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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'. FIXME: 3 cursors types are missing from GLFW. | |
| //  [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE). | |
| //  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. | |
|  | |
| // 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) | |
| //  2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. | |
| //  2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). | |
| //  2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. | |
| //  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. | |
| //  2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. | |
| //  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. | |
| //  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. | |
| //  2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples. | |
| //  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. | |
| //  2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()). | |
| //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. | |
| //  2018-02-06: Inputs: Added mapping for ImGuiKey_Space. | |
| //  2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set. | |
| //  2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). | |
| //  2018-01-20: Inputs: Added Horizontal Mouse Wheel support. | |
| //  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. | |
| //  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). | |
| //  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. | |
|  | |
| #include "imgui.h" | |
| #include "imgui_impl_glfw.h" | |
|  | |
| // GLFW | |
| #include <GLFW/glfw3.h> | |
| #ifdef _WIN32 | |
| #undef APIENTRY | |
| #define GLFW_EXPOSE_NATIVE_WIN32 | |
| #include <GLFW/glfw3native.h>   // for glfwGetWin32Window | |
| #endif | |
| #define GLFW_HAS_WINDOW_TOPMOST       (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING | |
| #define GLFW_HAS_WINDOW_HOVERED       (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED | |
| #define GLFW_HAS_WINDOW_ALPHA         (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity | |
| #define GLFW_HAS_PER_MONITOR_DPI      (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale | |
| #define GLFW_HAS_VULKAN               (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface | |
| #define GLFW_HAS_FOCUS_WINDOW         (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow | |
| #define GLFW_HAS_FOCUS_ON_SHOW        (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW | |
| #define GLFW_HAS_MONITOR_WORK_AREA    (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorWorkarea | |
|  | |
| // Data | |
| enum GlfwClientApi | |
| { | |
|     GlfwClientApi_Unknown, | |
|     GlfwClientApi_OpenGL, | |
|     GlfwClientApi_Vulkan | |
| }; | |
| static GLFWwindow*          g_Window = NULL;    // Main window | |
| static GlfwClientApi        g_ClientApi = GlfwClientApi_Unknown; | |
| static double               g_Time = 0.0; | |
| static bool                 g_MouseJustPressed[5] = { false, false, false, false, false }; | |
| static GLFWcursor*          g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; | |
| static bool                 g_WantUpdateMonitors = true; | |
| 
 | |
| // Chain GLFW callbacks for main viewport: 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; | |
| 
 | |
| // Forward Declarations | |
| static void ImGui_ImplGlfw_InitPlatformInterface(); | |
| static void ImGui_ImplGlfw_ShutdownPlatformInterface(); | |
| static void ImGui_ImplGlfw_UpdateMonitors(); | |
| 
 | |
| 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 && window == g_Window) | |
|         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 && window == g_Window) | |
|         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 && window == g_Window) | |
|         g_PrevUserCallbackKey(window, key, scancode, action, mods); | |
| 
 | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     if (action == GLFW_PRESS) | |
|         io.KeysDown[key] = true; | |
|     if (action == GLFW_RELEASE) | |
|         io.KeysDown[key] = false; | |
| 
 | |
|     // Modifiers are not reliable across systems | |
|     io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; | |
|     io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; | |
|     io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; | |
|     io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; | |
| } | |
| 
 | |
| void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) | |
| { | |
|     if (g_PrevUserCallbackChar != NULL && window == g_Window) | |
|         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.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;    // We can create multi-viewports on the Platform side (optional) | |
| #if GLFW_HAS_GLFW_HOVERED && defined(_WIN32) | |
|     io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) | |
| #endif | |
|     io.BackendPlatformName = "imgui_impl_glfw"; | |
| 
 | |
|     // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. | |
|     io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; | |
|     io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; | |
|     io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; | |
|     io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; | |
|     io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN; | |
|     io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP; | |
|     io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; | |
|     io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; | |
|     io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; | |
|     io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; | |
|     io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; | |
|     io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; | |
|     io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; | |
|     io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; | |
|     io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; | |
|     io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; | |
|     io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; | |
|     io.KeyMap[ImGuiKey_V] = GLFW_KEY_V; | |
|     io.KeyMap[ImGuiKey_X] = GLFW_KEY_X; | |
|     io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; | |
|     io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; | |
| 
 | |
|     io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; | |
|     io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; | |
|     io.ClipboardUserData = g_Window; | |
| 
 | |
|     g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); | |
|     g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); | |
|     g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);   // FIXME: GLFW doesn't have this. | |
|     g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); | |
|     g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); | |
|     g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);  // FIXME: GLFW doesn't have this. | |
|     g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);  // FIXME: GLFW doesn't have this. | |
|     g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); | |
| 
 | |
|     // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. | |
|     g_PrevUserCallbackMousebutton = NULL; | |
|     g_PrevUserCallbackScroll = NULL; | |
|     g_PrevUserCallbackKey = NULL; | |
|     g_PrevUserCallbackChar = NULL; | |
|     if (install_callbacks) | |
|     { | |
|         g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); | |
|         g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); | |
|         g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); | |
|         g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); | |
|     } | |
| 
 | |
|     // Our mouse update function expect PlatformHandle to be filled for the main viewport | |
|     ImGuiViewport* main_viewport = ImGui::GetMainViewport(); | |
|     main_viewport->PlatformHandle = (void*)g_Window; | |
| #ifdef _WIN32 | |
|     main_viewport->PlatformHandleRaw = glfwGetWin32Window(g_Window); | |
| #endif | |
|     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | |
|         ImGui_ImplGlfw_InitPlatformInterface(); | |
| 
 | |
|     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() | |
| { | |
|     ImGui_ImplGlfw_ShutdownPlatformInterface(); | |
| 
 | |
|     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); | |
|     io.MouseHoveredViewport = 0; | |
|     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | |
|     for (int n = 0; n < platform_io.Viewports.Size; n++) | |
|     { | |
|         ImGuiViewport* viewport = platform_io.Viewports[n]; | |
|         GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle; | |
|         IM_ASSERT(window != NULL); | |
| #ifdef __EMSCRIPTEN__ | |
|         const bool focused = true; | |
|         IM_ASSERT(platform_io.Viewports.Size == 1); | |
| #else | |
|         const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; | |
| #endif | |
|         if (focused) | |
|         { | |
|             if (io.WantSetMousePos) | |
|             { | |
|                 glfwSetCursorPos(window, (double)(mouse_pos_backup.x - viewport->Pos.x), (double)(mouse_pos_backup.y - viewport->Pos.y)); | |
|             } | |
|             else | |
|             { | |
|                 double mouse_x, mouse_y; | |
|                 glfwGetCursorPos(window, &mouse_x, &mouse_y); | |
|                 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | |
|                 { | |
|                     // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) | |
|                     int window_x, window_y; | |
|                     glfwGetWindowPos(window, &window_x, &window_y); | |
|                     io.MousePos = ImVec2((float)mouse_x + window_x, (float)mouse_y + window_y); | |
|                 } | |
|                 else | |
|                 { | |
|                     // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) | |
|                     io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); | |
|                 } | |
|             } | |
|             for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) | |
|                 io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0; | |
|         } | |
| 
 | |
|         // (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering. | |
|         // Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because | |
|         // - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows). | |
|         // - This is _regardless_ of whether another viewport is focused or being dragged from. | |
|         // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the back-end, imgui will ignore this field and infer the information by relying on the | |
|         // rectangles and last focused time of every viewports it knows about. It will be unaware of other windows that may be sitting between or over your windows. | |
|         // [GLFW] FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems. | |
|         // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature. | |
| #if GLFW_HAS_GLFW_HOVERED && defined(_WIN32) | |
|         if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !(viewport->Flags & ImGuiViewportFlags_NoInputs)) | |
|             io.MouseHoveredViewport = viewport->ID; | |
| #endif | |
|     } | |
| } | |
| 
 | |
| 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(); | |
|     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | |
|     for (int n = 0; n < platform_io.Viewports.Size; n++) | |
|     { | |
|         GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle; | |
|         if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) | |
|         { | |
|             // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor | |
|             glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); | |
|         } | |
|         else | |
|         { | |
|             // 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, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); | |
|             glfwSetInputMode(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); | |
|     if (g_WantUpdateMonitors) | |
|         ImGui_ImplGlfw_UpdateMonitors(); | |
| 
 | |
|     // 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(); | |
| } | |
| 
 | |
| //-------------------------------------------------------------------------------------------------------- | |
| // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT | |
| // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously. | |
| // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. | |
| //-------------------------------------------------------------------------------------------------------- | |
|  | |
| struct ImGuiViewportDataGlfw | |
| { | |
|     GLFWwindow* Window; | |
|     bool        WindowOwned; | |
| 
 | |
|     ImGuiViewportDataGlfw() { Window = NULL; WindowOwned = false; } | |
|     ~ImGuiViewportDataGlfw() { IM_ASSERT(Window == NULL); } | |
| }; | |
| 
 | |
| static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window) | |
| { | |
|     if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) | |
|         viewport->PlatformRequestClose = true; | |
| } | |
| 
 | |
| static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int) | |
| { | |
|     if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) | |
|         viewport->PlatformRequestMove = true; | |
| } | |
| 
 | |
| static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int) | |
| { | |
|     if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) | |
|         viewport->PlatformRequestResize = true; | |
| } | |
| 
 | |
| static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) | |
| { | |
|     ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)(); | |
|     viewport->PlatformUserData = data; | |
| 
 | |
|     // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED | |
|     // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem | |
|     glfwWindowHint(GLFW_VISIBLE, false); | |
|     glfwWindowHint(GLFW_FOCUSED, false); | |
| #if GLFW_HAS_FOCUS_ON_SHOW | |
|      glfwWindowHint(GLFW_FOCUS_ON_SHOW, false); | |
|  #endif | |
|     glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true); | |
| #if GLFW_HAS_WINDOW_TOPMOST | |
|     glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false); | |
| #endif | |
|     GLFWwindow* share_window = (g_ClientApi == GlfwClientApi_OpenGL) ? g_Window : NULL; | |
|     data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window); | |
|     data->WindowOwned = true; | |
|     viewport->PlatformHandle = (void*)data->Window; | |
| #ifdef _WIN32 | |
|     viewport->PlatformHandleRaw = glfwGetWin32Window(data->Window); | |
| #endif | |
|     glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); | |
| 
 | |
|     // Install callbacks for secondary viewports | |
|     glfwSetMouseButtonCallback(data->Window, ImGui_ImplGlfw_MouseButtonCallback); | |
|     glfwSetScrollCallback(data->Window, ImGui_ImplGlfw_ScrollCallback); | |
|     glfwSetKeyCallback(data->Window, ImGui_ImplGlfw_KeyCallback); | |
|     glfwSetCharCallback(data->Window, ImGui_ImplGlfw_CharCallback); | |
|     glfwSetWindowCloseCallback(data->Window, ImGui_ImplGlfw_WindowCloseCallback); | |
|     glfwSetWindowPosCallback(data->Window, ImGui_ImplGlfw_WindowPosCallback); | |
|     glfwSetWindowSizeCallback(data->Window, ImGui_ImplGlfw_WindowSizeCallback); | |
|     if (g_ClientApi == GlfwClientApi_OpenGL) | |
|     { | |
|         glfwMakeContextCurrent(data->Window); | |
|         glfwSwapInterval(0); | |
|     } | |
| } | |
| 
 | |
| static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport) | |
| { | |
|     if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData) | |
|     { | |
|         if (data->WindowOwned) | |
|         { | |
| #if GLFW_HAS_GLFW_HOVERED && defined(_WIN32) | |
|             HWND hwnd = (HWND)viewport->PlatformHandleRaw; | |
|             ::RemovePropA(hwnd, "IMGUI_VIEWPORT"); | |
| #endif | |
|             glfwDestroyWindow(data->Window); | |
|         } | |
|         data->Window = NULL; | |
|         IM_DELETE(data); | |
|     } | |
|     viewport->PlatformUserData = viewport->PlatformHandle = NULL; | |
| } | |
| 
 | |
| // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile. | |
| #if defined(_WIN32) && GLFW_HAS_GLFW_HOVERED | |
| static WNDPROC g_GlfwWndProc = NULL; | |
| static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) | |
| { | |
|     if (msg == WM_NCHITTEST) | |
|     { | |
|         // Let mouse pass-through the window. This will allow the back-end to set io.MouseHoveredViewport properly (which is OPTIONAL). | |
|         // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. | |
|         // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in | |
|         // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. | |
|         ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT"); | |
|         if (viewport->Flags & ImGuiViewportFlags_NoInputs) | |
|             return HTTRANSPARENT; | |
|     } | |
|     return ::CallWindowProc(g_GlfwWndProc, hWnd, msg, wParam, lParam); | |
| } | |
| #endif | |
|  | |
| static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) | |
| { | |
|     ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; | |
| 
 | |
| #if defined(_WIN32) | |
|     // GLFW hack: Hide icon from task bar | |
|     HWND hwnd = (HWND)viewport->PlatformHandleRaw; | |
|     if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) | |
|     { | |
|         LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); | |
|         ex_style &= ~WS_EX_APPWINDOW; | |
|         ex_style |= WS_EX_TOOLWINDOW; | |
|         ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); | |
|     } | |
| 
 | |
|     // GLFW hack: install hook for WM_NCHITTEST message handler | |
| #if GLFW_HAS_GLFW_HOVERED && defined(_WIN32) | |
|     ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport); | |
|     if (g_GlfwWndProc == NULL) | |
|         g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC); | |
|     ::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs); | |
| #endif | |
|  | |
| #if !GLFW_HAS_FOCUS_ON_SHOW | |
|     // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window. | |
|     // The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute. | |
|     // See https://github.com/glfw/glfw/issues/1189 | |
|     // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile. | |
|     if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) | |
|     { | |
|         ::ShowWindow(hwnd, SW_SHOWNA); | |
|         return; | |
|     } | |
| #endif | |
| #endif | |
|  | |
|     glfwShowWindow(data->Window); | |
| } | |
| 
 | |
| static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport) | |
| { | |
|     ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; | |
|     int x = 0, y = 0; | |
|     glfwGetWindowPos(data->Window, &x, &y); | |
|     return ImVec2((float)x, (float)y); | |
| } | |
| 
 | |
| static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) | |
| { | |
|     ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; | |
|     glfwSetWindowPos(data->Window, (int)pos.x, (int)pos.y); | |
| } | |
| 
 | |
| static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport) | |
| { | |
|     ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; | |
|     int w = 0, h = 0; | |
|     glfwGetWindowSize(data->Window, &w, &h); | |
|     return ImVec2((float)w, (float)h); | |
| } | |
| 
 | |
| static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) | |
| { | |
|     ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; | |
|     glfwSetWindowSize(data->Window, (int)size.x, (int)size.y); | |
| } | |
| 
 | |
| static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title) | |
| { | |
|     ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; | |
|     glfwSetWindowTitle(data->Window, title); | |
| } | |
| 
 | |
| static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport) | |
| { | |
| #if GLFW_HAS_FOCUS_WINDOW | |
|     ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; | |
|     glfwFocusWindow(data->Window); | |
| #else | |
|     // FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later. | |
|     (void)viewport; | |
| #endif | |
| } | |
| 
 | |
| static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport) | |
| { | |
|     ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; | |
|     return glfwGetWindowAttrib(data->Window, GLFW_FOCUSED) != 0; | |
| } | |
| 
 | |
| static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport) | |
| { | |
|     ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; | |
|     return glfwGetWindowAttrib(data->Window, GLFW_ICONIFIED) != 0; | |
| } | |
| 
 | |
| #if GLFW_HAS_WINDOW_ALPHA | |
| static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha) | |
| { | |
|     ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; | |
|     glfwSetWindowOpacity(data->Window, alpha); | |
| } | |
| #endif | |
|  | |
| static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*) | |
| { | |
|     ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; | |
|     if (g_ClientApi == GlfwClientApi_OpenGL) | |
|         glfwMakeContextCurrent(data->Window); | |
| } | |
| 
 | |
| static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) | |
| { | |
|     ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; | |
|     if (g_ClientApi == GlfwClientApi_OpenGL)  | |
|     { | |
|         glfwMakeContextCurrent(data->Window); | |
|         glfwSwapBuffers(data->Window); | |
|     } | |
| } | |
| 
 | |
| //-------------------------------------------------------------------------------------------------------- | |
| // IME (Input Method Editor) basic support for e.g. Asian language users | |
| //-------------------------------------------------------------------------------------------------------- | |
|  | |
| // We provide a Win32 implementation because this is such a common issue for IME users | |
| #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__) | |
| #define HAS_WIN32_IME   1 | |
| #include <imm.h> | |
| #ifdef _MSC_VER | |
| #pragma comment(lib, "imm32") | |
| #endif | |
| static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos) | |
| { | |
|     COMPOSITIONFORM cf = { CFS_FORCE_POSITION, { (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) }, { 0, 0, 0, 0 } }; | |
|     if (HWND hwnd = (HWND)viewport->PlatformHandleRaw) | |
|         if (HIMC himc = ::ImmGetContext(hwnd)) | |
|         { | |
|             ::ImmSetCompositionWindow(himc, &cf); | |
|             ::ImmReleaseContext(hwnd, himc); | |
|         } | |
| } | |
| #else | |
| #define HAS_WIN32_IME   0 | |
| #endif | |
|  | |
| //-------------------------------------------------------------------------------------------------------- | |
| // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) | |
| //-------------------------------------------------------------------------------------------------------- | |
|  | |
| // Avoid including <vulkan.h> so we can build without it | |
| #if GLFW_HAS_VULKAN | |
| #ifndef VULKAN_H_ | |
| #define VK_DEFINE_HANDLE(object) typedef struct object##_T* object; | |
| #if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__) | |
| #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object; | |
| #else | |
| #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object; | |
| #endif | |
| VK_DEFINE_HANDLE(VkInstance) | |
| VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR) | |
| struct VkAllocationCallbacks; | |
| enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF }; | |
| #endif // VULKAN_H_ | |
| extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); } | |
| static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) | |
| { | |
|     ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; | |
|     IM_ASSERT(g_ClientApi == GlfwClientApi_Vulkan); | |
|     VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, data->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); | |
|     return (int)err; | |
| } | |
| #endif // GLFW_HAS_VULKAN | |
|  | |
| // FIXME-PLATFORM: GLFW doesn't export monitor work area (see https://github.com/glfw/glfw/pull/989) | |
| static void ImGui_ImplGlfw_UpdateMonitors() | |
| { | |
|     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | |
|     int monitors_count = 0; | |
|     GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count); | |
|     platform_io.Monitors.resize(0); | |
|     for (int n = 0; n < monitors_count; n++) | |
|     { | |
|         ImGuiPlatformMonitor monitor; | |
|         int x, y; | |
|         glfwGetMonitorPos(glfw_monitors[n], &x, &y); | |
|         const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]); | |
| #if GLFW_HAS_MONITOR_WORK_AREA | |
|         monitor.MainPos = ImVec2((float)x, (float)y); | |
|         monitor.MainSize = ImVec2((float)vid_mode->width, (float)vid_mode->height); | |
|         int w, h; | |
|         glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h); | |
|         monitor.WorkPos = ImVec2((float)x, (float)y);; | |
|         monitor.WorkSize = ImVec2((float)w, (float)h); | |
| #else | |
|         monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y); | |
|         monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height); | |
| #endif | |
| #if GLFW_HAS_PER_MONITOR_DPI | |
|         // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. | |
|         float x_scale, y_scale; | |
|         glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale); | |
|         monitor.DpiScale = x_scale; | |
| #endif | |
|         platform_io.Monitors.push_back(monitor); | |
|     } | |
|     g_WantUpdateMonitors = false; | |
| } | |
| 
 | |
| static void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) | |
| { | |
|     g_WantUpdateMonitors = true; | |
| } | |
| 
 | |
| static void ImGui_ImplGlfw_InitPlatformInterface() | |
| { | |
|     // Register platform interface (will be coupled with a renderer interface) | |
|     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | |
|     platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow; | |
|     platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow; | |
|     platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow; | |
|     platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos; | |
|     platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos; | |
|     platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize; | |
|     platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize; | |
|     platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus; | |
|     platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus; | |
|     platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized; | |
|     platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle; | |
|     platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow; | |
|     platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers; | |
| #if GLFW_HAS_WINDOW_ALPHA | |
|     platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha; | |
| #endif | |
| #if GLFW_HAS_VULKAN | |
|     platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface; | |
| #endif | |
| #if HAS_WIN32_IME | |
|     platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos; | |
| #endif | |
|  | |
|     // Note: monitor callback are broken GLFW 3.2 and earlier (see github.com/glfw/glfw/issues/784) | |
|     ImGui_ImplGlfw_UpdateMonitors(); | |
|     glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); | |
| 
 | |
|     // Register main window handle (which is owned by the main application, not by us) | |
|     ImGuiViewport* main_viewport = ImGui::GetMainViewport(); | |
|     ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)(); | |
|     data->Window = g_Window; | |
|     data->WindowOwned = false; | |
|     main_viewport->PlatformUserData = data; | |
|     main_viewport->PlatformHandle = (void*)g_Window; | |
| } | |
| 
 | |
| static void ImGui_ImplGlfw_ShutdownPlatformInterface() | |
| { | |
| }
 | |
| 
 |