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648 lines
28 KiB
648 lines
28 KiB
// ImGui Platform Binding for: GLFW |
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..) |
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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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// Implemented features: |
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// [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. |
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// [X] Multi-viewport windows (when ImGuiConfigFlags_ViewportsEnable is enabled). |
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. |
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). |
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. |
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// https://github.com/ocornut/imgui |
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|
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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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// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. |
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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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// 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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static GLFWwindow* g_Window = NULL; |
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static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown; |
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static double g_Time = 0.0; |
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static bool g_MouseJustPressed[5] = { false, false, false, false, false }; |
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static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 }; |
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static bool g_WantUpdateMonitors = true; |
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// Forward Declarations |
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static void ImGui_ImplGlfw_InitPlatformInterface(); |
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static void ImGui_ImplGlfw_ShutdownPlatformInterface(); |
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static void ImGui_ImplGlfw_UpdateMonitors(); |
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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*, int button, int action, int /*mods*/) |
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{ |
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if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed)) |
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g_MouseJustPressed[button] = true; |
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} |
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void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) |
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{ |
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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*, int key, int, int action, int mods) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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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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(void)mods; // 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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io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; |
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} |
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void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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if (c > 0 && c < 0x10000) |
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io.AddInputCharacter((unsigned short)c); |
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} |
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void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) |
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{ |
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glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); |
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glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); |
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glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); |
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glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); |
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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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g_Window = window; |
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g_Time = 0.0; |
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// Setup back-end capabilities flags |
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ImGuiIO& io = ImGui::GetIO(); |
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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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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) |
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#if GLFW_HAS_GLFW_HOVERED |
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) |
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#endif |
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// Keyboard mapping. 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_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 = g_Window; |
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g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
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g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); |
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g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. |
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g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); |
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g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); |
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g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. |
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g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. |
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if (install_callbacks) |
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ImGui_ImplGlfw_InstallCallbacks(window); |
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// Our mouse update function expect PlatformHandle to be filled for the main viewport |
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ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
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main_viewport->PlatformHandle = (void*)g_Window; |
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
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ImGui_ImplGlfw_InitPlatformInterface(); |
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g_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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void ImGui_ImplGlfw_Shutdown() |
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{ |
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ImGui_ImplGlfw_ShutdownPlatformInterface(); |
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++) |
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{ |
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glfwDestroyCursor(g_MouseCursors[cursor_n]); |
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g_MouseCursors[cursor_n] = NULL; |
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} |
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g_ClientApi = GlfwClientApi_Unknown; |
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} |
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static void ImGui_ImplGlfw_UpdateMousePosAndButtons() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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const ImVec2 mouse_pos_backup = io.MousePos; |
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); |
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io.MousePosViewport = 0; |
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io.MouseHoveredViewport = 0; |
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// Update buttons |
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for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) |
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{ |
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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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io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; |
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g_MouseJustPressed[i] = false; |
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} |
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
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for (int n = 0; n < platform_io.Viewports.Size; n++) |
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{ |
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ImGuiViewport* viewport = platform_io.Viewports[n]; |
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GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle; |
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IM_ASSERT(window != NULL); |
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if (glfwGetWindowAttrib(window, GLFW_FOCUSED)) |
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{ |
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if (io.WantSetMousePos) |
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{ |
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glfwSetCursorPos(window, (double)(mouse_pos_backup.x - viewport->Pos.x), (double)(mouse_pos_backup.y - viewport->Pos.y)); |
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} |
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else |
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{ |
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double mouse_x, mouse_y; |
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glfwGetCursorPos(window, &mouse_x, &mouse_y); |
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io.MousePos = ImVec2((float)mouse_x + viewport->Pos.x, (float)mouse_y + viewport->Pos.y); |
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} |
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io.MousePosViewport = viewport->ID; |
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for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) |
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io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0; |
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} |
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#if GLFW_HAS_GLFW_HOVERED |
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; |
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if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !(viewport->Flags & ImGuiViewportFlags_NoInputs)) |
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io.MouseHoveredViewport = viewport->ID; |
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#endif |
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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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if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) |
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return; |
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ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); |
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
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for (int n = 0; n < platform_io.Viewports.Size; n++) |
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{ |
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GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle; |
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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(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(window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); |
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); |
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} |
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} |
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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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IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() |
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// Setup display size |
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int w, h; |
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int display_w, display_h; |
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glfwGetWindowSize(g_Window, &w, &h); |
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glfwGetFramebufferSize(g_Window, &display_w, &display_h); |
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io.DisplaySize = ImVec2((float)w, (float)h); |
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io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); |
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if (g_WantUpdateMonitors) |
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ImGui_ImplGlfw_UpdateMonitors(); |
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// Setup time step |
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double current_time = glfwGetTime(); |
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io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); |
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g_Time = current_time; |
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ImGui_ImplGlfw_UpdateMousePosAndButtons(); |
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ImGui_ImplGlfw_UpdateMouseCursor(); |
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// Gamepad navigation mapping [BETA] |
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memset(io.NavInputs, 0, sizeof(io.NavInputs)); |
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if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) |
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{ |
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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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} |
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//-------------------------------------------------------------------------------------------------------- |
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT |
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// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously. |
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// 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.. |
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//-------------------------------------------------------------------------------------------------------- |
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struct ImGuiViewportDataGlfw |
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{ |
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GLFWwindow* Window; |
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bool WindowOwned; |
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ImGuiViewportDataGlfw() { Window = NULL; WindowOwned = false; } |
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~ImGuiViewportDataGlfw() { IM_ASSERT(Window == NULL); } |
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}; |
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static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window) |
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{ |
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if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) |
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viewport->PlatformRequestClose = true; |
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} |
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static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int) |
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{ |
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if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) |
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viewport->PlatformRequestMove = true; |
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} |
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static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int) |
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{ |
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if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) |
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viewport->PlatformRequestResize = true; |
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} |
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static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) |
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{ |
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ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)(); |
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viewport->PlatformUserData = data; |
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// GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED |
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glfwWindowHint(GLFW_VISIBLE, false); |
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glfwWindowHint(GLFW_FOCUSED, false); |
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glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true); |
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#if GLFW_HAS_WINDOW_TOPMOST |
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glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false); |
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#endif |
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GLFWwindow* share_window = (g_ClientApi == GlfwClientApi_OpenGL) ? g_Window : NULL; |
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data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window); |
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data->WindowOwned = true; |
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viewport->PlatformHandle = (void*)data->Window; |
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ImGui_ImplGlfw_InstallCallbacks(data->Window); |
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glfwSetWindowCloseCallback(data->Window, ImGui_ImplGlfw_WindowCloseCallback); |
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glfwSetWindowPosCallback(data->Window, ImGui_ImplGlfw_WindowPosCallback); |
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glfwSetWindowSizeCallback(data->Window, ImGui_ImplGlfw_WindowSizeCallback); |
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} |
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static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport) |
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{ |
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if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData) |
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{ |
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if (data->WindowOwned) |
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{ |
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#if GLFW_HAS_GLFW_HOVERED && defined(_WIN32) |
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HWND hwnd = glfwGetWin32Window(data->Window); |
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::RemovePropA(hwnd, "IMGUI_VIEWPORT"); |
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#endif |
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glfwDestroyWindow(data->Window); |
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} |
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data->Window = NULL; |
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IM_DELETE(data); |
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} |
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viewport->PlatformUserData = viewport->PlatformHandle = NULL; |
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} |
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#if defined(_WIN32) && GLFW_HAS_GLFW_HOVERED |
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static WNDPROC g_GlfwWndProc = NULL; |
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static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) |
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{ |
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if (msg == WM_NCHITTEST) |
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{ |
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// Let mouse pass-through the window. This will allow the back-end to set io.MouseHoveredViewport properly (which is OPTIONAL). |
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// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. |
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// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in |
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// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. |
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ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT"); |
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if (viewport->Flags & ImGuiViewportFlags_NoInputs) |
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return HTTRANSPARENT; |
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} |
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return ::CallWindowProc(g_GlfwWndProc, hWnd, msg, wParam, lParam); |
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} |
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#endif |
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|
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static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) |
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{ |
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ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; |
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|
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#if defined(_WIN32) |
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// GLFW hack: Hide icon from task bar |
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HWND hwnd = glfwGetWin32Window(data->Window); |
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if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) |
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{ |
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LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); |
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ex_style &= ~WS_EX_APPWINDOW; |
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ex_style |= WS_EX_TOOLWINDOW; |
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::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); |
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} |
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|
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// GLFW hack: install hook for WM_NCHITTEST message handler |
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#if GLFW_HAS_GLFW_HOVERED && defined(_WIN32) |
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::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport); |
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if (g_GlfwWndProc == NULL) |
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g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC); |
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::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs); |
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#endif |
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|
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// GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window. |
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// The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3. See https://github.com/glfw/glfw/issues/1179 |
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if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) |
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{ |
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::ShowWindow(hwnd, SW_SHOWNA); |
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return; |
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} |
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#endif |
|
|
|
glfwShowWindow(data->Window); |
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} |
|
|
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static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport) |
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{ |
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ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; |
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int x = 0, y = 0; |
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glfwGetWindowPos(data->Window, &x, &y); |
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return ImVec2((float)x, (float)y); |
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} |
|
|
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static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) |
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{ |
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ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; |
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glfwSetWindowPos(data->Window, (int)pos.x, (int)pos.y); |
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} |
|
|
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static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport) |
|
{ |
|
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; |
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int w = 0, h = 0; |
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glfwGetWindowSize(data->Window, &w, &h); |
|
return ImVec2((float)w, (float)h); |
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} |
|
|
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static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) |
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{ |
|
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; |
|
glfwSetWindowSize(data->Window, (int)size.x, (int)size.y); |
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} |
|
|
|
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) |
|
{ |
|
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; |
|
glfwFocusWindow(data->Window); |
|
} |
|
|
|
static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport) |
|
{ |
|
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; |
|
return glfwGetWindowAttrib(data->Window, GLFW_FOCUSED) != 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) |
|
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_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 (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData) |
|
if (HWND hwnd = glfwGetWin32Window(data->Window)) |
|
if (HIMC himc = ImmGetContext(hwnd)) |
|
ImmSetCompositionWindow(himc, &cf); |
|
} |
|
#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]); |
|
monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y); |
|
monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height); |
|
#if GLFW_HAS_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_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() |
|
{ |
|
}
|
|
|