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// dear imgui: Platform Backend for GLFW
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
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// (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).
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// 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.
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// 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)
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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 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).
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// 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
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// GLFW data
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enum GlfwClientApi
{
GlfwClientApi_Unknown ,
GlfwClientApi_OpenGL ,
GlfwClientApi_Vulkan
} ;
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struct ImGui_ImplGlfw_Data
{
GLFWwindow * Window ;
GlfwClientApi ClientApi ;
double Time ;
GLFWwindow * MouseWindow ;
bool MouseJustPressed [ ImGuiMouseButton_COUNT ] ;
GLFWcursor * MouseCursors [ ImGuiMouseCursor_COUNT ] ;
GLFWwindow * KeyOwnerWindows [ 512 ] ;
bool InstalledCallbacks ;
bool WantUpdateMonitors ;
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
GLFWwindowfocusfun PrevUserCallbackWindowFocus ;
GLFWcursorenterfun PrevUserCallbackCursorEnter ;
GLFWmousebuttonfun PrevUserCallbackMousebutton ;
GLFWscrollfun PrevUserCallbackScroll ;
GLFWkeyfun PrevUserCallbackKey ;
GLFWcharfun PrevUserCallbackChar ;
GLFWmonitorfun PrevUserCallbackMonitor ;
ImGui_ImplGlfw_Data ( ) { memset ( this , 0 , sizeof ( * this ) ) ; }
} ;
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplGlfw_Data * ImGui_ImplGlfw_GetBackendData ( )
{
return ImGui : : GetCurrentContext ( ) ? ( ImGui_ImplGlfw_Data * ) ImGui : : GetIO ( ) . BackendPlatformUserData : NULL ;
}
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// Forward Declarations
static void ImGui_ImplGlfw_UpdateMonitors ( ) ;
static void ImGui_ImplGlfw_InitPlatformInterface ( ) ;
static void ImGui_ImplGlfw_ShutdownPlatformInterface ( ) ;
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// Functions
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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 )
{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
if ( bd - > PrevUserCallbackMousebutton ! = NULL & & window = = bd - > Window )
bd - > PrevUserCallbackMousebutton ( window , button , action , mods ) ;
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if ( action = = GLFW_PRESS & & button > = 0 & & button < IM_ARRAYSIZE ( bd - > MouseJustPressed ) )
bd - > MouseJustPressed [ button ] = true ;
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}
void ImGui_ImplGlfw_ScrollCallback ( GLFWwindow * window , double xoffset , double yoffset )
{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
if ( bd - > PrevUserCallbackScroll ! = NULL & & window = = bd - > Window )
bd - > PrevUserCallbackScroll ( window , xoffset , yoffset ) ;
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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 )
{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
if ( bd - > PrevUserCallbackKey ! = NULL & & window = = bd - > Window )
bd - > PrevUserCallbackKey ( window , key , scancode , action , mods ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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if ( key > = 0 & & key < IM_ARRAYSIZE ( io . KeysDown ) )
{
if ( action = = GLFW_PRESS )
{
io . KeysDown [ key ] = true ;
bd - > KeyOwnerWindows [ key ] = window ;
}
if ( action = = GLFW_RELEASE )
{
io . KeysDown [ key ] = false ;
bd - > KeyOwnerWindows [ key ] = NULL ;
}
}
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// 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
}
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void ImGui_ImplGlfw_WindowFocusCallback ( GLFWwindow * window , int focused )
{
ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
if ( bd - > PrevUserCallbackWindowFocus ! = NULL & & window = = bd - > Window )
bd - > PrevUserCallbackWindowFocus ( window , focused ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . AddFocusEvent ( focused ! = 0 ) ;
}
void ImGui_ImplGlfw_CursorEnterCallback ( GLFWwindow * window , int entered )
{
ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
if ( bd - > PrevUserCallbackCursorEnter ! = NULL & & window = = bd - > Window )
bd - > PrevUserCallbackCursorEnter ( window , entered ) ;
if ( entered )
bd - > MouseWindow = window ;
if ( ! entered & & bd - > MouseWindow = = window )
bd - > MouseWindow = NULL ;
}
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void ImGui_ImplGlfw_CharCallback ( GLFWwindow * window , unsigned int c )
{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
if ( bd - > PrevUserCallbackChar ! = NULL & & window = = bd - > Window )
bd - > PrevUserCallbackChar ( window , c ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
io . AddInputCharacter ( c ) ;
}
void ImGui_ImplGlfw_MonitorCallback ( GLFWmonitor * , int )
{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
bd - > WantUpdateMonitors = true ;
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}
static bool ImGui_ImplGlfw_Init ( GLFWwindow * window , bool install_callbacks , GlfwClientApi client_api )
{
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ImGuiIO & io = ImGui : : GetIO ( ) ;
IM_ASSERT ( io . BackendPlatformUserData = = NULL & & " Already initialized a platform backend! " ) ;
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// Setup backend capabilities flags
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ImGui_ImplGlfw_Data * bd = IM_NEW ( ImGui_ImplGlfw_Data ) ( ) ;
io . BackendPlatformUserData = ( void * ) bd ;
io . BackendPlatformName = " imgui_impl_glfw " ;
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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
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bd - > Window = window ;
bd - > Time = 0.0 ;
bd - > WantUpdateMonitors = true ;
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
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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 ;
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io . ClipboardUserData = bd - > Window ;
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// 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 ) ;
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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 ) ;
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# if GLFW_HAS_NEW_CURSORS
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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 ) ;
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# else
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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 ) ;
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# endif
glfwSetErrorCallback ( prev_error_callback ) ;
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
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bd - > PrevUserCallbackWindowFocus = NULL ;
bd - > PrevUserCallbackMousebutton = NULL ;
bd - > PrevUserCallbackScroll = NULL ;
bd - > PrevUserCallbackKey = NULL ;
bd - > PrevUserCallbackChar = NULL ;
bd - > PrevUserCallbackMonitor = NULL ;
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if ( install_callbacks )
{
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bd - > InstalledCallbacks = true ;
bd - > PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback ( window , ImGui_ImplGlfw_WindowFocusCallback ) ;
bd - > PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback ( window , ImGui_ImplGlfw_CursorEnterCallback ) ;
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 ) ;
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}
// 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 ( ) ;
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main_viewport - > PlatformHandle = ( void * ) bd - > Window ;
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# ifdef _WIN32
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main_viewport - > PlatformHandleRaw = glfwGetWin32Window ( bd - > Window ) ;
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# endif
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
ImGui_ImplGlfw_InitPlatformInterface ( ) ;
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bd - > ClientApi = client_api ;
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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 ) ;
}
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bool ImGui_ImplGlfw_InitForOther ( GLFWwindow * window , bool install_callbacks )
{
return ImGui_ImplGlfw_Init ( window , install_callbacks , GlfwClientApi_Unknown ) ;
}
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void ImGui_ImplGlfw_Shutdown ( )
{
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ImGuiIO & io = ImGui : : GetIO ( ) ;
ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
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ImGui_ImplGlfw_ShutdownPlatformInterface ( ) ;
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if ( bd - > InstalledCallbacks )
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{
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glfwSetWindowFocusCallback ( bd - > Window , bd - > PrevUserCallbackWindowFocus ) ;
glfwSetCursorEnterCallback ( bd - > Window , bd - > PrevUserCallbackCursorEnter ) ;
glfwSetMouseButtonCallback ( bd - > Window , bd - > PrevUserCallbackMousebutton ) ;
glfwSetScrollCallback ( bd - > Window , bd - > PrevUserCallbackScroll ) ;
glfwSetKeyCallback ( bd - > Window , bd - > PrevUserCallbackKey ) ;
glfwSetCharCallback ( bd - > Window , bd - > PrevUserCallbackChar ) ;
glfwSetMonitorCallback ( bd - > PrevUserCallbackMonitor ) ;
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}
for ( ImGuiMouseCursor cursor_n = 0 ; cursor_n < ImGuiMouseCursor_COUNT ; cursor_n + + )
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glfwDestroyCursor ( bd - > MouseCursors [ cursor_n ] ) ;
io . BackendPlatformName = NULL ;
io . BackendPlatformUserData = NULL ;
IM_DELETE ( bd ) ;
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}
static void ImGui_ImplGlfw_UpdateMousePosAndButtons ( )
{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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ImGuiPlatformIO & platform_io = ImGui : : GetPlatformIO ( ) ;
const ImVec2 mouse_pos_prev = io . MousePos ;
io . MousePos = ImVec2 ( - FLT_MAX , - FLT_MAX ) ;
io . MouseHoveredViewport = 0 ;
// Update mouse buttons
// (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)
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for ( int i = 0 ; i < IM_ARRAYSIZE ( io . MouseDown ) ; i + + )
{
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io . MouseDown [ i ] = bd - > MouseJustPressed [ i ] | | glfwGetMouseButton ( bd - > Window , i ) ! = 0 ;
bd - > MouseJustPressed [ i ] = false ;
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}
for ( int n = 0 ; n < platform_io . Viewports . Size ; n + + )
{
ImGuiViewport * viewport = platform_io . Viewports [ n ] ;
GLFWwindow * window = ( GLFWwindow * ) viewport - > PlatformHandle ;
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# ifdef __EMSCRIPTEN__
const bool focused = true ;
# else
const bool focused = glfwGetWindowAttrib ( window , GLFW_FOCUSED ) ! = 0 ;
# endif
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GLFWwindow * mouse_window = ( bd - > MouseWindow = = window | | focused ) ? window : NULL ;
// Update mouse buttons
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if ( focused )
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for ( int i = 0 ; i < IM_ARRAYSIZE ( io . MouseDown ) ; i + + )
io . MouseDown [ i ] | = glfwGetMouseButton ( window , i ) ! = 0 ;
// 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 & & focused )
glfwSetCursorPos ( window , ( double ) ( mouse_pos_prev . x - viewport - > Pos . x ) , ( double ) ( mouse_pos_prev . y - viewport - > Pos . y ) ) ;
// Set Dear ImGui mouse position from OS position
if ( mouse_window ! = NULL )
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{
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double mouse_x , mouse_y ;
glfwGetCursorPos ( mouse_window , & mouse_x , & mouse_y ) ;
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
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{
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// 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 ) ;
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}
else
{
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// 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 ) ;
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}
}
// (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 ( ) ;
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
if ( ( io . ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange ) | | glfwGetInputMode ( bd - > Window , GLFW_CURSOR ) = = GLFW_CURSOR_DISABLED )
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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
{
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# if !defined(OS_WINDOWS)
// 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 ) ;
# endif
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}
}
}
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 ( )
{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
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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 ) ;
}
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bd - > WantUpdateMonitors = false ;
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}
void ImGui_ImplGlfw_NewFrame ( )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
IM_ASSERT ( bd ! = NULL & & " Did you call ImGui_ImplGlfw_InitForXXX()? " ) ;
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// Setup display size (every frame to accommodate for window resizing)
int w , h ;
int display_w , display_h ;
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glfwGetWindowSize ( bd - > Window , & w , & h ) ;
glfwGetFramebufferSize ( bd - > Window , & display_w , & display_h ) ;
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io . DisplaySize = ImVec2 ( ( float ) w , ( float ) h ) ;
if ( w > 0 & & h > 0 )
io . DisplayFramebufferScale = ImVec2 ( ( float ) display_w / w , ( float ) display_h / h ) ;
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if ( bd - > WantUpdateMonitors )
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ImGui_ImplGlfw_UpdateMonitors ( ) ;
// Setup time step
double current_time = glfwGetTime ( ) ;
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io . DeltaTime = bd - > Time > 0.0 ? ( float ) ( current_time - bd - > Time ) : ( float ) ( 1.0f / 60.0f ) ;
bd - > Time = current_time ;
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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.
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struct ImGui_ImplGlfw_ViewportData
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{
GLFWwindow * Window ;
bool WindowOwned ;
int IgnoreWindowPosEventFrame ;
int IgnoreWindowSizeEventFrame ;
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ImGui_ImplGlfw_ViewportData ( ) { Window = NULL ; WindowOwned = false ; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = - 1 ; }
~ ImGui_ImplGlfw_ViewportData ( ) { IM_ASSERT ( Window = = NULL ) ; }
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} ;
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 ) )
{
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if ( ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData )
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{
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bool ignore_event = ( ImGui : : GetFrameCount ( ) < = vd - > IgnoreWindowPosEventFrame + 1 ) ;
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//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 ) )
{
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if ( ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData )
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{
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bool ignore_event = ( ImGui : : GetFrameCount ( ) < = vd - > IgnoreWindowSizeEventFrame + 1 ) ;
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//data->IgnoreWindowSizeEventFrame = -1;
if ( ignore_event )
return ;
}
viewport - > PlatformRequestResize = true ;
}
}
static void ImGui_ImplGlfw_CreateWindow ( ImGuiViewport * viewport )
{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
ImGui_ImplGlfw_ViewportData * vd = IM_NEW ( ImGui_ImplGlfw_ViewportData ) ( ) ;
viewport - > PlatformUserData = vd ;
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// 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
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glfwWindowHint ( GLFW_FOCUS_ON_SHOW , false ) ;
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# 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
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GLFWwindow * share_window = ( bd - > ClientApi = = GlfwClientApi_OpenGL ) ? bd - > Window : NULL ;
vd - > Window = glfwCreateWindow ( ( int ) viewport - > Size . x , ( int ) viewport - > Size . y , " No Title Yet " , NULL , share_window ) ;
vd - > WindowOwned = true ;
viewport - > PlatformHandle = ( void * ) vd - > Window ;
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# ifdef _WIN32
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viewport - > PlatformHandleRaw = glfwGetWin32Window ( vd - > Window ) ;
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# endif
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glfwSetWindowPos ( vd - > Window , ( int ) viewport - > Pos . x , ( int ) viewport - > Pos . y ) ;
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// Install GLFW callbacks for secondary viewports
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glfwSetWindowFocusCallback ( vd - > Window , ImGui_ImplGlfw_WindowFocusCallback ) ;
glfwSetCursorEnterCallback ( vd - > Window , ImGui_ImplGlfw_CursorEnterCallback ) ;
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 )
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{
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glfwMakeContextCurrent ( vd - > Window ) ;
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glfwSwapInterval ( 0 ) ;
}
}
static void ImGui_ImplGlfw_DestroyWindow ( ImGuiViewport * viewport )
{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
if ( ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData )
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{
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if ( vd - > WindowOwned )
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{
# if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
HWND hwnd = ( HWND ) viewport - > PlatformHandleRaw ;
: : RemovePropA ( hwnd , " IMGUI_VIEWPORT " ) ;
# endif
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// 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 ) ;
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}
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vd - > Window = NULL ;
IM_DELETE ( vd ) ;
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}
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 )
{
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ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
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# 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
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glfwShowWindow ( vd - > Window ) ;
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}
static ImVec2 ImGui_ImplGlfw_GetWindowPos ( ImGuiViewport * viewport )
{
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ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
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int x = 0 , y = 0 ;
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glfwGetWindowPos ( vd - > Window , & x , & y ) ;
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return ImVec2 ( ( float ) x , ( float ) y ) ;
}
static void ImGui_ImplGlfw_SetWindowPos ( ImGuiViewport * viewport , ImVec2 pos )
{
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ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
vd - > IgnoreWindowPosEventFrame = ImGui : : GetFrameCount ( ) ;
glfwSetWindowPos ( vd - > Window , ( int ) pos . x , ( int ) pos . y ) ;
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}
static ImVec2 ImGui_ImplGlfw_GetWindowSize ( ImGuiViewport * viewport )
{
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ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
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int w = 0 , h = 0 ;
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glfwGetWindowSize ( vd - > Window , & w , & h ) ;
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return ImVec2 ( ( float ) w , ( float ) h ) ;
}
static void ImGui_ImplGlfw_SetWindowSize ( ImGuiViewport * viewport , ImVec2 size )
{
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ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
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# 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 ;
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glfwGetWindowPos ( vd - > Window , & x , & y ) ;
glfwGetWindowSize ( vd - > Window , & width , & height ) ;
glfwSetWindowPos ( vd - > Window , x , y - height + size . y ) ;
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# endif
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vd - > IgnoreWindowSizeEventFrame = ImGui : : GetFrameCount ( ) ;
glfwSetWindowSize ( vd - > Window , ( int ) size . x , ( int ) size . y ) ;
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}
static void ImGui_ImplGlfw_SetWindowTitle ( ImGuiViewport * viewport , const char * title )
{
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ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
glfwSetWindowTitle ( vd - > Window , title ) ;
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}
static void ImGui_ImplGlfw_SetWindowFocus ( ImGuiViewport * viewport )
{
# if GLFW_HAS_FOCUS_WINDOW
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ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
glfwFocusWindow ( vd - > Window ) ;
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# 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 )
{
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ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
return glfwGetWindowAttrib ( vd - > Window , GLFW_FOCUSED ) ! = 0 ;
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}
static bool ImGui_ImplGlfw_GetWindowMinimized ( ImGuiViewport * viewport )
{
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ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
return glfwGetWindowAttrib ( vd - > Window , GLFW_ICONIFIED ) ! = 0 ;
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}
# if GLFW_HAS_WINDOW_ALPHA
static void ImGui_ImplGlfw_SetWindowAlpha ( ImGuiViewport * viewport , float alpha )
{
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ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
glfwSetWindowOpacity ( vd - > Window , alpha ) ;
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}
# endif
static void ImGui_ImplGlfw_RenderWindow ( ImGuiViewport * viewport , void * )
{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
if ( bd - > ClientApi = = GlfwClientApi_OpenGL )
glfwMakeContextCurrent ( vd - > Window ) ;
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}
static void ImGui_ImplGlfw_SwapBuffers ( ImGuiViewport * viewport , void * )
{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
if ( bd - > ClientApi = = GlfwClientApi_OpenGL )
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{
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glfwMakeContextCurrent ( vd - > Window ) ;
glfwSwapBuffers ( vd - > Window ) ;
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}
}
//--------------------------------------------------------------------------------------------------------
// 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
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# if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
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# 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 )
{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
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IM_UNUSED ( bd ) ;
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IM_ASSERT ( bd - > ClientApi = = GlfwClientApi_Vulkan ) ;
VkResult err = glfwCreateWindowSurface ( ( VkInstance ) vk_instance , vd - > Window , ( const VkAllocationCallbacks * ) vk_allocator , ( VkSurfaceKHR * ) out_vk_surface ) ;
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return ( int ) err ;
}
# endif // GLFW_HAS_VULKAN
static void ImGui_ImplGlfw_InitPlatformInterface ( )
{
// Register platform interface (will be coupled with a renderer interface)
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
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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 ( ) ;
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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 ;
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}
static void ImGui_ImplGlfw_ShutdownPlatformInterface ( )
{
}