mirror of
https://github.com/tildearrow/furnace.git
synced 2024-11-18 10:35:11 +00:00
e1bd5b03f3
allows for local modification which is necessary see #442
1154 lines
59 KiB
C++
1154 lines
59 KiB
C++
// 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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// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
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// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
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// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
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// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
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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_GAMEPAD_API (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetGamepadState() new api
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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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GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
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ImVec2 LastValidMousePos;
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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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GLFWcursorposfun PrevUserCallbackCursorPos;
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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((void*)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_LeftCtrl;
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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_RightCtrl;
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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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static int ImGui_ImplGlfw_KeyToModifier(int key)
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{
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if (key == GLFW_KEY_LEFT_CONTROL || key == GLFW_KEY_RIGHT_CONTROL)
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return GLFW_MOD_CONTROL;
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if (key == GLFW_KEY_LEFT_SHIFT || key == GLFW_KEY_RIGHT_SHIFT)
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return GLFW_MOD_SHIFT;
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if (key == GLFW_KEY_LEFT_ALT || key == GLFW_KEY_RIGHT_ALT)
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return GLFW_MOD_ALT;
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if (key == GLFW_KEY_LEFT_SUPER || key == GLFW_KEY_RIGHT_SUPER)
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return GLFW_MOD_SUPER;
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return 0;
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}
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static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.AddKeyEvent(ImGuiKey_ModCtrl, (mods & GLFW_MOD_CONTROL) != 0);
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io.AddKeyEvent(ImGuiKey_ModShift, (mods & GLFW_MOD_SHIFT) != 0);
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io.AddKeyEvent(ImGuiKey_ModAlt, (mods & GLFW_MOD_ALT) != 0);
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io.AddKeyEvent(ImGuiKey_ModSuper, (mods & GLFW_MOD_SUPER) != 0);
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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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ImGui_ImplGlfw_UpdateKeyModifiers(mods);
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ImGuiIO& io = ImGui::GetIO();
|
|
if (button >= 0 && button < ImGuiMouseButton_COUNT)
|
|
io.AddMouseButtonEvent(button, action == GLFW_PRESS);
|
|
}
|
|
|
|
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
if (bd->PrevUserCallbackScroll != NULL && window == bd->Window)
|
|
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
|
|
}
|
|
|
|
static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
|
|
{
|
|
#if GLFW_HAS_GET_KEY_NAME && !defined(__EMSCRIPTEN__)
|
|
// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
|
|
// (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)
|
|
// See https://github.com/glfw/glfw/issues/1502 for details.
|
|
// Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
|
|
// This won't cover edge cases but this is at least going to cover common cases.
|
|
if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
|
|
return key;
|
|
const char* key_name = glfwGetKeyName(key, scancode);
|
|
if (key_name && key_name[0] != 0 && key_name[1] == 0)
|
|
{
|
|
const char char_names[] = "`-=[]\\,;\'./";
|
|
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 };
|
|
IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
|
|
if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
|
|
else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
|
|
else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
|
|
else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
|
|
}
|
|
// if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
|
|
#else
|
|
IM_UNUSED(scancode);
|
|
#endif
|
|
return key;
|
|
}
|
|
|
|
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
if (bd->PrevUserCallbackKey != NULL && window == bd->Window)
|
|
bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
|
|
|
|
if (action != GLFW_PRESS && action != GLFW_RELEASE)
|
|
return;
|
|
|
|
// Workaround: X11 does not include current pressed/released modifier key in 'mods' flags. https://github.com/glfw/glfw/issues/1630
|
|
if (int keycode_to_mod = ImGui_ImplGlfw_KeyToModifier(keycode))
|
|
mods = (action == GLFW_PRESS) ? (mods | keycode_to_mod) : (mods & ~keycode_to_mod);
|
|
ImGui_ImplGlfw_UpdateKeyModifiers(mods);
|
|
|
|
if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows))
|
|
bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : NULL;
|
|
|
|
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
|
|
io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
|
|
io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
|
|
}
|
|
|
|
void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window)
|
|
bd->PrevUserCallbackWindowFocus(window, focused);
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.AddFocusEvent(focused != 0);
|
|
}
|
|
|
|
void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
if (bd->PrevUserCallbackCursorPos != NULL && window == bd->Window)
|
|
bd->PrevUserCallbackCursorPos(window, x, y);
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
|
{
|
|
int window_x, window_y;
|
|
glfwGetWindowPos(window, &window_x, &window_y);
|
|
x += window_x;
|
|
y += window_y;
|
|
}
|
|
io.AddMousePosEvent((float)x, (float)y);
|
|
bd->LastValidMousePos = ImVec2((float)x, (float)y);
|
|
}
|
|
|
|
// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
|
|
// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
|
|
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)
|
|
bd->PrevUserCallbackCursorEnter(window, entered);
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
if (entered)
|
|
{
|
|
bd->MouseWindow = window;
|
|
io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
|
|
}
|
|
else if (!entered && bd->MouseWindow == window)
|
|
{
|
|
bd->LastValidMousePos = io.MousePos;
|
|
bd->MouseWindow = NULL;
|
|
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
|
|
IM_ASSERT(bd->Window == window);
|
|
|
|
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
|
|
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
|
|
bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
|
|
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);
|
|
bd->InstalledCallbacks = true;
|
|
}
|
|
|
|
void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
|
|
IM_ASSERT(bd->Window == window);
|
|
|
|
glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
|
|
glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
|
|
glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
|
|
glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
|
|
glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
|
|
glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
|
|
glfwSetCharCallback(window, bd->PrevUserCallbackChar);
|
|
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
|
|
bd->InstalledCallbacks = false;
|
|
bd->PrevUserCallbackWindowFocus = NULL;
|
|
bd->PrevUserCallbackCursorEnter = NULL;
|
|
bd->PrevUserCallbackCursorPos = NULL;
|
|
bd->PrevUserCallbackMousebutton = NULL;
|
|
bd->PrevUserCallbackScroll = NULL;
|
|
bd->PrevUserCallbackKey = NULL;
|
|
bd->PrevUserCallbackChar = NULL;
|
|
bd->PrevUserCallbackMonitor = NULL;
|
|
}
|
|
|
|
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 call io.AddMouseViewportEvent() with correct data (optional)
|
|
#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.
|
|
if (install_callbacks)
|
|
ImGui_ImplGlfw_InstallCallbacks(window);
|
|
|
|
// 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)
|
|
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
|
|
|
|
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_UpdateMouseData()
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
|
|
ImGuiID mouse_viewport_id = 0;
|
|
const ImVec2 mouse_pos_prev = io.MousePos;
|
|
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 is_window_focused = true;
|
|
#else
|
|
const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
|
|
#endif
|
|
if (is_window_focused)
|
|
{
|
|
// (Optional) 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)
|
|
glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
|
|
|
|
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
|
|
if (bd->MouseWindow == NULL)
|
|
{
|
|
double mouse_x, mouse_y;
|
|
glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
|
{
|
|
// 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)
|
|
// 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);
|
|
mouse_x += window_x;
|
|
mouse_y += window_y;
|
|
}
|
|
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
|
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
|
|
}
|
|
}
|
|
|
|
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
|
|
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
|
|
// - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag.
|
|
// - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.
|
|
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
|
|
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
|
|
// by the backend, and use its flawed heuristic to guess the viewport behind.
|
|
// - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
|
|
// 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)
|
|
mouse_viewport_id = viewport->ID;
|
|
#else
|
|
// We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse.
|
|
#endif
|
|
}
|
|
|
|
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
|
|
io.AddMouseViewportEvent(mouse_viewport_id);
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update gamepad inputs
|
|
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
|
|
static void ImGui_ImplGlfw_UpdateGamepads()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
|
return;
|
|
|
|
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
|
#if GLFW_HAS_GAMEPAD_API
|
|
GLFWgamepadstate gamepad;
|
|
if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
|
|
return;
|
|
#define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
|
|
#define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
|
|
#else
|
|
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);
|
|
if (axes_count == 0 || buttons_count == 0)
|
|
return;
|
|
#define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
|
|
#define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
|
|
#endif
|
|
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
|
MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
|
|
MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);
|
|
MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);
|
|
MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);
|
|
MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);
|
|
MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);
|
|
MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);
|
|
#undef MAP_BUTTON
|
|
#undef MAP_ANALOG
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
|
|
ImGui_ImplGlfw_UpdateMouseData();
|
|
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);
|
|
glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback);
|
|
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 call io.AddMouseViewportEvent() 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)
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|
{
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ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
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glfwSetWindowTitle(vd->Window, title);
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}
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|
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static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
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|
{
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#if GLFW_HAS_FOCUS_WINDOW
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ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
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glfwFocusWindow(vd->Window);
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#else
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// 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.
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(void)viewport;
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|
#endif
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}
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|
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static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
|
|
{
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|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
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return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0;
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|
}
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|
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|
static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
|
|
{
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
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return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0;
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|
}
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|
|
|
#if GLFW_HAS_WINDOW_ALPHA
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static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
|
|
{
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
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|
glfwSetWindowOpacity(vd->Window, alpha);
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|
}
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|
#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
|