imgui_impl_glfw.cpp 35 KB

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  1. // dear imgui: Platform Binding for GLFW
  2. // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
  3. // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
  4. // (Requires: GLFW 3.1+)
  5. // Implemented features:
  6. // [X] Platform: Clipboard support.
  7. // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  8. // [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
  9. // [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
  10. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  11. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  12. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  13. // https://github.com/ocornut/imgui
  14. // CHANGELOG
  15. // (minor and older changes stripped away, please see git history for details)
  16. // 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  17. // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
  18. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  19. // 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
  20. // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
  21. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  22. // 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
  23. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  24. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
  25. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  26. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  27. // 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
  28. // 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  29. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  30. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  31. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
  32. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  33. #include "imgui.h"
  34. #include "imgui_impl_glfw.h"
  35. // GLFW
  36. #include <GLFW/glfw3.h>
  37. #ifdef _WIN32
  38. #undef APIENTRY
  39. #define GLFW_EXPOSE_NATIVE_WIN32
  40. #include <GLFW/glfw3native.h> // for glfwGetWin32Window
  41. #endif
  42. #define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
  43. #define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
  44. #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
  45. #define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
  46. #define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
  47. #define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow
  48. #define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
  49. #define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorWorkarea
  50. // Data
  51. enum GlfwClientApi
  52. {
  53. GlfwClientApi_Unknown,
  54. GlfwClientApi_OpenGL,
  55. GlfwClientApi_Vulkan
  56. };
  57. static GLFWwindow* g_Window = NULL; // Main window
  58. static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
  59. static double g_Time = 0.0;
  60. static bool g_MouseJustPressed[5] = { false, false, false, false, false };
  61. static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
  62. static bool g_WantUpdateMonitors = true;
  63. // Chain GLFW callbacks for main viewport: our callbacks will call the user's previously installed callbacks, if any.
  64. static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
  65. static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
  66. static GLFWkeyfun g_PrevUserCallbackKey = NULL;
  67. static GLFWcharfun g_PrevUserCallbackChar = NULL;
  68. // Forward Declarations
  69. static void ImGui_ImplGlfw_InitPlatformInterface();
  70. static void ImGui_ImplGlfw_ShutdownPlatformInterface();
  71. static void ImGui_ImplGlfw_UpdateMonitors();
  72. static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
  73. {
  74. return glfwGetClipboardString((GLFWwindow*)user_data);
  75. }
  76. static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
  77. {
  78. glfwSetClipboardString((GLFWwindow*)user_data, text);
  79. }
  80. void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
  81. {
  82. if (g_PrevUserCallbackMousebutton != NULL && window == g_Window)
  83. g_PrevUserCallbackMousebutton(window, button, action, mods);
  84. if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
  85. g_MouseJustPressed[button] = true;
  86. }
  87. void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
  88. {
  89. if (g_PrevUserCallbackScroll != NULL && window == g_Window)
  90. g_PrevUserCallbackScroll(window, xoffset, yoffset);
  91. ImGuiIO& io = ImGui::GetIO();
  92. io.MouseWheelH += (float)xoffset;
  93. io.MouseWheel += (float)yoffset;
  94. }
  95. void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
  96. {
  97. if (g_PrevUserCallbackKey != NULL && window == g_Window)
  98. g_PrevUserCallbackKey(window, key, scancode, action, mods);
  99. ImGuiIO& io = ImGui::GetIO();
  100. if (action == GLFW_PRESS)
  101. io.KeysDown[key] = true;
  102. if (action == GLFW_RELEASE)
  103. io.KeysDown[key] = false;
  104. // Modifiers are not reliable across systems
  105. io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
  106. io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
  107. io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
  108. io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
  109. }
  110. void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
  111. {
  112. if (g_PrevUserCallbackChar != NULL && window == g_Window)
  113. g_PrevUserCallbackChar(window, c);
  114. ImGuiIO& io = ImGui::GetIO();
  115. if (c > 0 && c < 0x10000)
  116. io.AddInputCharacter((unsigned short)c);
  117. }
  118. static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
  119. {
  120. g_Window = window;
  121. g_Time = 0.0;
  122. // Setup back-end capabilities flags
  123. ImGuiIO& io = ImGui::GetIO();
  124. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  125. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  126. io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
  127. #if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
  128. io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
  129. #endif
  130. io.BackendPlatformName = "imgui_impl_glfw";
  131. // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
  132. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
  133. io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
  134. io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
  135. io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
  136. io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
  137. io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
  138. io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
  139. io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
  140. io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
  141. io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
  142. io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
  143. io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
  144. io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
  145. io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
  146. io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
  147. io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
  148. io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
  149. io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
  150. io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
  151. io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
  152. io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
  153. io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
  154. io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
  155. io.ClipboardUserData = g_Window;
  156. g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  157. g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
  158. g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
  159. g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
  160. g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
  161. g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
  162. g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
  163. g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
  164. // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
  165. g_PrevUserCallbackMousebutton = NULL;
  166. g_PrevUserCallbackScroll = NULL;
  167. g_PrevUserCallbackKey = NULL;
  168. g_PrevUserCallbackChar = NULL;
  169. if (install_callbacks)
  170. {
  171. g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
  172. g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
  173. g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
  174. g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
  175. }
  176. // Our mouse update function expect PlatformHandle to be filled for the main viewport
  177. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  178. main_viewport->PlatformHandle = (void*)g_Window;
  179. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  180. ImGui_ImplGlfw_InitPlatformInterface();
  181. g_ClientApi = client_api;
  182. return true;
  183. }
  184. bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
  185. {
  186. return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
  187. }
  188. bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
  189. {
  190. return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
  191. }
  192. void ImGui_ImplGlfw_Shutdown()
  193. {
  194. ImGui_ImplGlfw_ShutdownPlatformInterface();
  195. for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
  196. {
  197. glfwDestroyCursor(g_MouseCursors[cursor_n]);
  198. g_MouseCursors[cursor_n] = NULL;
  199. }
  200. g_ClientApi = GlfwClientApi_Unknown;
  201. }
  202. static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
  203. {
  204. ImGuiIO& io = ImGui::GetIO();
  205. const ImVec2 mouse_pos_backup = io.MousePos;
  206. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  207. io.MouseHoveredViewport = 0;
  208. // Update buttons
  209. for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
  210. {
  211. // 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.
  212. io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
  213. g_MouseJustPressed[i] = false;
  214. }
  215. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  216. for (int n = 0; n < platform_io.Viewports.Size; n++)
  217. {
  218. ImGuiViewport* viewport = platform_io.Viewports[n];
  219. GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
  220. IM_ASSERT(window != NULL);
  221. #ifdef __EMSCRIPTEN__
  222. const bool focused = true;
  223. IM_ASSERT(platform_io.Viewports.Size == 1);
  224. #else
  225. const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
  226. #endif
  227. if (focused)
  228. {
  229. if (io.WantSetMousePos)
  230. {
  231. glfwSetCursorPos(window, (double)(mouse_pos_backup.x - viewport->Pos.x), (double)(mouse_pos_backup.y - viewport->Pos.y));
  232. }
  233. else
  234. {
  235. double mouse_x, mouse_y;
  236. glfwGetCursorPos(window, &mouse_x, &mouse_y);
  237. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  238. {
  239. // 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)
  240. int window_x, window_y;
  241. glfwGetWindowPos(window, &window_x, &window_y);
  242. io.MousePos = ImVec2((float)mouse_x + window_x, (float)mouse_y + window_y);
  243. }
  244. else
  245. {
  246. // 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)
  247. io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
  248. }
  249. }
  250. for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
  251. io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
  252. }
  253. // (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
  254. // Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because
  255. // - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
  256. // - This is _regardless_ of whether another viewport is focused or being dragged from.
  257. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the back-end, imgui will ignore this field and infer the information by relying on the
  258. // rectangles and last focused time of every viewports it knows about. It will be unaware of other windows that may be sitting between or over your windows.
  259. // [GLFW] FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
  260. // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
  261. #if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
  262. if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !(viewport->Flags & ImGuiViewportFlags_NoInputs))
  263. io.MouseHoveredViewport = viewport->ID;
  264. #endif
  265. }
  266. }
  267. static void ImGui_ImplGlfw_UpdateMouseCursor()
  268. {
  269. ImGuiIO& io = ImGui::GetIO();
  270. if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
  271. return;
  272. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  273. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  274. for (int n = 0; n < platform_io.Viewports.Size; n++)
  275. {
  276. GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
  277. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  278. {
  279. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  280. glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
  281. }
  282. else
  283. {
  284. // Show OS mouse cursor
  285. // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
  286. glfwSetCursor(window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
  287. glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
  288. }
  289. }
  290. }
  291. static void ImGui_ImplGlfw_UpdateGamepads()
  292. {
  293. ImGuiIO& io = ImGui::GetIO();
  294. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  295. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
  296. return;
  297. // Update gamepad inputs
  298. #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
  299. #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; }
  300. int axes_count = 0, buttons_count = 0;
  301. const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
  302. const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
  303. MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
  304. MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
  305. MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
  306. MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
  307. MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
  308. MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
  309. MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
  310. MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
  311. MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
  312. MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
  313. MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
  314. MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
  315. MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
  316. MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
  317. MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
  318. MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
  319. #undef MAP_BUTTON
  320. #undef MAP_ANALOG
  321. if (axes_count > 0 && buttons_count > 0)
  322. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  323. else
  324. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  325. }
  326. void ImGui_ImplGlfw_NewFrame()
  327. {
  328. ImGuiIO& io = ImGui::GetIO();
  329. 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().");
  330. // Setup display size (every frame to accommodate for window resizing)
  331. int w, h;
  332. int display_w, display_h;
  333. glfwGetWindowSize(g_Window, &w, &h);
  334. glfwGetFramebufferSize(g_Window, &display_w, &display_h);
  335. io.DisplaySize = ImVec2((float)w, (float)h);
  336. if (w > 0 && h > 0)
  337. io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
  338. if (g_WantUpdateMonitors)
  339. ImGui_ImplGlfw_UpdateMonitors();
  340. // Setup time step
  341. double current_time = glfwGetTime();
  342. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
  343. g_Time = current_time;
  344. ImGui_ImplGlfw_UpdateMousePosAndButtons();
  345. ImGui_ImplGlfw_UpdateMouseCursor();
  346. // Update game controllers (if enabled and available)
  347. ImGui_ImplGlfw_UpdateGamepads();
  348. }
  349. //--------------------------------------------------------------------------------------------------------
  350. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  351. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  352. // 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..
  353. //--------------------------------------------------------------------------------------------------------
  354. struct ImGuiViewportDataGlfw
  355. {
  356. GLFWwindow* Window;
  357. bool WindowOwned;
  358. ImGuiViewportDataGlfw() { Window = NULL; WindowOwned = false; }
  359. ~ImGuiViewportDataGlfw() { IM_ASSERT(Window == NULL); }
  360. };
  361. static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
  362. {
  363. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
  364. viewport->PlatformRequestClose = true;
  365. }
  366. static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)
  367. {
  368. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
  369. viewport->PlatformRequestMove = true;
  370. }
  371. static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
  372. {
  373. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
  374. viewport->PlatformRequestResize = true;
  375. }
  376. static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
  377. {
  378. ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
  379. viewport->PlatformUserData = data;
  380. // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
  381. // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
  382. glfwWindowHint(GLFW_VISIBLE, false);
  383. glfwWindowHint(GLFW_FOCUSED, false);
  384. #if GLFW_HAS_FOCUS_ON_SHOW
  385. glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
  386. #endif
  387. glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
  388. #if GLFW_HAS_WINDOW_TOPMOST
  389. glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
  390. #endif
  391. GLFWwindow* share_window = (g_ClientApi == GlfwClientApi_OpenGL) ? g_Window : NULL;
  392. data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window);
  393. data->WindowOwned = true;
  394. viewport->PlatformHandle = (void*)data->Window;
  395. glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
  396. // Install callbacks for secondary viewports
  397. glfwSetMouseButtonCallback(data->Window, ImGui_ImplGlfw_MouseButtonCallback);
  398. glfwSetScrollCallback(data->Window, ImGui_ImplGlfw_ScrollCallback);
  399. glfwSetKeyCallback(data->Window, ImGui_ImplGlfw_KeyCallback);
  400. glfwSetCharCallback(data->Window, ImGui_ImplGlfw_CharCallback);
  401. glfwSetWindowCloseCallback(data->Window, ImGui_ImplGlfw_WindowCloseCallback);
  402. glfwSetWindowPosCallback(data->Window, ImGui_ImplGlfw_WindowPosCallback);
  403. glfwSetWindowSizeCallback(data->Window, ImGui_ImplGlfw_WindowSizeCallback);
  404. if (g_ClientApi == GlfwClientApi_OpenGL)
  405. {
  406. glfwMakeContextCurrent(data->Window);
  407. glfwSwapInterval(0);
  408. }
  409. }
  410. static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
  411. {
  412. if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
  413. {
  414. if (data->WindowOwned)
  415. {
  416. #if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
  417. HWND hwnd = glfwGetWin32Window(data->Window);
  418. ::RemovePropA(hwnd, "IMGUI_VIEWPORT");
  419. #endif
  420. glfwDestroyWindow(data->Window);
  421. }
  422. data->Window = NULL;
  423. IM_DELETE(data);
  424. }
  425. viewport->PlatformUserData = viewport->PlatformHandle = NULL;
  426. }
  427. // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
  428. #if defined(_WIN32) && GLFW_HAS_GLFW_HOVERED
  429. static WNDPROC g_GlfwWndProc = NULL;
  430. static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  431. {
  432. if (msg == WM_NCHITTEST)
  433. {
  434. // Let mouse pass-through the window. This will allow the back-end to set io.MouseHoveredViewport properly (which is OPTIONAL).
  435. // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
  436. // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
  437. // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
  438. ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
  439. if (viewport->Flags & ImGuiViewportFlags_NoInputs)
  440. return HTTRANSPARENT;
  441. }
  442. return ::CallWindowProc(g_GlfwWndProc, hWnd, msg, wParam, lParam);
  443. }
  444. #endif
  445. static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
  446. {
  447. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  448. #if defined(_WIN32)
  449. // GLFW hack: Hide icon from task bar
  450. HWND hwnd = glfwGetWin32Window(data->Window);
  451. if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
  452. {
  453. LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
  454. ex_style &= ~WS_EX_APPWINDOW;
  455. ex_style |= WS_EX_TOOLWINDOW;
  456. ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
  457. }
  458. // GLFW hack: install hook for WM_NCHITTEST message handler
  459. #if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
  460. ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
  461. if (g_GlfwWndProc == NULL)
  462. g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC);
  463. ::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs);
  464. #endif
  465. #if !GLFW_HAS_FOCUS_ON_SHOW
  466. // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
  467. // 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.
  468. // See https://github.com/glfw/glfw/issues/1189
  469. // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
  470. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  471. {
  472. ::ShowWindow(hwnd, SW_SHOWNA);
  473. return;
  474. }
  475. #endif
  476. #endif
  477. glfwShowWindow(data->Window);
  478. }
  479. static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
  480. {
  481. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  482. int x = 0, y = 0;
  483. glfwGetWindowPos(data->Window, &x, &y);
  484. return ImVec2((float)x, (float)y);
  485. }
  486. static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  487. {
  488. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  489. glfwSetWindowPos(data->Window, (int)pos.x, (int)pos.y);
  490. }
  491. static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
  492. {
  493. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  494. int w = 0, h = 0;
  495. glfwGetWindowSize(data->Window, &w, &h);
  496. return ImVec2((float)w, (float)h);
  497. }
  498. static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  499. {
  500. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  501. glfwSetWindowSize(data->Window, (int)size.x, (int)size.y);
  502. }
  503. static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  504. {
  505. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  506. glfwSetWindowTitle(data->Window, title);
  507. }
  508. static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
  509. {
  510. #if GLFW_HAS_FOCUS_WINDOW
  511. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  512. glfwFocusWindow(data->Window);
  513. #else
  514. // 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.
  515. (void)viewport;
  516. #endif
  517. }
  518. static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
  519. {
  520. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  521. return glfwGetWindowAttrib(data->Window, GLFW_FOCUSED) != 0;
  522. }
  523. static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
  524. {
  525. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  526. return glfwGetWindowAttrib(data->Window, GLFW_ICONIFIED) != 0;
  527. }
  528. #if GLFW_HAS_WINDOW_ALPHA
  529. static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
  530. {
  531. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  532. glfwSetWindowOpacity(data->Window, alpha);
  533. }
  534. #endif
  535. static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
  536. {
  537. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  538. if (g_ClientApi == GlfwClientApi_OpenGL)
  539. glfwMakeContextCurrent(data->Window);
  540. }
  541. static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
  542. {
  543. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  544. if (g_ClientApi == GlfwClientApi_OpenGL)
  545. {
  546. glfwMakeContextCurrent(data->Window);
  547. glfwSwapBuffers(data->Window);
  548. }
  549. }
  550. //--------------------------------------------------------------------------------------------------------
  551. // IME (Input Method Editor) basic support for e.g. Asian language users
  552. //--------------------------------------------------------------------------------------------------------
  553. // We provide a Win32 implementation because this is such a common issue for IME users
  554. #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__)
  555. #define HAS_WIN32_IME 1
  556. #include <imm.h>
  557. #ifdef _MSC_VER
  558. #pragma comment(lib, "imm32")
  559. #endif
  560. static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
  561. {
  562. COMPOSITIONFORM cf = { CFS_FORCE_POSITION, { (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) }, { 0, 0, 0, 0 } };
  563. if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
  564. if (HWND hwnd = glfwGetWin32Window(data->Window))
  565. if (HIMC himc = ::ImmGetContext(hwnd))
  566. {
  567. ::ImmSetCompositionWindow(himc, &cf);
  568. ::ImmReleaseContext(hwnd, himc);
  569. }
  570. }
  571. #else
  572. #define HAS_WIN32_IME 0
  573. #endif
  574. //--------------------------------------------------------------------------------------------------------
  575. // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
  576. //--------------------------------------------------------------------------------------------------------
  577. // Avoid including <vulkan.h> so we can build without it
  578. #if GLFW_HAS_VULKAN
  579. #ifndef VULKAN_H_
  580. #define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
  581. #if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
  582. #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
  583. #else
  584. #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
  585. #endif
  586. VK_DEFINE_HANDLE(VkInstance)
  587. VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
  588. struct VkAllocationCallbacks;
  589. enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
  590. #endif // VULKAN_H_
  591. extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }
  592. static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
  593. {
  594. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  595. IM_ASSERT(g_ClientApi == GlfwClientApi_Vulkan);
  596. VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, data->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
  597. return (int)err;
  598. }
  599. #endif // GLFW_HAS_VULKAN
  600. // FIXME-PLATFORM: GLFW doesn't export monitor work area (see https://github.com/glfw/glfw/pull/989)
  601. static void ImGui_ImplGlfw_UpdateMonitors()
  602. {
  603. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  604. int monitors_count = 0;
  605. GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
  606. platform_io.Monitors.resize(0);
  607. for (int n = 0; n < monitors_count; n++)
  608. {
  609. ImGuiPlatformMonitor monitor;
  610. int x, y;
  611. glfwGetMonitorPos(glfw_monitors[n], &x, &y);
  612. const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
  613. #if GLFW_HAS_MONITOR_WORK_AREA
  614. monitor.MainPos = ImVec2((float)x, (float)y);
  615. monitor.MainSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
  616. int w, h;
  617. glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
  618. monitor.WorkPos = ImVec2((float)x, (float)y);;
  619. monitor.WorkSize = ImVec2((float)w, (float)h);
  620. #else
  621. monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
  622. monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
  623. #endif
  624. #if GLFW_HAS_PER_MONITOR_DPI
  625. // 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.
  626. float x_scale, y_scale;
  627. glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
  628. monitor.DpiScale = x_scale;
  629. #endif
  630. platform_io.Monitors.push_back(monitor);
  631. }
  632. g_WantUpdateMonitors = false;
  633. }
  634. static void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
  635. {
  636. g_WantUpdateMonitors = true;
  637. }
  638. static void ImGui_ImplGlfw_InitPlatformInterface()
  639. {
  640. // Register platform interface (will be coupled with a renderer interface)
  641. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  642. platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow;
  643. platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow;
  644. platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow;
  645. platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos;
  646. platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
  647. platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
  648. platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
  649. platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
  650. platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
  651. platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
  652. platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
  653. platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
  654. platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
  655. #if GLFW_HAS_WINDOW_ALPHA
  656. platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha;
  657. #endif
  658. #if GLFW_HAS_VULKAN
  659. platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
  660. #endif
  661. #if HAS_WIN32_IME
  662. platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
  663. #endif
  664. // Note: monitor callback are broken GLFW 3.2 and earlier (see github.com/glfw/glfw/issues/784)
  665. ImGui_ImplGlfw_UpdateMonitors();
  666. glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
  667. // Register main window handle (which is owned by the main application, not by us)
  668. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  669. ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
  670. data->Window = g_Window;
  671. data->WindowOwned = false;
  672. main_viewport->PlatformUserData = data;
  673. main_viewport->PlatformHandle = (void*)g_Window;
  674. }
  675. static void ImGui_ImplGlfw_ShutdownPlatformInterface()
  676. {
  677. }