You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and dots ('.'), can be up to 35 characters long. Letters must be lowercase.
330 lines
15 KiB
330 lines
15 KiB
// dear imgui: Platform Binding for GLFW |
|
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..) |
|
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) |
|
// (Requires: GLFW 3.1+) |
|
|
|
// Implemented features: |
|
// [X] Platform: Clipboard support. |
|
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. |
|
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW. |
|
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE). |
|
|
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. |
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. |
|
// https://github.com/ocornut/imgui |
|
|
|
// CHANGELOG |
|
// (minor and older changes stripped away, please see git history for details) |
|
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. |
|
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. |
|
// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. |
|
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. |
|
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. |
|
// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples. |
|
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. |
|
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()). |
|
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. |
|
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. |
|
// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set. |
|
// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). |
|
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. |
|
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. |
|
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). |
|
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. |
|
|
|
#include "imgui.h" |
|
#include "imgui_impl_glfw.h" |
|
|
|
// GLFW |
|
#include <GLFW/glfw3.h> |
|
#ifdef _WIN32 |
|
#undef APIENTRY |
|
#define GLFW_EXPOSE_NATIVE_WIN32 |
|
#include <GLFW/glfw3native.h> // for glfwGetWin32Window |
|
#endif |
|
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING |
|
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED |
|
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity |
|
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale |
|
#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface |
|
|
|
// Data |
|
enum GlfwClientApi |
|
{ |
|
GlfwClientApi_Unknown, |
|
GlfwClientApi_OpenGL, |
|
GlfwClientApi_Vulkan |
|
}; |
|
static GLFWwindow* g_Window = NULL; |
|
static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown; |
|
static double g_Time = 0.0; |
|
static bool g_MouseJustPressed[5] = { false, false, false, false, false }; |
|
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; |
|
|
|
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. |
|
static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL; |
|
static GLFWscrollfun g_PrevUserCallbackScroll = NULL; |
|
static GLFWkeyfun g_PrevUserCallbackKey = NULL; |
|
static GLFWcharfun g_PrevUserCallbackChar = NULL; |
|
|
|
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) |
|
{ |
|
return glfwGetClipboardString((GLFWwindow*)user_data); |
|
} |
|
|
|
static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) |
|
{ |
|
glfwSetClipboardString((GLFWwindow*)user_data, text); |
|
} |
|
|
|
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) |
|
{ |
|
if (g_PrevUserCallbackMousebutton != NULL) |
|
g_PrevUserCallbackMousebutton(window, button, action, mods); |
|
|
|
if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed)) |
|
g_MouseJustPressed[button] = true; |
|
} |
|
|
|
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) |
|
{ |
|
if (g_PrevUserCallbackScroll != NULL) |
|
g_PrevUserCallbackScroll(window, xoffset, yoffset); |
|
|
|
ImGuiIO& io = ImGui::GetIO(); |
|
io.MouseWheelH += (float)xoffset; |
|
io.MouseWheel += (float)yoffset; |
|
} |
|
|
|
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) |
|
{ |
|
if (g_PrevUserCallbackKey != NULL) |
|
g_PrevUserCallbackKey(window, key, scancode, action, mods); |
|
|
|
ImGuiIO& io = ImGui::GetIO(); |
|
if (action == GLFW_PRESS) |
|
io.KeysDown[key] = true; |
|
if (action == GLFW_RELEASE) |
|
io.KeysDown[key] = false; |
|
|
|
// Modifiers are not reliable across systems |
|
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; |
|
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; |
|
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; |
|
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; |
|
} |
|
|
|
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) |
|
{ |
|
if (g_PrevUserCallbackChar != NULL) |
|
g_PrevUserCallbackChar(window, c); |
|
|
|
ImGuiIO& io = ImGui::GetIO(); |
|
if (c > 0 && c < 0x10000) |
|
io.AddInputCharacter((unsigned short)c); |
|
} |
|
|
|
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) |
|
{ |
|
g_Window = window; |
|
g_Time = 0.0; |
|
|
|
// Setup back-end capabilities flags |
|
ImGuiIO& io = ImGui::GetIO(); |
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) |
|
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) |
|
io.BackendPlatformName = "imgui_impl_glfw"; |
|
|
|
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. |
|
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; |
|
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; |
|
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; |
|
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; |
|
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN; |
|
io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP; |
|
io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; |
|
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; |
|
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; |
|
io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; |
|
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; |
|
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; |
|
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; |
|
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; |
|
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; |
|
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; |
|
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; |
|
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V; |
|
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X; |
|
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; |
|
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; |
|
|
|
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; |
|
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; |
|
io.ClipboardUserData = g_Window; |
|
#if defined(_WIN32) |
|
io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window); |
|
#endif |
|
|
|
g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); |
|
g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); |
|
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. |
|
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); |
|
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); |
|
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. |
|
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. |
|
g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); |
|
|
|
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. |
|
g_PrevUserCallbackMousebutton = NULL; |
|
g_PrevUserCallbackScroll = NULL; |
|
g_PrevUserCallbackKey = NULL; |
|
g_PrevUserCallbackChar = NULL; |
|
if (install_callbacks) |
|
{ |
|
g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); |
|
g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); |
|
g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); |
|
g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); |
|
} |
|
|
|
g_ClientApi = client_api; |
|
return true; |
|
} |
|
|
|
bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks) |
|
{ |
|
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL); |
|
} |
|
|
|
bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) |
|
{ |
|
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan); |
|
} |
|
|
|
void ImGui_ImplGlfw_Shutdown() |
|
{ |
|
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) |
|
{ |
|
glfwDestroyCursor(g_MouseCursors[cursor_n]); |
|
g_MouseCursors[cursor_n] = NULL; |
|
} |
|
g_ClientApi = GlfwClientApi_Unknown; |
|
} |
|
|
|
static void ImGui_ImplGlfw_UpdateMousePosAndButtons() |
|
{ |
|
// Update buttons |
|
ImGuiIO& io = ImGui::GetIO(); |
|
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) |
|
{ |
|
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. |
|
io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; |
|
g_MouseJustPressed[i] = false; |
|
} |
|
|
|
// Update mouse position |
|
const ImVec2 mouse_pos_backup = io.MousePos; |
|
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); |
|
#ifdef __EMSCRIPTEN__ |
|
const bool focused = true; // Emscripten |
|
#else |
|
const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0; |
|
#endif |
|
if (focused) |
|
{ |
|
if (io.WantSetMousePos) |
|
{ |
|
glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y); |
|
} |
|
else |
|
{ |
|
double mouse_x, mouse_y; |
|
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); |
|
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); |
|
} |
|
} |
|
} |
|
|
|
static void ImGui_ImplGlfw_UpdateMouseCursor() |
|
{ |
|
ImGuiIO& io = ImGui::GetIO(); |
|
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) |
|
return; |
|
|
|
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); |
|
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) |
|
{ |
|
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor |
|
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); |
|
} |
|
else |
|
{ |
|
// Show OS mouse cursor |
|
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. |
|
glfwSetCursor(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); |
|
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); |
|
} |
|
} |
|
|
|
static void ImGui_ImplGlfw_UpdateGamepads() |
|
{ |
|
ImGuiIO& io = ImGui::GetIO(); |
|
memset(io.NavInputs, 0, sizeof(io.NavInputs)); |
|
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) |
|
return; |
|
|
|
// Update gamepad inputs |
|
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } |
|
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } |
|
int axes_count = 0, buttons_count = 0; |
|
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); |
|
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); |
|
MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A |
|
MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B |
|
MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X |
|
MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y |
|
MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left |
|
MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right |
|
MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up |
|
MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down |
|
MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB |
|
MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB |
|
MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB |
|
MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB |
|
MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); |
|
MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); |
|
MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); |
|
MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); |
|
#undef MAP_BUTTON |
|
#undef MAP_ANALOG |
|
if (axes_count > 0 && buttons_count > 0) |
|
io.BackendFlags |= ImGuiBackendFlags_HasGamepad; |
|
else |
|
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; |
|
} |
|
|
|
void ImGui_ImplGlfw_NewFrame() |
|
{ |
|
ImGuiIO& io = ImGui::GetIO(); |
|
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); |
|
|
|
// Setup display size (every frame to accommodate for window resizing) |
|
int w, h; |
|
int display_w, display_h; |
|
glfwGetWindowSize(g_Window, &w, &h); |
|
glfwGetFramebufferSize(g_Window, &display_w, &display_h); |
|
io.DisplaySize = ImVec2((float)w, (float)h); |
|
if (w > 0 && h > 0) |
|
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); |
|
|
|
// Setup time step |
|
double current_time = glfwGetTime(); |
|
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); |
|
g_Time = current_time; |
|
|
|
ImGui_ImplGlfw_UpdateMousePosAndButtons(); |
|
ImGui_ImplGlfw_UpdateMouseCursor(); |
|
|
|
// Update game controllers (if enabled and available) |
|
ImGui_ImplGlfw_UpdateGamepads(); |
|
}
|
|
|