clang diagnostic pop | 
|  | #endif |