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				| // dear imgui: Platform Binding for GLFW | |
| // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..) | |
| // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) | |
| // (Requires: GLFW 3.1+) | |
|  | |
| // Implemented features: | |
| //  [X] Platform: Clipboard support. | |
| //  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. | |
| //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). | |
| //  [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE). | |
|  | |
| // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. | |
| // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. | |
| // https://github.com/ocornut/imgui | |
|  | |
| // CHANGELOG | |
| // (minor and older changes stripped away, please see git history for details) | |
| //  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 | |
| #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 | |
|  | |
| // Data | |
| enum GlfwClientApi | |
| { | |
|     GlfwClientApi_Unknown, | |
|     GlfwClientApi_OpenGL, | |
|     GlfwClientApi_Vulkan | |
| }; | |
| static GLFWwindow*          g_Window = NULL;    // Main window | |
| static GlfwClientApi        g_ClientApi = GlfwClientApi_Unknown; | |
| static double               g_Time = 0.0; | |
| static bool                 g_MouseJustPressed[ImGuiMouseButton_COUNT] = {}; | |
| static GLFWcursor*          g_MouseCursors[ImGuiMouseCursor_COUNT] = {}; | |
| static bool                 g_InstalledCallbacks = false; | |
| 
 | |
| // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. | |
| static GLFWmousebuttonfun   g_PrevUserCallbackMousebutton = NULL; | |
| static GLFWscrollfun        g_PrevUserCallbackScroll = NULL; | |
| static GLFWkeyfun           g_PrevUserCallbackKey = NULL; | |
| static GLFWcharfun          g_PrevUserCallbackChar = NULL; | |
| 
 | |
| static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) | |
| { | |
|     return glfwGetClipboardString((GLFWwindow*)user_data); | |
| } | |
| 
 | |
| static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) | |
| { | |
|     glfwSetClipboardString((GLFWwindow*)user_data, text); | |
| } | |
| 
 | |
| void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) | |
| { | |
|     if (g_PrevUserCallbackMousebutton != NULL) | |
|         g_PrevUserCallbackMousebutton(window, button, action, mods); | |
| 
 | |
|     if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed)) | |
|         g_MouseJustPressed[button] = true; | |
| } | |
| 
 | |
| void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) | |
| { | |
|     if (g_PrevUserCallbackScroll != NULL) | |
|         g_PrevUserCallbackScroll(window, xoffset, yoffset); | |
| 
 | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     io.MouseWheelH += (float)xoffset; | |
|     io.MouseWheel += (float)yoffset; | |
| } | |
| 
 | |
| void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) | |
| { | |
|     if (g_PrevUserCallbackKey != NULL) | |
|         g_PrevUserCallbackKey(window, key, scancode, action, mods); | |
| 
 | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     if (action == GLFW_PRESS) | |
|         io.KeysDown[key] = true; | |
|     if (action == GLFW_RELEASE) | |
|         io.KeysDown[key] = false; | |
| 
 | |
|     // Modifiers are not reliable across systems | |
|     io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; | |
|     io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; | |
|     io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; | |
| #ifdef _WIN32 | |
|     io.KeySuper = false; | |
| #else | |
|     io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; | |
| #endif | |
| } | |
| 
 | |
| void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) | |
| { | |
|     if (g_PrevUserCallbackChar != NULL) | |
|         g_PrevUserCallbackChar(window, c); | |
| 
 | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     io.AddInputCharacter(c); | |
| } | |
| 
 | |
| static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) | |
| { | |
|     g_Window = window; | |
|     g_Time = 0.0; | |
| 
 | |
|     // Setup back-end capabilities flags | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional) | |
|     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used) | |
|     io.BackendPlatformName = "imgui_impl_glfw"; | |
| 
 | |
|     // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. | |
|     io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; | |
|     io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; | |
|     io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; | |
|     io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; | |
|     io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN; | |
|     io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP; | |
|     io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; | |
|     io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; | |
|     io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; | |
|     io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; | |
|     io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; | |
|     io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; | |
|     io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; | |
|     io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; | |
|     io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; | |
|     io.KeyMap[ImGuiKey_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; | |
|     io.ClipboardUserData = g_Window; | |
| #if defined(_WIN32) | |
|     io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window); | |
| #endif | |
|  | |
|     // 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); | |
|     g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); | |
|     g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); | |
|     g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); | |
|     g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); | |
|     g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); | |
| #if GLFW_HAS_NEW_CURSORS | |
|     g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); | |
|     g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); | |
|     g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); | |
|     g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); | |
| #else | |
|     g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); | |
|     g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); | |
|     g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); | |
|     g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); | |
| #endif | |
|     glfwSetErrorCallback(prev_error_callback); | |
| 
 | |
|     // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. | |
|     g_PrevUserCallbackMousebutton = NULL; | |
|     g_PrevUserCallbackScroll = NULL; | |
|     g_PrevUserCallbackKey = NULL; | |
|     g_PrevUserCallbackChar = NULL; | |
|     if (install_callbacks) | |
|     { | |
|         g_InstalledCallbacks = true; | |
|         g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); | |
|         g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); | |
|         g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); | |
|         g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); | |
|     } | |
| 
 | |
|     g_ClientApi = client_api; | |
|     return true; | |
| } | |
| 
 | |
| bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks) | |
| { | |
|     return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL); | |
| } | |
| 
 | |
| bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) | |
| { | |
|     return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan); | |
| } | |
| 
 | |
| void ImGui_ImplGlfw_Shutdown() | |
| { | |
|     if (g_InstalledCallbacks) | |
|     { | |
|         glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton); | |
|         glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll); | |
|         glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey); | |
|         glfwSetCharCallback(g_Window, g_PrevUserCallbackChar); | |
|         g_InstalledCallbacks = false; | |
|     } | |
| 
 | |
|     for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) | |
|     { | |
|         glfwDestroyCursor(g_MouseCursors[cursor_n]); | |
|         g_MouseCursors[cursor_n] = NULL; | |
|     } | |
|     g_ClientApi = GlfwClientApi_Unknown; | |
| } | |
| 
 | |
| static void ImGui_ImplGlfw_UpdateMousePosAndButtons() | |
| { | |
|     // Update buttons | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) | |
|     { | |
|         // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. | |
|         io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; | |
|         g_MouseJustPressed[i] = false; | |
|     } | |
| 
 | |
|     // Update mouse position | |
|     const ImVec2 mouse_pos_backup = io.MousePos; | |
|     io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); | |
| #ifdef __EMSCRIPTEN__ | |
|     const bool focused = true; // Emscripten | |
| #else | |
|     const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0; | |
| #endif | |
|     if (focused) | |
|     { | |
|         if (io.WantSetMousePos) | |
|         { | |
|             glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y); | |
|         } | |
|         else | |
|         { | |
|             double mouse_x, mouse_y; | |
|             glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); | |
|             io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); | |
|         } | |
|     } | |
| } | |
| 
 | |
| static void ImGui_ImplGlfw_UpdateMouseCursor() | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) | |
|         return; | |
| 
 | |
|     ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); | |
|     if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) | |
|     { | |
|         // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor | |
|         glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); | |
|     } | |
|     else | |
|     { | |
|         // Show OS mouse cursor | |
|         // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. | |
|         glfwSetCursor(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); | |
|         glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); | |
|     } | |
| } | |
| 
 | |
| static void ImGui_ImplGlfw_UpdateGamepads() | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     memset(io.NavInputs, 0, sizeof(io.NavInputs)); | |
|     if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) | |
|         return; | |
| 
 | |
|     // Update gamepad inputs | |
|     #define MAP_BUTTON(NAV_NO, BUTTON_NO)       { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } | |
|     #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } | |
|     int axes_count = 0, buttons_count = 0; | |
|     const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); | |
|     const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); | |
|     MAP_BUTTON(ImGuiNavInput_Activate,   0);     // Cross / A | |
|     MAP_BUTTON(ImGuiNavInput_Cancel,     1);     // Circle / B | |
|     MAP_BUTTON(ImGuiNavInput_Menu,       2);     // Square / X | |
|     MAP_BUTTON(ImGuiNavInput_Input,      3);     // Triangle / Y | |
|     MAP_BUTTON(ImGuiNavInput_DpadLeft,   13);    // D-Pad Left | |
|     MAP_BUTTON(ImGuiNavInput_DpadRight,  11);    // D-Pad Right | |
|     MAP_BUTTON(ImGuiNavInput_DpadUp,     10);    // D-Pad Up | |
|     MAP_BUTTON(ImGuiNavInput_DpadDown,   12);    // D-Pad Down | |
|     MAP_BUTTON(ImGuiNavInput_FocusPrev,  4);     // L1 / LB | |
|     MAP_BUTTON(ImGuiNavInput_FocusNext,  5);     // R1 / RB | |
|     MAP_BUTTON(ImGuiNavInput_TweakSlow,  4);     // L1 / LB | |
|     MAP_BUTTON(ImGuiNavInput_TweakFast,  5);     // R1 / RB | |
|     MAP_ANALOG(ImGuiNavInput_LStickLeft, 0,  -0.3f,  -0.9f); | |
|     MAP_ANALOG(ImGuiNavInput_LStickRight,0,  +0.3f,  +0.9f); | |
|     MAP_ANALOG(ImGuiNavInput_LStickUp,   1,  +0.3f,  +0.9f); | |
|     MAP_ANALOG(ImGuiNavInput_LStickDown, 1,  -0.3f,  -0.9f); | |
|     #undef MAP_BUTTON | |
|     #undef MAP_ANALOG | |
|     if (axes_count > 0 && buttons_count > 0) | |
|         io.BackendFlags |= ImGuiBackendFlags_HasGamepad; | |
|     else | |
|         io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; | |
| } | |
| 
 | |
| void ImGui_ImplGlfw_NewFrame() | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); | |
| 
 | |
|     // Setup display size (every frame to accommodate for window resizing) | |
|     int w, h; | |
|     int display_w, display_h; | |
|     glfwGetWindowSize(g_Window, &w, &h); | |
|     glfwGetFramebufferSize(g_Window, &display_w, &display_h); | |
|     io.DisplaySize = ImVec2((float)w, (float)h); | |
|     if (w > 0 && h > 0) | |
|         io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); | |
| 
 | |
|     // Setup time step | |
|     double current_time = glfwGetTime(); | |
|     io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); | |
|     g_Time = current_time; | |
| 
 | |
|     ImGui_ImplGlfw_UpdateMousePosAndButtons(); | |
|     ImGui_ImplGlfw_UpdateMouseCursor(); | |
| 
 | |
|     // Update game controllers (if enabled and available) | |
|     ImGui_ImplGlfw_UpdateGamepads(); | |
| }
 | |
| 
 |