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@@ -21,6 +21,7 @@
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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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// 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.
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+// 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw)
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// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
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// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.
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// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
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@@ -102,6 +103,11 @@
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#include <emscripten/html5.h>
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+#ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
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+#include <GLFW/emscripten_glfw3.h>
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+#else
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+#define EMSCRIPTEN_USE_EMBEDDED_GLFW3
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+#endif
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#endif
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// We gather version tests as define in order to easily see which features are version-dependent.
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@@ -133,7 +139,7 @@ struct ImGui_ImplGlfw_Data
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ImVec2 LastValidMousePos;
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bool InstalledCallbacks;
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bool CallbacksChainForAllWindows;
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-#ifdef __EMSCRIPTEN__
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+#if EMSCRIPTEN_USE_EMBEDDED_GLFW3
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const char* CanvasSelector;
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#endif
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@@ -337,7 +343,7 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
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if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
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bd->PrevUserCallbackScroll(window, xoffset, yoffset);
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-#ifdef __EMSCRIPTEN__
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+#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
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// Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
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return;
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#endif
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@@ -348,7 +354,7 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
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static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
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{
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-#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__)
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+#if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
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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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@@ -359,7 +365,7 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
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GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
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const char* key_name = glfwGetKeyName(key, scancode);
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glfwSetErrorCallback(prev_error_callback);
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-#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
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+#if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908)
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(void)glfwGetError(nullptr);
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#endif
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if (key_name && key_name[0] != 0 && key_name[1] == 0)
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@@ -456,7 +462,7 @@ void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
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// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
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}
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-#ifdef __EMSCRIPTEN__
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+#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
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static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
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{
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// Mimic Emscripten_HandleWheel() in SDL.
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@@ -658,7 +664,7 @@ void ImGui_ImplGlfw_Shutdown()
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if (bd->InstalledCallbacks)
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ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
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-#ifdef __EMSCRIPTEN__
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+#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
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if (bd->CanvasSelector)
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emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr);
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#endif
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@@ -687,7 +693,7 @@ static void ImGui_ImplGlfw_UpdateMouseData()
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// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
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{
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GLFWwindow* window = bd->Window;
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-#ifdef __EMSCRIPTEN__
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+#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
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const bool is_window_focused = true;
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#else
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const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
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@@ -745,7 +751,7 @@ static void ImGui_ImplGlfw_UpdateGamepads()
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return;
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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-#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__)
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+#if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
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GLFWgamepadstate gamepad;
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if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
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return;
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@@ -819,7 +825,7 @@ void ImGui_ImplGlfw_NewFrame()
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ImGui_ImplGlfw_UpdateGamepads();
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}
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-#ifdef __EMSCRIPTEN__
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+#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
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static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
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{
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ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
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@@ -858,7 +864,18 @@ void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_s
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// FIXME: May break chaining in case user registered their own Emscripten callback?
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emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
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}
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-#endif
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+#elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)
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+// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call
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+// by invoking emscripten_glfw_make_canvas_resizable afterward.
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+// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation
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+void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector)
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+{
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+ GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector));
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+ IM_ASSERT(window == w); // Sanity check
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+ IM_UNUSED(w);
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+ emscripten_glfw_make_canvas_resizable(window, "window", nullptr);
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+}
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+#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
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//-----------------------------------------------------------------------------
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