| // 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) |
| // 2022-01-XX: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). |
| // 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_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]; |
| 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(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_LeftControl; |
| 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_RightControl; |
| 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; |
| } |
| } |
| |
| 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) |
| { |
| #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. |
| 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 (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; |
| |
| 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); |
| } |
| |
| 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; |
| if (!entered && bd->MouseWindow == window) |
| { |
| 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. |
| } |
| |
| 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. |
| bd->PrevUserCallbackWindowFocus = NULL; |
| bd->PrevUserCallbackCursorEnter = NULL; |
| bd->PrevUserCallbackMousebutton = NULL; |
| bd->PrevUserCallbackScroll = NULL; |
| bd->PrevUserCallbackKey = NULL; |
| bd->PrevUserCallbackChar = NULL; |
| bd->PrevUserCallbackMonitor = NULL; |
| if (install_callbacks) |
| { |
| bd->InstalledCallbacks = true; |
| 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->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) |
| { |
| glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus); |
| glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter); |
| glfwSetCursorPosCallback(bd->Window, bd->PrevUserCallbackCursorPos); |
| glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton); |
| glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll); |
| glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey); |
| glfwSetCharCallback(bd->Window, bd->PrevUserCallbackChar); |
| glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); |
| } |
| |
| 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(); |
| |
| #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); |
| } |
| } |
| } |
| |
| 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); |
| } |
| } |
| |
| static void ImGui_ImplGlfw_UpdateGamepads() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| memset(io.NavInputs, 0, sizeof(io.NavInputs)); |
| if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) |
| return; |
| |
| // Update gamepad inputs |
| #define MAP_BUTTON(NAV_NO, BUTTON_NO) do { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } while (0) |
| #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = 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); |
| MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A |
| MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B |
| MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X |
| MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y |
| MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left |
| MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right |
| MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up |
| MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down |
| MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB |
| MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB |
| MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB |
| MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB |
| MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); |
| MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); |
| MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); |
| MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); |
| #undef MAP_BUTTON |
| #undef MAP_ANALOG |
| if (axes_count > 0 && buttons_count > 0) |
| io.BackendFlags |= ImGuiBackendFlags_HasGamepad; |
| else |
| io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; |
| } |
| |
| static void ImGui_ImplGlfw_UpdateKeyModifiers() |
| { |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| ImGuiIO& io = ImGui::GetIO(); |
| ImGuiKeyModFlags key_mods = |
| (((glfwGetKey(bd->Window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS)) ? ImGuiKeyModFlags_Ctrl : 0) | |
| (((glfwGetKey(bd->Window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS)) ? ImGuiKeyModFlags_Shift : 0) | |
| (((glfwGetKey(bd->Window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS)) ? ImGuiKeyModFlags_Alt : 0) | |
| (((glfwGetKey(bd->Window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS)) ? ImGuiKeyModFlags_Super : 0); |
| io.AddKeyModsEvent(key_mods); |
| } |
| |
| 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_UpdateKeyModifiers(); |
| ImGui_ImplGlfw_UpdateMouseData(); |
| ImGui_ImplGlfw_UpdateMouseCursor(); |
| |
| // Update game controllers (if enabled and available) |
| ImGui_ImplGlfw_UpdateGamepads(); |
| } |
| |
| #if defined(__clang__) |
| #pragma clang diagnostic pop |
| #endif |