| // dear imgui: Platform Backend for GLFW |
| // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..) |
| // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) |
| // (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.) |
| |
| // Implemented features: |
| // [X] Platform: Clipboard support. |
| // [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+). |
| // [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE). |
| // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. |
| |
| // Issues: |
| // [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). |
| |
| // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
| // 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) |
| // 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. |
| // 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" |
| |
| // GLFW |
| #include <GLFW/glfw3.h> |
| #ifdef _WIN32 |
| #undef APIENTRY |
| #define GLFW_EXPOSE_NATIVE_WIN32 |
| #include <GLFW/glfw3native.h> // for glfwGetWin32Window |
| #endif |
| #define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING |
| #define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED |
| #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity |
| #define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale |
| #define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface |
| #define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow |
| #define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW |
| #define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorWorkarea |
| #define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION * 10 >= 3310) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553 |
| #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 |
| #ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough) |
| #define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH |
| #else |
| #define GLFW_HAS_MOUSE_PASSTHROUGH (0) |
| #endif |
| |
| // Data |
| enum GlfwClientApi |
| { |
| GlfwClientApi_Unknown, |
| GlfwClientApi_OpenGL, |
| GlfwClientApi_Vulkan |
| }; |
| static GLFWwindow* g_Window = NULL; // Main window |
| static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown; |
| static double g_Time = 0.0; |
| static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {}; |
| static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {}; |
| static bool g_InstalledCallbacks = false; |
| static bool g_WantUpdateMonitors = true; |
| |
| // Chain GLFW callbacks for main viewport: our callbacks will call the user's previously installed callbacks, if any. |
| static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL; |
| static GLFWscrollfun g_PrevUserCallbackScroll = NULL; |
| static GLFWkeyfun g_PrevUserCallbackKey = NULL; |
| static GLFWcharfun g_PrevUserCallbackChar = NULL; |
| static GLFWmonitorfun g_PrevUserCallbackMonitor = NULL; |
| |
| // Forward Declarations |
| static void ImGui_ImplGlfw_UpdateMonitors(); |
| static void ImGui_ImplGlfw_InitPlatformInterface(); |
| static void ImGui_ImplGlfw_ShutdownPlatformInterface(); |
| |
| 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); |
| } |
| |
| void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) |
| { |
| if (g_PrevUserCallbackMousebutton != NULL && window == g_Window) |
| g_PrevUserCallbackMousebutton(window, button, action, mods); |
| |
| if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed)) |
| g_MouseJustPressed[button] = true; |
| } |
| |
| void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) |
| { |
| if (g_PrevUserCallbackScroll != NULL && window == g_Window) |
| g_PrevUserCallbackScroll(window, xoffset, yoffset); |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| io.MouseWheelH += (float)xoffset; |
| io.MouseWheel += (float)yoffset; |
| } |
| |
| void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) |
| { |
| if (g_PrevUserCallbackKey != NULL && window == g_Window) |
| g_PrevUserCallbackKey(window, key, scancode, action, mods); |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| if (action == GLFW_PRESS) |
| io.KeysDown[key] = true; |
| if (action == GLFW_RELEASE) |
| io.KeysDown[key] = false; |
| |
| // Modifiers are not reliable across systems |
| io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; |
| io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; |
| io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; |
| #ifdef _WIN32 |
| io.KeySuper = false; |
| #else |
| io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; |
| #endif |
| } |
| |
| void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) |
| { |
| if (g_PrevUserCallbackChar != NULL && window == g_Window) |
| g_PrevUserCallbackChar(window, c); |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| io.AddInputCharacter(c); |
| } |
| |
| void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) |
| { |
| g_WantUpdateMonitors = true; |
| } |
| |
| static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) |
| { |
| g_Window = window; |
| g_Time = 0.0; |
| |
| // Setup backend capabilities flags |
| ImGuiIO& io = ImGui::GetIO(); |
| io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) |
| io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) |
| io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) |
| #if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)) |
| io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) |
| #endif |
| io.BackendPlatformName = "imgui_impl_glfw"; |
| |
| // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. |
| io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; |
| io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; |
| io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; |
| io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; |
| io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN; |
| io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP; |
| io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; |
| io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; |
| io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; |
| io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; |
| io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; |
| io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; |
| io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; |
| io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; |
| io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; |
| io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER; |
| io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; |
| io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; |
| io.KeyMap[ImGuiKey_V] = GLFW_KEY_V; |
| io.KeyMap[ImGuiKey_X] = GLFW_KEY_X; |
| io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; |
| io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; |
| |
| io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; |
| io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; |
| io.ClipboardUserData = g_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); |
| g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
| g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); |
| g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); |
| g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); |
| g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); |
| #if GLFW_HAS_NEW_CURSORS |
| g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); |
| g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); |
| g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); |
| g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); |
| #else |
| g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
| g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
| g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
| g_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. |
| g_PrevUserCallbackMousebutton = NULL; |
| g_PrevUserCallbackScroll = NULL; |
| g_PrevUserCallbackKey = NULL; |
| g_PrevUserCallbackChar = NULL; |
| g_PrevUserCallbackMonitor = NULL; |
| if (install_callbacks) |
| { |
| g_InstalledCallbacks = true; |
| g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); |
| g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); |
| g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); |
| g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); |
| g_PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); |
| } |
| |
| // Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784) |
| ImGui_ImplGlfw_UpdateMonitors(); |
| glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); |
| |
| // Our mouse update function expect PlatformHandle to be filled for the main viewport |
| ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
| main_viewport->PlatformHandle = (void*)g_Window; |
| #ifdef _WIN32 |
| main_viewport->PlatformHandleRaw = glfwGetWin32Window(g_Window); |
| #endif |
| if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| ImGui_ImplGlfw_InitPlatformInterface(); |
| |
| g_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); |
| } |
| |
| void ImGui_ImplGlfw_Shutdown() |
| { |
| ImGui_ImplGlfw_ShutdownPlatformInterface(); |
| |
| if (g_InstalledCallbacks) |
| { |
| glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton); |
| glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll); |
| glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey); |
| glfwSetCharCallback(g_Window, g_PrevUserCallbackChar); |
| g_InstalledCallbacks = false; |
| } |
| |
| for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) |
| { |
| glfwDestroyCursor(g_MouseCursors[cursor_n]); |
| g_MouseCursors[cursor_n] = NULL; |
| } |
| g_ClientApi = GlfwClientApi_Unknown; |
| } |
| |
| static void ImGui_ImplGlfw_UpdateMousePosAndButtons() |
| { |
| // Update buttons |
| ImGuiIO& io = ImGui::GetIO(); |
| for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) |
| { |
| // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. |
| io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; |
| g_MouseJustPressed[i] = false; |
| } |
| |
| // Update mouse position |
| const ImVec2 mouse_pos_backup = io.MousePos; |
| io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); |
| io.MouseHoveredViewport = 0; |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
| for (int n = 0; n < platform_io.Viewports.Size; n++) |
| { |
| ImGuiViewport* viewport = platform_io.Viewports[n]; |
| GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle; |
| IM_ASSERT(window != NULL); |
| #ifdef __EMSCRIPTEN__ |
| const bool focused = true; |
| IM_ASSERT(platform_io.Viewports.Size == 1); |
| #else |
| const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; |
| #endif |
| if (focused) |
| { |
| if (io.WantSetMousePos) |
| { |
| glfwSetCursorPos(window, (double)(mouse_pos_backup.x - viewport->Pos.x), (double)(mouse_pos_backup.y - viewport->Pos.y)); |
| } |
| else |
| { |
| double mouse_x, mouse_y; |
| glfwGetCursorPos(window, &mouse_x, &mouse_y); |
| if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| { |
| // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) |
| int window_x, window_y; |
| glfwGetWindowPos(window, &window_x, &window_y); |
| io.MousePos = ImVec2((float)mouse_x + window_x, (float)mouse_y + window_y); |
| } |
| else |
| { |
| // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) |
| io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); |
| } |
| } |
| for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) |
| io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0; |
| } |
| |
| // (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering. |
| // Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because |
| // - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows). |
| // - This is _regardless_ of whether another viewport is focused or being dragged from. |
| // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, imgui will ignore this field and infer the information by relying on the |
| // rectangles and last focused time of every viewports it knows about. It will be unaware of other windows that may be sitting between or over your windows. |
| // [GLFW] FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems. |
| // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature. |
| #if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)) |
| const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0; |
| #if GLFW_HAS_MOUSE_PASSTHROUGH |
| glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input); |
| #endif |
| if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input) |
| io.MouseHoveredViewport = viewport->ID; |
| #endif |
| } |
| } |
| |
| static void ImGui_ImplGlfw_UpdateMouseCursor() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) |
| return; |
| |
| ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
| for (int n = 0; n < platform_io.Viewports.Size; n++) |
| { |
| GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle; |
| if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) |
| { |
| // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor |
| glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); |
| } |
| else |
| { |
| // Show OS mouse cursor |
| // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. |
| glfwSetCursor(window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); |
| glfwSetInputMode(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) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } |
| #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { 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; } |
| 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_UpdateMonitors() |
| { |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
| int monitors_count = 0; |
| GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count); |
| platform_io.Monitors.resize(0); |
| for (int n = 0; n < monitors_count; n++) |
| { |
| ImGuiPlatformMonitor monitor; |
| int x, y; |
| glfwGetMonitorPos(glfw_monitors[n], &x, &y); |
| const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]); |
| monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y); |
| monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height); |
| #if GLFW_HAS_MONITOR_WORK_AREA |
| int w, h; |
| glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h); |
| if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761 |
| { |
| monitor.WorkPos = ImVec2((float)x, (float)y); |
| monitor.WorkSize = ImVec2((float)w, (float)h); |
| } |
| #endif |
| #if GLFW_HAS_PER_MONITOR_DPI |
| // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. |
| float x_scale, y_scale; |
| glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale); |
| monitor.DpiScale = x_scale; |
| #endif |
| platform_io.Monitors.push_back(monitor); |
| } |
| g_WantUpdateMonitors = false; |
| } |
| |
| void ImGui_ImplGlfw_NewFrame() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); |
| |
| // Setup display size (every frame to accommodate for window resizing) |
| int w, h; |
| int display_w, display_h; |
| glfwGetWindowSize(g_Window, &w, &h); |
| glfwGetFramebufferSize(g_Window, &display_w, &display_h); |
| io.DisplaySize = ImVec2((float)w, (float)h); |
| if (w > 0 && h > 0) |
| io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); |
| if (g_WantUpdateMonitors) |
| ImGui_ImplGlfw_UpdateMonitors(); |
| |
| // Setup time step |
| double current_time = glfwGetTime(); |
| io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); |
| g_Time = current_time; |
| |
| ImGui_ImplGlfw_UpdateMousePosAndButtons(); |
| ImGui_ImplGlfw_UpdateMouseCursor(); |
| |
| // Update game controllers (if enabled and available) |
| ImGui_ImplGlfw_UpdateGamepads(); |
| } |
| |
| //-------------------------------------------------------------------------------------------------------- |
| // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT |
| // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. |
| // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. |
| //-------------------------------------------------------------------------------------------------------- |
| |
| // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. |
| struct ImGuiViewportDataGlfw |
| { |
| GLFWwindow* Window; |
| bool WindowOwned; |
| int IgnoreWindowPosEventFrame; |
| int IgnoreWindowSizeEventFrame; |
| |
| ImGuiViewportDataGlfw() { Window = NULL; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; } |
| ~ImGuiViewportDataGlfw() { IM_ASSERT(Window == NULL); } |
| }; |
| |
| static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window) |
| { |
| if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) |
| viewport->PlatformRequestClose = true; |
| } |
| |
| // GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize(). |
| // However: depending on the platform the callback may be invoked at different time: |
| // - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call |
| // - on Linux it is queued and invoked during glfwPollEvents() |
| // Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only |
| // ignore recent glfwSetWindowXXX() calls. |
| static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int) |
| { |
| if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) |
| { |
| if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData) |
| { |
| bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowPosEventFrame + 1); |
| //data->IgnoreWindowPosEventFrame = -1; |
| if (ignore_event) |
| return; |
| } |
| viewport->PlatformRequestMove = true; |
| } |
| } |
| |
| static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int) |
| { |
| if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) |
| { |
| if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData) |
| { |
| bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowSizeEventFrame + 1); |
| //data->IgnoreWindowSizeEventFrame = -1; |
| if (ignore_event) |
| return; |
| } |
| viewport->PlatformRequestResize = true; |
| } |
| } |
| |
| static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) |
| { |
| ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)(); |
| viewport->PlatformUserData = data; |
| |
| // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED |
| // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem |
| glfwWindowHint(GLFW_VISIBLE, false); |
| glfwWindowHint(GLFW_FOCUSED, false); |
| #if GLFW_HAS_FOCUS_ON_SHOW |
| glfwWindowHint(GLFW_FOCUS_ON_SHOW, false); |
| #endif |
| glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true); |
| #if GLFW_HAS_WINDOW_TOPMOST |
| glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false); |
| #endif |
| GLFWwindow* share_window = (g_ClientApi == GlfwClientApi_OpenGL) ? g_Window : NULL; |
| data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window); |
| data->WindowOwned = true; |
| viewport->PlatformHandle = (void*)data->Window; |
| #ifdef _WIN32 |
| viewport->PlatformHandleRaw = glfwGetWin32Window(data->Window); |
| #endif |
| glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); |
| |
| // Install GLFW callbacks for secondary viewports |
| glfwSetMouseButtonCallback(data->Window, ImGui_ImplGlfw_MouseButtonCallback); |
| glfwSetScrollCallback(data->Window, ImGui_ImplGlfw_ScrollCallback); |
| glfwSetKeyCallback(data->Window, ImGui_ImplGlfw_KeyCallback); |
| glfwSetCharCallback(data->Window, ImGui_ImplGlfw_CharCallback); |
| glfwSetWindowCloseCallback(data->Window, ImGui_ImplGlfw_WindowCloseCallback); |
| glfwSetWindowPosCallback(data->Window, ImGui_ImplGlfw_WindowPosCallback); |
| glfwSetWindowSizeCallback(data->Window, ImGui_ImplGlfw_WindowSizeCallback); |
| if (g_ClientApi == GlfwClientApi_OpenGL) |
| { |
| glfwMakeContextCurrent(data->Window); |
| glfwSwapInterval(0); |
| } |
| } |
| |
| static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport) |
| { |
| if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData) |
| { |
| if (data->WindowOwned) |
| { |
| #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) |
| HWND hwnd = (HWND)viewport->PlatformHandleRaw; |
| ::RemovePropA(hwnd, "IMGUI_VIEWPORT"); |
| #endif |
| glfwDestroyWindow(data->Window); |
| } |
| data->Window = NULL; |
| IM_DELETE(data); |
| } |
| viewport->PlatformUserData = viewport->PlatformHandle = NULL; |
| } |
| |
| // We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs". |
| // In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!) |
| #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) |
| static WNDPROC g_GlfwWndProc = NULL; |
| static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) |
| { |
| if (msg == WM_NCHITTEST) |
| { |
| // Let mouse pass-through the window. This will allow the backend to set io.MouseHoveredViewport properly (which is OPTIONAL). |
| // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. |
| // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in |
| // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. |
| ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT"); |
| if (viewport->Flags & ImGuiViewportFlags_NoInputs) |
| return HTTRANSPARENT; |
| } |
| return ::CallWindowProc(g_GlfwWndProc, hWnd, msg, wParam, lParam); |
| } |
| #endif |
| |
| static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) |
| { |
| ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; |
| |
| #if defined(_WIN32) |
| // GLFW hack: Hide icon from task bar |
| HWND hwnd = (HWND)viewport->PlatformHandleRaw; |
| if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) |
| { |
| LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); |
| ex_style &= ~WS_EX_APPWINDOW; |
| ex_style |= WS_EX_TOOLWINDOW; |
| ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); |
| } |
| |
| // GLFW hack: install hook for WM_NCHITTEST message handler |
| #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) |
| ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport); |
| if (g_GlfwWndProc == NULL) |
| g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC); |
| ::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs); |
| #endif |
| |
| #if !GLFW_HAS_FOCUS_ON_SHOW |
| // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window. |
| // The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute. |
| // See https://github.com/glfw/glfw/issues/1189 |
| // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile. |
| if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) |
| { |
| ::ShowWindow(hwnd, SW_SHOWNA); |
| return; |
| } |
| #endif |
| #endif |
| |
| glfwShowWindow(data->Window); |
| } |
| |
| static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport) |
| { |
| ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; |
| int x = 0, y = 0; |
| glfwGetWindowPos(data->Window, &x, &y); |
| return ImVec2((float)x, (float)y); |
| } |
| |
| static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) |
| { |
| ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; |
| data->IgnoreWindowPosEventFrame = ImGui::GetFrameCount(); |
| glfwSetWindowPos(data->Window, (int)pos.x, (int)pos.y); |
| } |
| |
| static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport) |
| { |
| ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; |
| int w = 0, h = 0; |
| glfwGetWindowSize(data->Window, &w, &h); |
| return ImVec2((float)w, (float)h); |
| } |
| |
| static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) |
| { |
| ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; |
| #if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX |
| // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are |
| // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it |
| // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based |
| // on the upper-left corner. |
| int x, y, width, height; |
| glfwGetWindowPos(data->Window, &x, &y); |
| glfwGetWindowSize(data->Window, &width, &height); |
| glfwSetWindowPos(data->Window, x, y - height + size.y); |
| #endif |
| data->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount(); |
| glfwSetWindowSize(data->Window, (int)size.x, (int)size.y); |
| } |
| |
| static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title) |
| { |
| ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; |
| glfwSetWindowTitle(data->Window, title); |
| } |
| |
| static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport) |
| { |
| #if GLFW_HAS_FOCUS_WINDOW |
| ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; |
| glfwFocusWindow(data->Window); |
| #else |
| // FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later. |
| (void)viewport; |
| #endif |
| } |
| |
| static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport) |
| { |
| ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; |
| return glfwGetWindowAttrib(data->Window, GLFW_FOCUSED) != 0; |
| } |
| |
| static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport) |
| { |
| ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; |
| return glfwGetWindowAttrib(data->Window, GLFW_ICONIFIED) != 0; |
| } |
| |
| #if GLFW_HAS_WINDOW_ALPHA |
| static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha) |
| { |
| ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; |
| glfwSetWindowOpacity(data->Window, alpha); |
| } |
| #endif |
| |
| static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*) |
| { |
| ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; |
| if (g_ClientApi == GlfwClientApi_OpenGL) |
| glfwMakeContextCurrent(data->Window); |
| } |
| |
| static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) |
| { |
| ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; |
| if (g_ClientApi == GlfwClientApi_OpenGL) |
| { |
| glfwMakeContextCurrent(data->Window); |
| glfwSwapBuffers(data->Window); |
| } |
| } |
| |
| //-------------------------------------------------------------------------------------------------------- |
| // IME (Input Method Editor) basic support for e.g. Asian language users |
| //-------------------------------------------------------------------------------------------------------- |
| |
| // We provide a Win32 implementation because this is such a common issue for IME users |
| #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__) |
| #define HAS_WIN32_IME 1 |
| #include <imm.h> |
| #ifdef _MSC_VER |
| #pragma comment(lib, "imm32") |
| #endif |
| static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos) |
| { |
| COMPOSITIONFORM cf = { CFS_FORCE_POSITION, { (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) }, { 0, 0, 0, 0 } }; |
| if (HWND hwnd = (HWND)viewport->PlatformHandleRaw) |
| if (HIMC himc = ::ImmGetContext(hwnd)) |
| { |
| ::ImmSetCompositionWindow(himc, &cf); |
| ::ImmReleaseContext(hwnd, himc); |
| } |
| } |
| #else |
| #define HAS_WIN32_IME 0 |
| #endif |
| |
| //-------------------------------------------------------------------------------------------------------- |
| // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) |
| //-------------------------------------------------------------------------------------------------------- |
| |
| // Avoid including <vulkan.h> so we can build without it |
| #if GLFW_HAS_VULKAN |
| #ifndef VULKAN_H_ |
| #define VK_DEFINE_HANDLE(object) typedef struct object##_T* object; |
| #if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__) |
| #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object; |
| #else |
| #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object; |
| #endif |
| VK_DEFINE_HANDLE(VkInstance) |
| VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR) |
| struct VkAllocationCallbacks; |
| enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF }; |
| #endif // VULKAN_H_ |
| extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); } |
| static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) |
| { |
| ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; |
| IM_ASSERT(g_ClientApi == GlfwClientApi_Vulkan); |
| VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, data->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); |
| return (int)err; |
| } |
| #endif // GLFW_HAS_VULKAN |
| |
| static void ImGui_ImplGlfw_InitPlatformInterface() |
| { |
| // Register platform interface (will be coupled with a renderer interface) |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
| platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow; |
| platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow; |
| platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow; |
| platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos; |
| platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos; |
| platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize; |
| platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize; |
| platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus; |
| platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus; |
| platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized; |
| platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle; |
| platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow; |
| platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers; |
| #if GLFW_HAS_WINDOW_ALPHA |
| platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha; |
| #endif |
| #if GLFW_HAS_VULKAN |
| platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface; |
| #endif |
| #if HAS_WIN32_IME |
| platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos; |
| #endif |
| |
| // Register main window handle (which is owned by the main application, not by us) |
| // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. |
| ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
| ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)(); |
| data->Window = g_Window; |
| data->WindowOwned = false; |
| main_viewport->PlatformUserData = data; |
| main_viewport->PlatformHandle = (void*)g_Window; |
| } |
| |
| static void ImGui_ImplGlfw_ShutdownPlatformInterface() |
| { |
| } |