| // dear imgui: Platform Binding 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+) |
| |
| // 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'. FIXME: 3 cursors types are missing from GLFW. |
| // [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE). |
| |
| // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. |
| // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. |
| // https://github.com/ocornut/imgui |
| |
| // CHANGELOG |
| // (minor and older changes stripped away, please see git history for details) |
| // 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 |
| |
| // 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[5] = { false, false, false, false, false }; |
| static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; |
| |
| // Chain GLFW callbacks: 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 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) |
| 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) |
| 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) |
| 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]; |
| io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; |
| } |
| |
| void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) |
| { |
| if (g_PrevUserCallbackChar != NULL) |
| g_PrevUserCallbackChar(window, c); |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| io.AddInputCharacter(c); |
| } |
| |
| static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) |
| { |
| g_Window = window; |
| g_Time = 0.0; |
| |
| // Setup back-end 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.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_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; |
| #if defined(_WIN32) |
| io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window); |
| #endif |
| |
| g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
| g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); |
| g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. |
| g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); |
| g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); |
| g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. |
| g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. |
| g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); |
| |
| // 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; |
| if (install_callbacks) |
| { |
| 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_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() |
| { |
| 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); |
| #ifdef __EMSCRIPTEN__ |
| const bool focused = true; // Emscripten |
| #else |
| const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0; |
| #endif |
| if (focused) |
| { |
| if (io.WantSetMousePos) |
| { |
| glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y); |
| } |
| else |
| { |
| double mouse_x, mouse_y; |
| glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); |
| io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); |
| } |
| } |
| } |
| |
| 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(); |
| if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) |
| { |
| // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor |
| glfwSetInputMode(g_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(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); |
| glfwSetInputMode(g_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; |
| } |
| |
| void ImGui_ImplGlfw_NewFrame() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. 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); |
| |
| // 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(); |
| } |