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| // 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+). | |
| // 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) | |
| // 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609) | |
| // 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491) | |
| // 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) | |
| // 2023-01-04: 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 *EDIT* Reverted 2023-07-18. | |
| // 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. | |
| //----------------------------------------------------------------------------- | |
| // [SECTION] INCLUDES | |
| //----------------------------------------------------------------------------- | |
| // Clang warnings with -Weverything | |
| // GLFW | |
| // Emulate missing GLFW constants for our mock build | |
| // If GLFW_KEY_TAB is defined, it means glfw3.h was included successfully, so we don't need these mock definitions. | |
| typedef struct GLFWcursor GLFWcursor; | |
| // GLFWgamepadstate is already defined in newer GLFW versions | |
| // typedef struct GLFWgamepadstate { | |
| // unsigned char buttons[15]; | |
| // float axes[6]; | |
| // } GLFWgamepadstate; | |
| // #endif | |
| // We gather version tests as define in order to easily see which features are version-dependent. | |
| // 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; | |
| bool InstalledCallbacks; | |
| bool CallbacksChainForAllWindows; | |
| // 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; | |
| WNDPROC GlfwWndProc; | |
| 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; | |
| } | |
| // 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)); | |
| io.KeyCtrl = (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS); | |
| io.KeyShift = (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS); | |
| io.KeyAlt = (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS); | |
| io.KeySuper = (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); | |
| io.MouseDown[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); | |
| // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback(). | |
| return; | |
| ImGuiIO& io = ImGui::GetIO(); | |
| // io.AddMouseWheelEvent((float)xoffset, (float)yoffset); | |
| io.MouseWheelH += (float)xoffset; | |
| io.MouseWheel += (float)yoffset; | |
| } | |
| static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) | |
| { | |
| // 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); | |
| (void)glfwGetError(nullptr); | |
| 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); | |
| IM_UNUSED(scancode); | |
| 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); | |
| 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) | |
| if (action == GLFW_PRESS) | |
| io.KeysDown[keycode] = true; | |
| if (action == GLFW_RELEASE) | |
| io.KeysDown[keycode] = false; | |
| 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_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); | |
| ImGuiIO& io = ImGui::GetIO(); | |
| // io.AddMousePosEvent((float)x, (float)y); | |
| io.MousePos = ImVec2((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); | |
| ImGuiIO& io = ImGui::GetIO(); | |
| if (entered) | |
| { | |
| bd->MouseWindow = window; | |
| // io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y); | |
| io.MousePos = bd->LastValidMousePos; | |
| } | |
| else if (!entered && bd->MouseWindow == window) | |
| { | |
| bd->LastValidMousePos = io.MousePos; | |
| bd->MouseWindow = nullptr; | |
| // io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); | |
| io.MousePos = ImVec2(-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) | |
| { | |
| // Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too. | |
| } | |
| static 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; | |
| } | |
| // 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: | |
| // // io.AddMouseSourceEvent is not available in older versions of ImGui. | |
| // // ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo()); | |
| // break; | |
| // } | |
| // return ::CallWindowProc((WNDPROC)bd->GlfwWndProc, hWnd, msg, wParam, lParam); | |
| // } | |
| 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) | |
| bd->Window = window; | |
| bd->Time = 0.0; | |
| 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); | |
| 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); | |
| 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); | |
| glfwSetErrorCallback(prev_error_callback); | |
| (void)glfwGetError(nullptr); | |
| // 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? | |
| emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback); | |
| // Set platform dependent data in viewport | |
| ImGuiViewport* main_viewport = ImGui::GetMainViewport(); | |
| // main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window); | |
| main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window); | |
| IM_UNUSED(main_viewport); | |
| // Windows: register a WndProc hook so we can intercept some messages. | |
| // 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); | |
| 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(); | |
| 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. | |
| // ImGuiViewport* main_viewport = ImGui::GetMainViewport(); | |
| // ::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc); | |
| bd->GlfwWndProc = nullptr; | |
| io.BackendPlatformName = nullptr; | |
| io.BackendPlatformUserData = nullptr; | |
| io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); | |
| IM_DELETE(bd); | |
| } | |
| static void ImGui_ImplGlfw_UpdateMouseData() | |
| { | |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); | |
| ImGuiIO& io = ImGui::GetIO(); | |
| // (those braces are here to reduce diff with multi-viewports support in 'docking' branch) | |
| { | |
| GLFWwindow* window = bd->Window; | |
| const bool is_window_focused = true; | |
| const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; | |
| if (is_window_focused) | |
| { | |
| // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) | |
| if (io.WantSetMousePos) | |
| glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y); | |
| // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) | |
| if (bd->MouseWindow == nullptr) | |
| { | |
| double mouse_x, mouse_y; | |
| glfwGetCursorPos(window, &mouse_x, &mouse_y); | |
| bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y); | |
| io.AddMousePosEvent((float)mouse_x, (float)mouse_y); | |
| } | |
| } | |
| } | |
| } | |
| static void ImGui_ImplGlfw_UpdateMouseCursor() | |
| { | |
| ImGuiIO& io = ImGui::GetIO(); | |
| ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); | |
| if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) | |
| return; | |
| ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); | |
| // (those braces are here to reduce diff with multi-viewports support in 'docking' branch) | |
| { | |
| GLFWwindow* window = bd->Window; | |
| 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; | |
| 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) | |
| 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) | |
| io.BackendFlags |= ImGuiBackendFlags_HasGamepad; | |
| // MAP_BUTTON(ImGuiNavInput_Cancel, GLFW_GAMEPAD_BUTTON_BACK, 6); | |
| // MAP_BUTTON(ImGuiNavInput_Menu, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square | |
| // MAP_BUTTON(ImGuiNavInput_Activate, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle | |
| // MAP_BUTTON(ImGuiNavInput_Input, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle | |
| // MAP_BUTTON(ImGuiNavInput_Activate, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross | |
| // MAP_BUTTON(ImGuiNavInput_DpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13); | |
| // MAP_BUTTON(ImGuiNavInput_DpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11); | |
| // MAP_BUTTON(ImGuiNavInput_DpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10); | |
| // MAP_BUTTON(ImGuiNavInput_DpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12); | |
| // MAP_BUTTON(ImGuiNavInput_FocusPrev, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4); | |
| // MAP_BUTTON(ImGuiNavInput_FocusNext, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5); | |
| // MAP_ANALOG(ImGuiNavInput_TweakSlow, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f); | |
| // MAP_ANALOG(ImGuiNavInput_TweakFast, 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(ImGuiNavInput_LStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f); | |
| // MAP_ANALOG(ImGuiNavInput_LStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f); | |
| // MAP_ANALOG(ImGuiNavInput_LStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f); | |
| // MAP_ANALOG(ImGuiNavInput_LStickDown, 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); | |
| } | |
| 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); | |
| // Setup time step | |
| // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644) | |
| double current_time = glfwGetTime(); | |
| if (current_time <= bd->Time) | |
| current_time = bd->Time + 0.00001f; | |
| 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(); | |
| } | |
| //----------------------------------------------------------------------------- | |