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437 lines
21 KiB
437 lines
21 KiB
// 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.) |
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// (Requires: GLFW 3.1+) |
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// Implemented features: |
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// [X] Platform: Clipboard support. |
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// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. |
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). |
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// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE). |
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
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// 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. |
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// Read online: https://github.com/ocornut/imgui/tree/master/docs |
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// CHANGELOG |
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// (minor and older changes stripped away, please see git history for details) |
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// 2021-07-29: *BREAKING CHANGE*: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using glfwSetCursorEnterCallback). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install the glfwSetCursorEnterCallback() callback and the forward to the backend via ImGui_ImplGlfw_CursorEnterCallback(). |
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// 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. |
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// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor). |
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// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. |
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. |
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// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). |
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// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. |
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. |
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// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. |
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// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. |
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// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. |
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// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples. |
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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. |
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// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()). |
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. |
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. |
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// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set. |
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// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). |
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// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. |
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// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. |
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// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). |
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// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. |
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#include "imgui.h" |
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#include "imgui_impl_glfw.h" |
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// GLFW |
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#include <GLFW/glfw3.h> |
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#ifdef _WIN32 |
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#undef APIENTRY |
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#define GLFW_EXPOSE_NATIVE_WIN32 |
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#include <GLFW/glfw3native.h> // for glfwGetWin32Window |
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#endif |
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#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING |
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#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED |
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#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity |
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#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale |
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#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface |
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#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? |
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#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 |
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#else |
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#define GLFW_HAS_NEW_CURSORS (0) |
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#endif |
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// GLFW data |
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enum GlfwClientApi |
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{ |
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GlfwClientApi_Unknown, |
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GlfwClientApi_OpenGL, |
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GlfwClientApi_Vulkan |
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}; |
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struct ImGui_ImplGlfw_Data |
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{ |
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GLFWwindow* Window; |
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GlfwClientApi ClientApi; |
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double Time; |
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GLFWwindow* MouseWindow; |
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bool MouseJustPressed[ImGuiMouseButton_COUNT]; |
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GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; |
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bool InstalledCallbacks; |
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// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. |
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GLFWcursorenterfun PrevUserCallbackCursorEnter; |
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GLFWmousebuttonfun PrevUserCallbackMousebutton; |
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GLFWscrollfun PrevUserCallbackScroll; |
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GLFWkeyfun PrevUserCallbackKey; |
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GLFWcharfun PrevUserCallbackChar; |
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GLFWmonitorfun PrevUserCallbackMonitor; |
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ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); } |
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}; |
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// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts |
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. |
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// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. |
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// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks |
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// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks. |
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// - 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. |
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// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. |
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static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() |
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{ |
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return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; |
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} |
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// Functions |
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static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) |
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{ |
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return glfwGetClipboardString((GLFWwindow*)user_data); |
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} |
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static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) |
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{ |
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glfwSetClipboardString((GLFWwindow*)user_data, text); |
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} |
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void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) |
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{ |
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
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if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window) |
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bd->PrevUserCallbackMousebutton(window, button, action, mods); |
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if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(bd->MouseJustPressed)) |
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bd->MouseJustPressed[button] = true; |
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} |
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void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) |
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{ |
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
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if (bd->PrevUserCallbackScroll != NULL && window == bd->Window) |
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bd->PrevUserCallbackScroll(window, xoffset, yoffset); |
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ImGuiIO& io = ImGui::GetIO(); |
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io.MouseWheelH += (float)xoffset; |
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io.MouseWheel += (float)yoffset; |
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} |
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void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) |
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{ |
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
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if (bd->PrevUserCallbackKey != NULL && window == bd->Window) |
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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)) |
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{ |
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if (action == GLFW_PRESS) |
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io.KeysDown[key] = true; |
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if (action == GLFW_RELEASE) |
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io.KeysDown[key] = false; |
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} |
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// Modifiers are not reliable across systems |
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io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; |
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io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; |
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io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; |
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#ifdef _WIN32 |
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io.KeySuper = false; |
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#else |
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io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; |
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#endif |
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} |
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void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) |
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{ |
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
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if (bd->PrevUserCallbackCursorEnter != NULL) |
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bd->PrevUserCallbackCursorEnter(window, entered); |
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if (entered) |
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bd->MouseWindow = window; |
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if (!entered && bd->MouseWindow == window) |
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bd->MouseWindow = NULL; |
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} |
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void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) |
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{ |
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
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if (bd->PrevUserCallbackChar != NULL && window == bd->Window) |
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bd->PrevUserCallbackChar(window, c); |
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ImGuiIO& io = ImGui::GetIO(); |
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io.AddInputCharacter(c); |
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} |
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void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) |
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{ |
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// 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. |
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} |
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static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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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)(); |
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io.BackendPlatformUserData = (void*)bd; |
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io.BackendPlatformName = "imgui_impl_glfw"; |
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) |
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) |
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bd->Window = window; |
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bd->Time = 0.0; |
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// 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; |
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io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; |
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io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; |
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io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; |
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io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN; |
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io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP; |
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io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; |
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io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; |
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io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; |
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io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; |
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io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; |
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io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; |
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io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; |
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io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; |
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io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; |
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io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER; |
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io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; |
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io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; |
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io.KeyMap[ImGuiKey_V] = GLFW_KEY_V; |
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io.KeyMap[ImGuiKey_X] = GLFW_KEY_X; |
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io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; |
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io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; |
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io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; |
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io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; |
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io.ClipboardUserData = bd->Window; |
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#if defined(_WIN32) |
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io.ImeWindowHandle = (void*)glfwGetWin32Window(bd->Window); |
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#endif |
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// Create mouse cursors |
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// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, |
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// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. |
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// Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.) |
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GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL); |
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bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
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bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); |
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bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); |
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bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); |
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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); |
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bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); |
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bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); |
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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); |
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bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
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bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
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bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
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#endif |
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glfwSetErrorCallback(prev_error_callback); |
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// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. |
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bd->PrevUserCallbackMousebutton = NULL; |
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bd->PrevUserCallbackScroll = NULL; |
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bd->PrevUserCallbackKey = NULL; |
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bd->PrevUserCallbackChar = NULL; |
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bd->PrevUserCallbackMonitor = NULL; |
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if (install_callbacks) |
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{ |
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bd->InstalledCallbacks = true; |
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bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback); |
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bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); |
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bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); |
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bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); |
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bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); |
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bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); |
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} |
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bd->ClientApi = client_api; |
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return true; |
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} |
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bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks) |
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{ |
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return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL); |
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} |
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bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) |
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{ |
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return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan); |
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} |
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bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks) |
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{ |
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return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown); |
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} |
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void ImGui_ImplGlfw_Shutdown() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
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if (bd->InstalledCallbacks) |
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{ |
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glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter); |
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glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton); |
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glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll); |
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glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey); |
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glfwSetCharCallback(bd->Window, bd->PrevUserCallbackChar); |
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glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); |
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} |
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) |
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glfwDestroyCursor(bd->MouseCursors[cursor_n]); |
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io.BackendPlatformName = NULL; |
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io.BackendPlatformUserData = NULL; |
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IM_DELETE(bd); |
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} |
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static void ImGui_ImplGlfw_UpdateMousePosAndButtons() |
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{ |
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
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ImGuiIO& io = ImGui::GetIO(); |
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const ImVec2 mouse_pos_prev = io.MousePos; |
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); |
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// Update mouse buttons |
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// (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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{ |
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io.MouseDown[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Window, i) != 0; |
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bd->MouseJustPressed[i] = false; |
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} |
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#ifdef __EMSCRIPTEN__ |
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const bool focused = true; |
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#else |
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const bool focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0; |
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#endif |
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GLFWwindow* mouse_window = (bd->MouseWindow == bd->Window || focused) ? bd->Window : NULL; |
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// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) |
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if (io.WantSetMousePos && focused) |
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glfwSetCursorPos(bd->Window, (double)mouse_pos_prev.x, (double)mouse_pos_prev.y); |
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// Set Dear ImGui mouse position from OS position |
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if (mouse_window != NULL) |
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{ |
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double mouse_x, mouse_y; |
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glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y); |
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io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); |
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} |
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} |
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static void ImGui_ImplGlfw_UpdateMouseCursor() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
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if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) |
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return; |
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ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); |
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if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) |
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{ |
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor |
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glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); |
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} |
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else |
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{ |
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// Show OS mouse cursor |
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// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. |
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glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); |
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glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); |
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} |
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} |
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static void ImGui_ImplGlfw_UpdateGamepads() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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memset(io.NavInputs, 0, sizeof(io.NavInputs)); |
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) |
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return; |
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// Update gamepad inputs |
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#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } |
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#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; } |
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int axes_count = 0, buttons_count = 0; |
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const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); |
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const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); |
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MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A |
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MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B |
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MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X |
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MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y |
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MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left |
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MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right |
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MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up |
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MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down |
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MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB |
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MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB |
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MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB |
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MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB |
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MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); |
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MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); |
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MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); |
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MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); |
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#undef MAP_BUTTON |
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#undef MAP_ANALOG |
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if (axes_count > 0 && buttons_count > 0) |
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad; |
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else |
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; |
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} |
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void ImGui_ImplGlfw_NewFrame() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
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IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?"); |
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// Setup display size (every frame to accommodate for window resizing) |
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int w, h; |
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int display_w, display_h; |
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glfwGetWindowSize(bd->Window, &w, &h); |
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glfwGetFramebufferSize(bd->Window, &display_w, &display_h); |
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io.DisplaySize = ImVec2((float)w, (float)h); |
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if (w > 0 && h > 0) |
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io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); |
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// Setup time step |
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double current_time = glfwGetTime(); |
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io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); |
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bd->Time = current_time; |
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ImGui_ImplGlfw_UpdateMousePosAndButtons(); |
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ImGui_ImplGlfw_UpdateMouseCursor(); |
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// Update game controllers (if enabled and available) |
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ImGui_ImplGlfw_UpdateGamepads(); |
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}
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