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1070 lines
54 KiB
1070 lines
54 KiB
// dear imgui: Platform Backend for GLFW |
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) |
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// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) |
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// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.) |
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// Implemented features: |
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// [X] Platform: Clipboard support. |
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] |
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// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. |
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). |
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. |
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// Issues: |
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// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). |
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. |
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// Read online: https://github.com/ocornut/imgui/tree/master/docs |
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// CHANGELOG |
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// (minor and older changes stripped away, please see git history for details) |
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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. |
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. |
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// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API. |
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// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback(). |
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// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback(). |
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). |
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// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors. |
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// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor). |
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// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. |
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. |
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// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). |
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// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. |
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. |
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// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. |
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// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. |
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// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. |
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// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples. |
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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. |
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// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()). |
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. |
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. |
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// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set. |
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// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). |
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// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. |
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// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. |
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// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). |
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// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. |
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#include "imgui.h" |
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#include "imgui_impl_glfw.h" |
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// Clang warnings with -Weverything |
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#if defined(__clang__) |
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#pragma clang diagnostic push |
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#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast |
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#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness |
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#if __has_warning("-Wzero-as-null-pointer-constant") |
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#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" |
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#endif |
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#endif |
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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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#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow |
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#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW |
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#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorWorkarea |
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#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION * 10 >= 3310) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553 |
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#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released? |
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#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR |
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#else |
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#define GLFW_HAS_NEW_CURSORS (0) |
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#endif |
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#ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough) |
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#define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH |
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#else |
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#define GLFW_HAS_MOUSE_PASSTHROUGH (0) |
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#endif |
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#define GLFW_HAS_GET_KEY_NAME (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwGetKeyName() |
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// GLFW data |
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enum GlfwClientApi |
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{ |
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GlfwClientApi_Unknown, |
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GlfwClientApi_OpenGL, |
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GlfwClientApi_Vulkan |
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}; |
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struct ImGui_ImplGlfw_Data |
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{ |
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GLFWwindow* Window; |
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GlfwClientApi ClientApi; |
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double Time; |
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GLFWwindow* MouseWindow; |
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bool MouseJustPressed[ImGuiMouseButton_COUNT]; |
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GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; |
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GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST]; |
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bool InstalledCallbacks; |
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bool WantUpdateMonitors; |
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// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. |
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GLFWwindowfocusfun PrevUserCallbackWindowFocus; |
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GLFWcursorenterfun PrevUserCallbackCursorEnter; |
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GLFWmousebuttonfun PrevUserCallbackMousebutton; |
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GLFWscrollfun PrevUserCallbackScroll; |
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GLFWkeyfun PrevUserCallbackKey; |
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GLFWcharfun PrevUserCallbackChar; |
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GLFWmonitorfun PrevUserCallbackMonitor; |
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ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); } |
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}; |
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// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts |
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. |
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// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. |
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// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks |
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// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks. |
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// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it. |
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// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. |
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static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() |
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{ |
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return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; |
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} |
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// Forward Declarations |
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static void ImGui_ImplGlfw_UpdateMonitors(); |
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static void ImGui_ImplGlfw_InitPlatformInterface(); |
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static void ImGui_ImplGlfw_ShutdownPlatformInterface(); |
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// Functions |
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static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) |
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{ |
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return glfwGetClipboardString((GLFWwindow*)user_data); |
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} |
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static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) |
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{ |
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glfwSetClipboardString((GLFWwindow*)user_data, text); |
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} |
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static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key) |
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{ |
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switch (key) |
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{ |
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case GLFW_KEY_TAB: return ImGuiKey_Tab; |
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case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow; |
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case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow; |
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case GLFW_KEY_UP: return ImGuiKey_UpArrow; |
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case GLFW_KEY_DOWN: return ImGuiKey_DownArrow; |
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case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp; |
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case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown; |
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case GLFW_KEY_HOME: return ImGuiKey_Home; |
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case GLFW_KEY_END: return ImGuiKey_End; |
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case GLFW_KEY_INSERT: return ImGuiKey_Insert; |
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case GLFW_KEY_DELETE: return ImGuiKey_Delete; |
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case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace; |
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case GLFW_KEY_SPACE: return ImGuiKey_Space; |
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case GLFW_KEY_ENTER: return ImGuiKey_Enter; |
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case GLFW_KEY_ESCAPE: return ImGuiKey_Escape; |
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case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe; |
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case GLFW_KEY_COMMA: return ImGuiKey_Comma; |
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case GLFW_KEY_MINUS: return ImGuiKey_Minus; |
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case GLFW_KEY_PERIOD: return ImGuiKey_Period; |
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case GLFW_KEY_SLASH: return ImGuiKey_Slash; |
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case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon; |
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case GLFW_KEY_EQUAL: return ImGuiKey_Equal; |
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case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket; |
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case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash; |
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case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket; |
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case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent; |
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case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock; |
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case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock; |
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case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock; |
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case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen; |
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case GLFW_KEY_PAUSE: return ImGuiKey_Pause; |
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case GLFW_KEY_KP_0: return ImGuiKey_Keypad0; |
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case GLFW_KEY_KP_1: return ImGuiKey_Keypad1; |
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case GLFW_KEY_KP_2: return ImGuiKey_Keypad2; |
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case GLFW_KEY_KP_3: return ImGuiKey_Keypad3; |
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case GLFW_KEY_KP_4: return ImGuiKey_Keypad4; |
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case GLFW_KEY_KP_5: return ImGuiKey_Keypad5; |
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case GLFW_KEY_KP_6: return ImGuiKey_Keypad6; |
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case GLFW_KEY_KP_7: return ImGuiKey_Keypad7; |
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case GLFW_KEY_KP_8: return ImGuiKey_Keypad8; |
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case GLFW_KEY_KP_9: return ImGuiKey_Keypad9; |
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case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal; |
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case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide; |
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case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; |
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case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract; |
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case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd; |
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case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter; |
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case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual; |
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case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift; |
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case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftControl; |
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case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt; |
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case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper; |
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case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift; |
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case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightControl; |
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case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt; |
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case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper; |
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case GLFW_KEY_MENU: return ImGuiKey_Menu; |
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case GLFW_KEY_0: return ImGuiKey_0; |
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case GLFW_KEY_1: return ImGuiKey_1; |
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case GLFW_KEY_2: return ImGuiKey_2; |
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case GLFW_KEY_3: return ImGuiKey_3; |
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case GLFW_KEY_4: return ImGuiKey_4; |
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case GLFW_KEY_5: return ImGuiKey_5; |
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case GLFW_KEY_6: return ImGuiKey_6; |
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case GLFW_KEY_7: return ImGuiKey_7; |
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case GLFW_KEY_8: return ImGuiKey_8; |
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case GLFW_KEY_9: return ImGuiKey_9; |
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case GLFW_KEY_A: return ImGuiKey_A; |
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case GLFW_KEY_B: return ImGuiKey_B; |
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case GLFW_KEY_C: return ImGuiKey_C; |
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case GLFW_KEY_D: return ImGuiKey_D; |
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case GLFW_KEY_E: return ImGuiKey_E; |
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case GLFW_KEY_F: return ImGuiKey_F; |
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case GLFW_KEY_G: return ImGuiKey_G; |
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case GLFW_KEY_H: return ImGuiKey_H; |
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case GLFW_KEY_I: return ImGuiKey_I; |
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case GLFW_KEY_J: return ImGuiKey_J; |
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case GLFW_KEY_K: return ImGuiKey_K; |
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case GLFW_KEY_L: return ImGuiKey_L; |
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case GLFW_KEY_M: return ImGuiKey_M; |
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case GLFW_KEY_N: return ImGuiKey_N; |
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case GLFW_KEY_O: return ImGuiKey_O; |
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case GLFW_KEY_P: return ImGuiKey_P; |
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case GLFW_KEY_Q: return ImGuiKey_Q; |
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case GLFW_KEY_R: return ImGuiKey_R; |
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case GLFW_KEY_S: return ImGuiKey_S; |
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case GLFW_KEY_T: return ImGuiKey_T; |
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case GLFW_KEY_U: return ImGuiKey_U; |
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case GLFW_KEY_V: return ImGuiKey_V; |
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case GLFW_KEY_W: return ImGuiKey_W; |
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case GLFW_KEY_X: return ImGuiKey_X; |
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case GLFW_KEY_Y: return ImGuiKey_Y; |
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case GLFW_KEY_Z: return ImGuiKey_Z; |
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case GLFW_KEY_F1: return ImGuiKey_F1; |
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case GLFW_KEY_F2: return ImGuiKey_F2; |
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case GLFW_KEY_F3: return ImGuiKey_F3; |
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case GLFW_KEY_F4: return ImGuiKey_F4; |
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case GLFW_KEY_F5: return ImGuiKey_F5; |
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case GLFW_KEY_F6: return ImGuiKey_F6; |
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case GLFW_KEY_F7: return ImGuiKey_F7; |
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case GLFW_KEY_F8: return ImGuiKey_F8; |
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case GLFW_KEY_F9: return ImGuiKey_F9; |
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case GLFW_KEY_F10: return ImGuiKey_F10; |
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case GLFW_KEY_F11: return ImGuiKey_F11; |
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case GLFW_KEY_F12: return ImGuiKey_F12; |
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default: return ImGuiKey_None; |
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} |
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} |
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void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) |
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{ |
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
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if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window) |
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bd->PrevUserCallbackMousebutton(window, button, action, mods); |
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if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(bd->MouseJustPressed)) |
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bd->MouseJustPressed[button] = true; |
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} |
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void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) |
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{ |
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
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if (bd->PrevUserCallbackScroll != NULL && window == bd->Window) |
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bd->PrevUserCallbackScroll(window, xoffset, yoffset); |
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ImGuiIO& io = ImGui::GetIO(); |
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io.MouseWheelH += (float)xoffset; |
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io.MouseWheel += (float)yoffset; |
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} |
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static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) |
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{ |
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#if GLFW_HAS_GET_KEY_NAME |
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// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult. |
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// (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently) |
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// See https://github.com/glfw/glfw/issues/1502 for details. |
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// Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process). |
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// This won't cover edge cases but this is at least going to cover common cases. |
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const char* key_name = glfwGetKeyName(key, scancode); |
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if (key_name && key_name[0] != 0 && key_name[1] == 0) |
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{ |
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const char char_names[] = "'-=[]\\,;\'./"; |
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const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 }; |
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IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys)); |
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if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); } |
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else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); } |
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else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; } |
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} |
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// if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name); |
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#endif |
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return key; |
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} |
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void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) |
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{ |
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
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if (bd->PrevUserCallbackKey != NULL && window == bd->Window) |
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bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); |
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if (action != GLFW_PRESS && action != GLFW_RELEASE) |
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return; |
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if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows)) |
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bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : NULL; |
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keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode); |
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io.AddKeyEvent(imgui_key, (action == GLFW_PRESS)); |
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io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code) |
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} |
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void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) |
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{ |
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
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if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window) |
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bd->PrevUserCallbackWindowFocus(window, focused); |
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ImGuiIO& io = ImGui::GetIO(); |
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io.AddFocusEvent(focused != 0); |
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} |
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void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) |
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{ |
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
|
if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window) |
|
bd->PrevUserCallbackCursorEnter(window, entered); |
|
|
|
if (entered) |
|
bd->MouseWindow = window; |
|
if (!entered && bd->MouseWindow == window) |
|
bd->MouseWindow = NULL; |
|
} |
|
|
|
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) |
|
{ |
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
|
if (bd->PrevUserCallbackChar != NULL && window == bd->Window) |
|
bd->PrevUserCallbackChar(window, c); |
|
|
|
ImGuiIO& io = ImGui::GetIO(); |
|
io.AddInputCharacter(c); |
|
} |
|
|
|
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) |
|
{ |
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
|
bd->WantUpdateMonitors = true; |
|
} |
|
|
|
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) |
|
{ |
|
ImGuiIO& io = ImGui::GetIO(); |
|
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); |
|
|
|
// Setup backend capabilities flags |
|
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)(); |
|
io.BackendPlatformUserData = (void*)bd; |
|
io.BackendPlatformName = "imgui_impl_glfw"; |
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) |
|
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) |
|
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) |
|
#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)) |
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) |
|
#endif |
|
|
|
bd->Window = window; |
|
bd->Time = 0.0; |
|
bd->WantUpdateMonitors = true; |
|
|
|
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; |
|
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; |
|
io.ClipboardUserData = bd->Window; |
|
|
|
// Create mouse cursors |
|
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, |
|
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. |
|
// Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.) |
|
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL); |
|
bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
|
bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); |
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); |
|
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); |
|
bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); |
|
#if GLFW_HAS_NEW_CURSORS |
|
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); |
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); |
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); |
|
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); |
|
#else |
|
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
|
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
|
#endif |
|
glfwSetErrorCallback(prev_error_callback); |
|
|
|
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. |
|
bd->PrevUserCallbackWindowFocus = NULL; |
|
bd->PrevUserCallbackCursorEnter = NULL; |
|
bd->PrevUserCallbackMousebutton = NULL; |
|
bd->PrevUserCallbackScroll = NULL; |
|
bd->PrevUserCallbackKey = NULL; |
|
bd->PrevUserCallbackChar = NULL; |
|
bd->PrevUserCallbackMonitor = NULL; |
|
if (install_callbacks) |
|
{ |
|
bd->InstalledCallbacks = true; |
|
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback); |
|
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback); |
|
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); |
|
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); |
|
bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); |
|
bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); |
|
bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); |
|
} |
|
|
|
// Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784) |
|
ImGui_ImplGlfw_UpdateMonitors(); |
|
glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); |
|
|
|
// Our mouse update function expect PlatformHandle to be filled for the main viewport |
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
|
main_viewport->PlatformHandle = (void*)bd->Window; |
|
#ifdef _WIN32 |
|
main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window); |
|
#endif |
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
|
ImGui_ImplGlfw_InitPlatformInterface(); |
|
|
|
bd->ClientApi = client_api; |
|
return true; |
|
} |
|
|
|
bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks) |
|
{ |
|
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL); |
|
} |
|
|
|
bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) |
|
{ |
|
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan); |
|
} |
|
|
|
bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks) |
|
{ |
|
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown); |
|
} |
|
|
|
void ImGui_ImplGlfw_Shutdown() |
|
{ |
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
|
IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); |
|
ImGuiIO& io = ImGui::GetIO(); |
|
|
|
ImGui_ImplGlfw_ShutdownPlatformInterface(); |
|
|
|
if (bd->InstalledCallbacks) |
|
{ |
|
glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus); |
|
glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter); |
|
glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton); |
|
glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll); |
|
glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey); |
|
glfwSetCharCallback(bd->Window, bd->PrevUserCallbackChar); |
|
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); |
|
} |
|
|
|
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) |
|
glfwDestroyCursor(bd->MouseCursors[cursor_n]); |
|
|
|
io.BackendPlatformName = NULL; |
|
io.BackendPlatformUserData = NULL; |
|
IM_DELETE(bd); |
|
} |
|
|
|
static void ImGui_ImplGlfw_UpdateMousePosAndButtons() |
|
{ |
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
|
ImGuiIO& io = ImGui::GetIO(); |
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
|
|
|
const ImVec2 mouse_pos_prev = io.MousePos; |
|
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); |
|
io.MouseHoveredViewport = 0; |
|
|
|
// Update mouse buttons |
|
// (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) |
|
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) |
|
{ |
|
io.MouseDown[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Window, i) != 0; |
|
bd->MouseJustPressed[i] = false; |
|
} |
|
|
|
for (int n = 0; n < platform_io.Viewports.Size; n++) |
|
{ |
|
ImGuiViewport* viewport = platform_io.Viewports[n]; |
|
GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle; |
|
|
|
#ifdef __EMSCRIPTEN__ |
|
const bool focused = true; |
|
#else |
|
const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; |
|
#endif |
|
GLFWwindow* mouse_window = (bd->MouseWindow == window || focused) ? window : NULL; |
|
|
|
// Update mouse buttons |
|
if (focused) |
|
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) |
|
io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0; |
|
|
|
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) |
|
// (When multi-viewports are enabled, all Dear ImGui positions are same as OS positions) |
|
if (io.WantSetMousePos && focused) |
|
glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y)); |
|
|
|
// Set Dear ImGui mouse position from OS position |
|
if (mouse_window != NULL) |
|
{ |
|
double mouse_x, mouse_y; |
|
glfwGetCursorPos(mouse_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); |
|
} |
|
} |
|
|
|
// (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 backend, 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_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)) |
|
const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0; |
|
#if GLFW_HAS_MOUSE_PASSTHROUGH |
|
glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input); |
|
#endif |
|
if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input) |
|
io.MouseHoveredViewport = viewport->ID; |
|
#endif |
|
} |
|
} |
|
|
|
static void ImGui_ImplGlfw_UpdateMouseCursor() |
|
{ |
|
ImGuiIO& io = ImGui::GetIO(); |
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
|
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) |
|
return; |
|
|
|
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); |
|
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, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->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) do { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } while (0) |
|
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) do { 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; } while (0) |
|
int axes_count = 0, buttons_count = 0; |
|
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); |
|
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); |
|
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; |
|
} |
|
|
|
static void ImGui_ImplGlfw_UpdateMonitors() |
|
{ |
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
|
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_MONITOR_WORK_AREA |
|
int w, h; |
|
glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h); |
|
if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761 |
|
{ |
|
monitor.WorkPos = ImVec2((float)x, (float)y); |
|
monitor.WorkSize = ImVec2((float)w, (float)h); |
|
} |
|
#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); |
|
} |
|
bd->WantUpdateMonitors = false; |
|
} |
|
|
|
static void ImGui_ImplGlfw_UpdateKeyModifiers() |
|
{ |
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
|
ImGuiIO& io = ImGui::GetIO(); |
|
ImGuiKeyModFlags key_mods = |
|
(((glfwGetKey(bd->Window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS)) ? ImGuiKeyModFlags_Ctrl : 0) | |
|
(((glfwGetKey(bd->Window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS)) ? ImGuiKeyModFlags_Shift : 0) | |
|
(((glfwGetKey(bd->Window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS)) ? ImGuiKeyModFlags_Alt : 0) | |
|
(((glfwGetKey(bd->Window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS)) ? ImGuiKeyModFlags_Super : 0); |
|
io.AddKeyModsEvent(key_mods); |
|
} |
|
|
|
void ImGui_ImplGlfw_NewFrame() |
|
{ |
|
ImGuiIO& io = ImGui::GetIO(); |
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
|
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?"); |
|
|
|
// Setup display size (every frame to accommodate for window resizing) |
|
int w, h; |
|
int display_w, display_h; |
|
glfwGetWindowSize(bd->Window, &w, &h); |
|
glfwGetFramebufferSize(bd->Window, &display_w, &display_h); |
|
io.DisplaySize = ImVec2((float)w, (float)h); |
|
if (w > 0 && h > 0) |
|
io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h); |
|
if (bd->WantUpdateMonitors) |
|
ImGui_ImplGlfw_UpdateMonitors(); |
|
|
|
// Setup time step |
|
double current_time = glfwGetTime(); |
|
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); |
|
bd->Time = current_time; |
|
|
|
// Update key modifiers |
|
ImGui_ImplGlfw_UpdateKeyModifiers(); |
|
|
|
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 backend 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.. |
|
//-------------------------------------------------------------------------------------------------------- |
|
|
|
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. |
|
struct ImGui_ImplGlfw_ViewportData |
|
{ |
|
GLFWwindow* Window; |
|
bool WindowOwned; |
|
int IgnoreWindowPosEventFrame; |
|
int IgnoreWindowSizeEventFrame; |
|
|
|
ImGui_ImplGlfw_ViewportData() { Window = NULL; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; } |
|
~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == NULL); } |
|
}; |
|
|
|
static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window) |
|
{ |
|
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) |
|
viewport->PlatformRequestClose = true; |
|
} |
|
|
|
// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize(). |
|
// However: depending on the platform the callback may be invoked at different time: |
|
// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call |
|
// - on Linux it is queued and invoked during glfwPollEvents() |
|
// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only |
|
// ignore recent glfwSetWindowXXX() calls. |
|
static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int) |
|
{ |
|
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) |
|
{ |
|
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) |
|
{ |
|
bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1); |
|
//data->IgnoreWindowPosEventFrame = -1; |
|
if (ignore_event) |
|
return; |
|
} |
|
viewport->PlatformRequestMove = true; |
|
} |
|
} |
|
|
|
static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int) |
|
{ |
|
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) |
|
{ |
|
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) |
|
{ |
|
bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1); |
|
//data->IgnoreWindowSizeEventFrame = -1; |
|
if (ignore_event) |
|
return; |
|
} |
|
viewport->PlatformRequestResize = true; |
|
} |
|
} |
|
|
|
static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) |
|
{ |
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
|
ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); |
|
viewport->PlatformUserData = vd; |
|
|
|
// 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 = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : NULL; |
|
vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window); |
|
vd->WindowOwned = true; |
|
viewport->PlatformHandle = (void*)vd->Window; |
|
#ifdef _WIN32 |
|
viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window); |
|
#endif |
|
glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); |
|
|
|
// Install GLFW callbacks for secondary viewports |
|
glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback); |
|
glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback); |
|
glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback); |
|
glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback); |
|
glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback); |
|
glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback); |
|
glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback); |
|
glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback); |
|
glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback); |
|
if (bd->ClientApi == GlfwClientApi_OpenGL) |
|
{ |
|
glfwMakeContextCurrent(vd->Window); |
|
glfwSwapInterval(0); |
|
} |
|
} |
|
|
|
static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport) |
|
{ |
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
|
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) |
|
{ |
|
if (vd->WindowOwned) |
|
{ |
|
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) |
|
HWND hwnd = (HWND)viewport->PlatformHandleRaw; |
|
::RemovePropA(hwnd, "IMGUI_VIEWPORT"); |
|
#endif |
|
|
|
// Release any keys that were pressed in the window being destroyed and are still held down, |
|
// because we will not receive any release events after window is destroyed. |
|
for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++) |
|
if (bd->KeyOwnerWindows[i] == vd->Window) |
|
ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called. |
|
|
|
glfwDestroyWindow(vd->Window); |
|
} |
|
vd->Window = NULL; |
|
IM_DELETE(vd); |
|
} |
|
viewport->PlatformUserData = viewport->PlatformHandle = NULL; |
|
} |
|
|
|
// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs". |
|
// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!) |
|
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) |
|
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 backend 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) |
|
{ |
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)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_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_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(vd->Window); |
|
} |
|
|
|
static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport) |
|
{ |
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
|
int x = 0, y = 0; |
|
glfwGetWindowPos(vd->Window, &x, &y); |
|
return ImVec2((float)x, (float)y); |
|
} |
|
|
|
static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) |
|
{ |
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
|
vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount(); |
|
glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y); |
|
} |
|
|
|
static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport) |
|
{ |
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
|
int w = 0, h = 0; |
|
glfwGetWindowSize(vd->Window, &w, &h); |
|
return ImVec2((float)w, (float)h); |
|
} |
|
|
|
static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) |
|
{ |
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
|
#if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX |
|
// Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are |
|
// positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it |
|
// doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based |
|
// on the upper-left corner. |
|
int x, y, width, height; |
|
glfwGetWindowPos(vd->Window, &x, &y); |
|
glfwGetWindowSize(vd->Window, &width, &height); |
|
glfwSetWindowPos(vd->Window, x, y - height + size.y); |
|
#endif |
|
vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount(); |
|
glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y); |
|
} |
|
|
|
static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title) |
|
{ |
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
|
glfwSetWindowTitle(vd->Window, title); |
|
} |
|
|
|
static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport) |
|
{ |
|
#if GLFW_HAS_FOCUS_WINDOW |
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
|
glfwFocusWindow(vd->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) |
|
{ |
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
|
return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0; |
|
} |
|
|
|
static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport) |
|
{ |
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
|
return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0; |
|
} |
|
|
|
#if GLFW_HAS_WINDOW_ALPHA |
|
static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha) |
|
{ |
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
|
glfwSetWindowOpacity(vd->Window, alpha); |
|
} |
|
#endif |
|
|
|
static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*) |
|
{ |
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
|
if (bd->ClientApi == GlfwClientApi_OpenGL) |
|
glfwMakeContextCurrent(vd->Window); |
|
} |
|
|
|
static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) |
|
{ |
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
|
if (bd->ClientApi == GlfwClientApi_OpenGL) |
|
{ |
|
glfwMakeContextCurrent(vd->Window); |
|
glfwSwapBuffers(vd->Window); |
|
} |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
// 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) |
|
{ |
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; |
|
IM_UNUSED(bd); |
|
IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan); |
|
VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); |
|
return (int)err; |
|
} |
|
#endif // GLFW_HAS_VULKAN |
|
|
|
static void ImGui_ImplGlfw_InitPlatformInterface() |
|
{ |
|
// Register platform interface (will be coupled with a renderer interface) |
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); |
|
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 |
|
|
|
// Register main window handle (which is owned by the main application, not by us) |
|
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. |
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
|
ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); |
|
vd->Window = bd->Window; |
|
vd->WindowOwned = false; |
|
main_viewport->PlatformUserData = vd; |
|
main_viewport->PlatformHandle = (void*)bd->Window; |
|
} |
|
|
|
static void ImGui_ImplGlfw_ShutdownPlatformInterface() |
|
{ |
|
ImGui::DestroyPlatformWindows(); |
|
} |
|
|
|
#if defined(__clang__) |
|
#pragma clang diagnostic pop |
|
#endif
|
|
|