| // dear imgui: Platform Backend for GLFW |
| // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) |
| // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) |
| // (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.) |
| |
| // Implemented features: |
| // [X] Platform: Clipboard support. |
| // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). |
| // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] |
| // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. |
| // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). |
| // [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 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) |
| // 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. |
| // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702) |
| // 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034) |
| // 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240) |
| // 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096) |
| // 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten. |
| // 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty. |
| // 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908) |
| // 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785) |
| // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. |
| // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). |
| // 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position. |
| // 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 |
| #endif |
| |
| // GLFW |
| #include <GLFW/glfw3.h> |
| |
| #ifdef _WIN32 |
| #undef APIENTRY |
| #define GLFW_EXPOSE_NATIVE_WIN32 |
| #include <GLFW/glfw3native.h> // for glfwGetWin32Window() |
| #endif |
| #ifdef __APPLE__ |
| #define GLFW_EXPOSE_NATIVE_COCOA |
| #include <GLFW/glfw3native.h> // for glfwGetCocoaWindow() |
| #endif |
| |
| #ifdef __EMSCRIPTEN__ |
| #include <emscripten.h> |
| #include <emscripten/html5.h> |
| #endif |
| |
| // We gather version tests as define in order to easily see which features are version-dependent. |
| #define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION) |
| #define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING |
| #define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED |
| #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity |
| #define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale |
| #define GLFW_HAS_VULKAN (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface |
| #define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow |
| #define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW |
| #define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea |
| #define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_COMBINED >= 3301) // 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_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR |
| #else |
| #define GLFW_HAS_NEW_CURSORS (0) |
| #endif |
| #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_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH |
| #else |
| #define GLFW_HAS_MOUSE_PASSTHROUGH (0) |
| #endif |
| #define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api |
| #define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName() |
| #define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError() |
| |
| // GLFW data |
| enum GlfwClientApi |
| { |
| GlfwClientApi_Unknown, |
| GlfwClientApi_OpenGL, |
| GlfwClientApi_Vulkan |
| }; |
| |
| struct ImGui_ImplGlfw_Data |
| { |
| GLFWwindow* Window; |
| GlfwClientApi ClientApi; |
| double Time; |
| GLFWwindow* MouseWindow; |
| GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; |
| ImVec2 LastValidMousePos; |
| GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST]; |
| bool InstalledCallbacks; |
| bool CallbacksChainForAllWindows; |
| bool WantUpdateMonitors; |
| |
| // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. |
| GLFWwindowfocusfun PrevUserCallbackWindowFocus; |
| GLFWcursorposfun PrevUserCallbackCursorPos; |
| GLFWcursorenterfun PrevUserCallbackCursorEnter; |
| GLFWmousebuttonfun PrevUserCallbackMousebutton; |
| GLFWscrollfun PrevUserCallbackScroll; |
| GLFWkeyfun PrevUserCallbackKey; |
| GLFWcharfun PrevUserCallbackChar; |
| GLFWmonitorfun PrevUserCallbackMonitor; |
| #ifdef _WIN32 |
| WNDPROC GlfwWndProc; |
| #endif |
| |
| ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); } |
| }; |
| |
| // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts |
| // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. |
| // FIXME: multi-context support is not well tested and probably dysfunctional in this backend. |
| // - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks |
| // (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks. |
| // - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it. |
| // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. |
| static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() |
| { |
| return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; |
| } |
| |
| // Forward Declarations |
| static void ImGui_ImplGlfw_UpdateMonitors(); |
| static void ImGui_ImplGlfw_InitPlatformInterface(); |
| static void ImGui_ImplGlfw_ShutdownPlatformInterface(); |
| |
| // 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; |
| } |
| } |
| |
| // X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW |
| // See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630 |
| static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS)); |
| io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS)); |
| io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS)); |
| io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS)); |
| } |
| |
| static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window) |
| { |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| return bd->CallbacksChainForAllWindows ? true : (window == bd->Window); |
| } |
| |
| void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) |
| { |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) |
| bd->PrevUserCallbackMousebutton(window, button, action, mods); |
| |
| ImGui_ImplGlfw_UpdateKeyModifiers(window); |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| if (button >= 0 && button < ImGuiMouseButton_COUNT) |
| io.AddMouseButtonEvent(button, action == GLFW_PRESS); |
| } |
| |
| void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) |
| { |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) |
| bd->PrevUserCallbackScroll(window, xoffset, yoffset); |
| |
| #ifdef __EMSCRIPTEN__ |
| // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback(). |
| return; |
| #endif |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| io.AddMouseWheelEvent((float)xoffset, (float)yoffset); |
| } |
| |
| static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) |
| { |
| #if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__) |
| // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult. |
| // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently) |
| // See https://github.com/glfw/glfw/issues/1502 for details. |
| // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process). |
| // This won't cover edge cases but this is at least going to cover common cases. |
| if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL) |
| return key; |
| GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); |
| const char* key_name = glfwGetKeyName(key, scancode); |
| glfwSetErrorCallback(prev_error_callback); |
| #if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908) |
| (void)glfwGetError(nullptr); |
| #endif |
| if (key_name && key_name[0] != 0 && key_name[1] == 0) |
| { |
| const char char_names[] = "`-=[]\\,;\'./"; |
| const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 }; |
| IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys)); |
| if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); } |
| else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); } |
| else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); } |
| else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; } |
| } |
| // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name); |
| #else |
| IM_UNUSED(scancode); |
| #endif |
| return key; |
| } |
| |
| void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) |
| { |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) |
| bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); |
| |
| if (action != GLFW_PRESS && action != GLFW_RELEASE) |
| return; |
| |
| ImGui_ImplGlfw_UpdateKeyModifiers(window); |
| |
| if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows)) |
| bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr; |
| |
| keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode); |
| io.AddKeyEvent(imgui_key, (action == GLFW_PRESS)); |
| io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code) |
| } |
| |
| void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) |
| { |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) |
| bd->PrevUserCallbackWindowFocus(window, focused); |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| io.AddFocusEvent(focused != 0); |
| } |
| |
| void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) |
| { |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) |
| bd->PrevUserCallbackCursorPos(window, x, y); |
| if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) |
| return; |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| { |
| int window_x, window_y; |
| glfwGetWindowPos(window, &window_x, &window_y); |
| x += window_x; |
| y += window_y; |
| } |
| io.AddMousePosEvent((float)x, (float)y); |
| bd->LastValidMousePos = ImVec2((float)x, (float)y); |
| } |
| |
| // Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position, |
| // so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984) |
| void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) |
| { |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) |
| bd->PrevUserCallbackCursorEnter(window, entered); |
| 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 = nullptr; |
| io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); |
| } |
| } |
| |
| void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) |
| { |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) |
| bd->PrevUserCallbackChar(window, c); |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| io.AddInputCharacter(c); |
| } |
| |
| void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) |
| { |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| bd->WantUpdateMonitors = true; |
| } |
| |
| #ifdef __EMSCRIPTEN__ |
| static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*) |
| { |
| // Mimic Emscripten_HandleWheel() in SDL. |
| // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096 |
| float multiplier = 0.0f; |
| if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step. |
| else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step. |
| else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps. |
| float wheel_x = ev->deltaX * -multiplier; |
| float wheel_y = ev->deltaY * -multiplier; |
| ImGuiIO& io = ImGui::GetIO(); |
| io.AddMouseWheelEvent(wheel_x, wheel_y); |
| //IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y); |
| return EM_TRUE; |
| } |
| #endif |
| |
| #ifdef _WIN32 |
| // GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen. |
| // Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently. |
| static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() |
| { |
| LPARAM extra_info = ::GetMessageExtraInfo(); |
| if ((extra_info & 0xFFFFFF80) == 0xFF515700) |
| return ImGuiMouseSource_Pen; |
| if ((extra_info & 0xFFFFFF80) == 0xFF515780) |
| return ImGuiMouseSource_TouchScreen; |
| return ImGuiMouseSource_Mouse; |
| } |
| static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) |
| { |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| switch (msg) |
| { |
| case WM_MOUSEMOVE: case WM_NCMOUSEMOVE: |
| case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP: |
| case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP: |
| case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP: |
| case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP: |
| ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo()); |
| break; |
| |
| // 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 |
| case WM_NCHITTEST: |
| { |
| // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() 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 && (viewport->Flags & ImGuiViewportFlags_NoInputs)) |
| return HTTRANSPARENT; |
| break; |
| } |
| #endif |
| } |
| return ::CallWindowProc(bd->GlfwWndProc, hWnd, msg, wParam, lParam); |
| } |
| #endif |
| |
| void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) |
| { |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!"); |
| IM_ASSERT(bd->Window == window); |
| |
| bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback); |
| bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback); |
| bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback); |
| bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); |
| bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); |
| bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); |
| bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); |
| bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); |
| bd->InstalledCallbacks = true; |
| } |
| |
| void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window) |
| { |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!"); |
| IM_ASSERT(bd->Window == window); |
| |
| glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus); |
| glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter); |
| glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos); |
| glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton); |
| glfwSetScrollCallback(window, bd->PrevUserCallbackScroll); |
| glfwSetKeyCallback(window, bd->PrevUserCallbackKey); |
| glfwSetCharCallback(window, bd->PrevUserCallbackChar); |
| glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); |
| bd->InstalledCallbacks = false; |
| bd->PrevUserCallbackWindowFocus = nullptr; |
| bd->PrevUserCallbackCursorEnter = nullptr; |
| bd->PrevUserCallbackCursorPos = nullptr; |
| bd->PrevUserCallbackMousebutton = nullptr; |
| bd->PrevUserCallbackScroll = nullptr; |
| bd->PrevUserCallbackKey = nullptr; |
| bd->PrevUserCallbackChar = nullptr; |
| bd->PrevUserCallbackMonitor = nullptr; |
| } |
| |
| // Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user. |
| // This is 'false' by default meaning we only chain callbacks for the main viewport. |
| // We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback. |
| // If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter. |
| void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows) |
| { |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| bd->CallbacksChainForAllWindows = chain_for_all_windows; |
| } |
| |
| static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); |
| //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED); |
| |
| // Setup backend capabilities flags |
| ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)(); |
| io.BackendPlatformUserData = (void*)bd; |
| io.BackendPlatformName = "imgui_impl_glfw"; |
| io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) |
| io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) |
| #ifndef __EMSCRIPTEN__ |
| io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) |
| #endif |
| #if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)) |
| io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) |
| #endif |
| |
| bd->Window = window; |
| bd->Time = 0.0; |
| bd->WantUpdateMonitors = true; |
| |
| io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; |
| io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; |
| io.ClipboardUserData = bd->Window; |
| |
| // Create mouse cursors |
| // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, |
| // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. |
| // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.) |
| GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); |
| bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
| bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); |
| bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); |
| bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); |
| bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); |
| #if GLFW_HAS_NEW_CURSORS |
| bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); |
| bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); |
| bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); |
| bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); |
| #else |
| bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
| bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
| bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
| bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
| #endif |
| glfwSetErrorCallback(prev_error_callback); |
| #if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908) |
| (void)glfwGetError(nullptr); |
| #endif |
| |
| // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. |
| if (install_callbacks) |
| ImGui_ImplGlfw_InstallCallbacks(window); |
| // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096) |
| // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves. |
| // FIXME: May break chaining in case user registered their own Emscripten callback? |
| #ifdef __EMSCRIPTEN__ |
| emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback); |
| #endif |
| |
| // 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); |
| |
| // Set platform dependent data in viewport |
| ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
| main_viewport->PlatformHandle = (void*)bd->Window; |
| #ifdef _WIN32 |
| main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window); |
| #elif defined(__APPLE__) |
| main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window); |
| #else |
| IM_UNUSED(main_viewport); |
| #endif |
| if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| ImGui_ImplGlfw_InitPlatformInterface(); |
| |
| // Windows: register a WndProc hook so we can intercept some messages. |
| #ifdef _WIN32 |
| bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC); |
| IM_ASSERT(bd->GlfwWndProc != nullptr); |
| ::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); |
| #endif |
| |
| bd->ClientApi = client_api; |
| return true; |
| } |
| |
| bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks) |
| { |
| return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL); |
| } |
| |
| bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) |
| { |
| return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan); |
| } |
| |
| bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks) |
| { |
| return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown); |
| } |
| |
| void ImGui_ImplGlfw_Shutdown() |
| { |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| ImGui_ImplGlfw_ShutdownPlatformInterface(); |
| |
| if (bd->InstalledCallbacks) |
| ImGui_ImplGlfw_RestoreCallbacks(bd->Window); |
| |
| for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) |
| glfwDestroyCursor(bd->MouseCursors[cursor_n]); |
| |
| // Windows: register a WndProc hook so we can intercept some messages. |
| #ifdef _WIN32 |
| ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
| ::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc); |
| bd->GlfwWndProc = nullptr; |
| #endif |
| |
| io.BackendPlatformName = nullptr; |
| io.BackendPlatformUserData = nullptr; |
| IM_DELETE(bd); |
| } |
| |
| static void ImGui_ImplGlfw_UpdateMouseData() |
| { |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| ImGuiIO& io = ImGui::GetIO(); |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
| |
| if (glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) |
| { |
| io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); |
| return; |
| } |
| |
| ImGuiID mouse_viewport_id = 0; |
| const ImVec2 mouse_pos_prev = io.MousePos; |
| for (int n = 0; n < platform_io.Viewports.Size; n++) |
| { |
| ImGuiViewport* viewport = platform_io.Viewports[n]; |
| GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle; |
| |
| #ifdef __EMSCRIPTEN__ |
| const bool is_window_focused = true; |
| #else |
| const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; |
| #endif |
| if (is_window_focused) |
| { |
| // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) |
| // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions. |
| if (io.WantSetMousePos) |
| glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y)); |
| |
| // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) |
| if (bd->MouseWindow == nullptr) |
| { |
| double mouse_x, mouse_y; |
| glfwGetCursorPos(window, &mouse_x, &mouse_y); |
| if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| { |
| // 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) |
| // 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); |
| mouse_x += window_x; |
| mouse_y += window_y; |
| } |
| bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y); |
| io.AddMousePosEvent((float)mouse_x, (float)mouse_y); |
| } |
| } |
| |
| // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. |
| // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. |
| // - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag. |
| // - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture. |
| // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window |
| // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported |
| // by the backend, and use its flawed heuristic to guess the viewport behind. |
| // - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). |
| // 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) |
| mouse_viewport_id = viewport->ID; |
| #else |
| // We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse. |
| #endif |
| } |
| |
| if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) |
| io.AddMouseViewportEvent(mouse_viewport_id); |
| } |
| |
| 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(); |
| 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, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); |
| glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); |
| } |
| } |
| } |
| |
| // Update gamepad inputs |
| static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } |
| static void ImGui_ImplGlfw_UpdateGamepads() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. |
| return; |
| |
| io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; |
| #if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__) |
| 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 |
| } |
| |
| static void ImGui_ImplGlfw_UpdateMonitors() |
| { |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
| int monitors_count = 0; |
| GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count); |
| platform_io.Monitors.resize(0); |
| bd->WantUpdateMonitors = false; |
| 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]); |
| if (vid_mode == nullptr) |
| continue; // Failed to get Video mode (e.g. Emscripten does not support this function) |
| 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); |
| } |
| } |
| |
| void ImGui_ImplGlfw_NewFrame() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| IM_ASSERT(bd != nullptr && "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); |
| if (bd->WantUpdateMonitors) |
| ImGui_ImplGlfw_UpdateMonitors(); |
| |
| // 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(); |
| } |
| |
| //-------------------------------------------------------------------------------------------------------- |
| // 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* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. |
| struct ImGui_ImplGlfw_ViewportData |
| { |
| GLFWwindow* Window; |
| bool WindowOwned; |
| int IgnoreWindowPosEventFrame; |
| int IgnoreWindowSizeEventFrame; |
| |
| ImGui_ImplGlfw_ViewportData() { Window = nullptr; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; } |
| ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); } |
| }; |
| |
| 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 (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) |
| { |
| bool ignore_event = (ImGui::GetFrameCount() <= vd->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 (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) |
| { |
| bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1); |
| //data->IgnoreWindowSizeEventFrame = -1; |
| if (ignore_event) |
| return; |
| } |
| viewport->PlatformRequestResize = true; |
| } |
| } |
| |
| static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) |
| { |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); |
| viewport->PlatformUserData = vd; |
| |
| // 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 = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr; |
| vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window); |
| vd->WindowOwned = true; |
| viewport->PlatformHandle = (void*)vd->Window; |
| #ifdef _WIN32 |
| viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window); |
| #elif defined(__APPLE__) |
| viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window); |
| #endif |
| glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); |
| |
| // Install GLFW callbacks for secondary viewports |
| glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback); |
| glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback); |
| glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback); |
| glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback); |
| glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback); |
| glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback); |
| glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback); |
| glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback); |
| glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback); |
| glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback); |
| if (bd->ClientApi == GlfwClientApi_OpenGL) |
| { |
| glfwMakeContextCurrent(vd->Window); |
| glfwSwapInterval(0); |
| } |
| } |
| |
| static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport) |
| { |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) |
| { |
| if (vd->WindowOwned) |
| { |
| #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) |
| HWND hwnd = (HWND)viewport->PlatformHandleRaw; |
| ::RemovePropA(hwnd, "IMGUI_VIEWPORT"); |
| #endif |
| |
| // Release any keys that were pressed in the window being destroyed and are still held down, |
| // because we will not receive any release events after window is destroyed. |
| for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++) |
| if (bd->KeyOwnerWindows[i] == vd->Window) |
| ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called. |
| |
| glfwDestroyWindow(vd->Window); |
| } |
| vd->Window = nullptr; |
| IM_DELETE(vd); |
| } |
| viewport->PlatformUserData = viewport->PlatformHandle = nullptr; |
| } |
| |
| static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) |
| { |
| ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)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) |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport); |
| IM_ASSERT(bd->GlfwWndProc == (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC)); |
| ::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); |
| #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(vd->Window); |
| } |
| |
| static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport) |
| { |
| ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
| int x = 0, y = 0; |
| glfwGetWindowPos(vd->Window, &x, &y); |
| return ImVec2((float)x, (float)y); |
| } |
| |
| static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) |
| { |
| ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
| vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount(); |
| glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y); |
| } |
| |
| static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport) |
| { |
| ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
| int w = 0, h = 0; |
| glfwGetWindowSize(vd->Window, &w, &h); |
| return ImVec2((float)w, (float)h); |
| } |
| |
| static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) |
| { |
| ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)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(vd->Window, &x, &y); |
| glfwGetWindowSize(vd->Window, &width, &height); |
| glfwSetWindowPos(vd->Window, x, y - height + size.y); |
| #endif |
| vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount(); |
| glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y); |
| } |
| |
| static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title) |
| { |
| ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
| glfwSetWindowTitle(vd->Window, title); |
| } |
| |
| static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport) |
| { |
| #if GLFW_HAS_FOCUS_WINDOW |
| ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
| glfwFocusWindow(vd->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) |
| { |
| ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
| return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0; |
| } |
| |
| static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport) |
| { |
| ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
| return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0; |
| } |
| |
| #if GLFW_HAS_WINDOW_ALPHA |
| static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha) |
| { |
| ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
| glfwSetWindowOpacity(vd->Window, alpha); |
| } |
| #endif |
| |
| static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*) |
| { |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
| if (bd->ClientApi == GlfwClientApi_OpenGL) |
| glfwMakeContextCurrent(vd->Window); |
| } |
| |
| static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) |
| { |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
| if (bd->ClientApi == GlfwClientApi_OpenGL) |
| { |
| glfwMakeContextCurrent(vd->Window); |
| glfwSwapBuffers(vd->Window); |
| } |
| } |
| |
| //-------------------------------------------------------------------------------------------------------- |
| // 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) |
| { |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
| IM_UNUSED(bd); |
| IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan); |
| VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->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) |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
| 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 |
| |
| // 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(); |
| ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); |
| vd->Window = bd->Window; |
| vd->WindowOwned = false; |
| main_viewport->PlatformUserData = vd; |
| main_viewport->PlatformHandle = (void*)bd->Window; |
| } |
| |
| static void ImGui_ImplGlfw_ShutdownPlatformInterface() |
| { |
| ImGui::DestroyPlatformWindows(); |
| } |
| |
| #if defined(__clang__) |
| #pragma clang diagnostic pop |
| #endif |