imgui_impl_glfw.cpp 76 KB

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  1. // dear imgui: Platform Backend for GLFW
  2. // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
  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+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)
  5. // Implemented features:
  6. // [X] Platform: Clipboard support.
  7. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
  8. // [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 are obsolete since 1.87 and not supported since 1.91.5]
  9. // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  10. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  11. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  12. // Missing features or Issues:
  13. // [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
  14. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  15. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  16. // Learn about Dear ImGui:
  17. // - FAQ https://dearimgui.com/faq
  18. // - Getting Started https://dearimgui.com/getting-started
  19. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  20. // - Introduction, links and more at the top of imgui.cpp
  21. // About Emscripten support:
  22. // - Emscripten provides its own GLFW (3.2.1) implementation (syntax: "-sUSE_GLFW=3"), but Joystick is broken and several features are not supported (multiple windows, clipboard, timer, etc.)
  23. // - A third-party Emscripten GLFW (3.4.0) implementation (syntax: "--use-port=contrib.glfw3") fixes the Joystick issue and implements all relevant features for the browser.
  24. // See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details.
  25. // CHANGELOG
  26. // (minor and older changes stripped away, please see git history for details)
  27. // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  28. // 2024-11-05: [Docking] Added Linux workaround for spurious mouse up events emitted while dragging and creating new viewport. (#3158, #7733, #7922)
  29. // 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
  30. // - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
  31. // - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
  32. // - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
  33. // 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one.
  34. // 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.
  35. // 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)
  36. // 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
  37. // 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.
  38. // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
  39. // 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
  40. // 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491)
  41. // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
  42. // 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
  43. // 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
  44. // 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
  45. // 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten.
  46. // 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
  47. // 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
  48. // 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
  49. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  50. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
  51. // 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18.
  52. // 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
  53. // 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
  54. // 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
  55. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
  56. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
  57. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
  58. // 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
  59. // 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().
  60. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
  61. // 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.
  62. // 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().
  63. // 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().
  64. // 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).
  65. // 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
  66. // 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
  67. // 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
  68. // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
  69. // 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
  70. // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
  71. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  72. // 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
  73. // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
  74. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  75. // 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
  76. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  77. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
  78. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  79. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  80. // 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
  81. // 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  82. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  83. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  84. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
  85. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  86. #include "imgui.h"
  87. #ifndef IMGUI_DISABLE
  88. #include "imgui_impl_glfw.h"
  89. // Clang warnings with -Weverything
  90. #if defined(__clang__)
  91. #pragma clang diagnostic push
  92. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
  93. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  94. #endif
  95. // GLFW
  96. #include <GLFW/glfw3.h>
  97. #ifdef _WIN32
  98. #undef APIENTRY
  99. #ifndef GLFW_EXPOSE_NATIVE_WIN32
  100. #define GLFW_EXPOSE_NATIVE_WIN32
  101. #endif
  102. #include <GLFW/glfw3native.h> // for glfwGetWin32Window()
  103. #endif
  104. #ifdef __APPLE__
  105. #ifndef GLFW_EXPOSE_NATIVE_COCOA
  106. #define GLFW_EXPOSE_NATIVE_COCOA
  107. #endif
  108. #include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
  109. #endif
  110. #ifndef _WIN32
  111. #include <unistd.h> // for usleep()
  112. #endif
  113. #ifdef __EMSCRIPTEN__
  114. #include <emscripten.h>
  115. #include <emscripten/html5.h>
  116. #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
  117. #include <GLFW/emscripten_glfw3.h>
  118. #else
  119. #define EMSCRIPTEN_USE_EMBEDDED_GLFW3
  120. #endif
  121. #endif
  122. // We gather version tests as define in order to easily see which features are version-dependent.
  123. #define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
  124. #define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING
  125. #define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED
  126. #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity
  127. #define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
  128. #if defined(__EMSCRIPTEN__) || defined(__SWITCH__) // no Vulkan support in GLFW for Emscripten or homebrew Nintendo Switch
  129. #define GLFW_HAS_VULKAN (0)
  130. #else
  131. #define GLFW_HAS_VULKAN (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface
  132. #endif
  133. #define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow
  134. #define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
  135. #define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea
  136. #define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_COMBINED >= 3301) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
  137. #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?
  138. #define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
  139. #else
  140. #define GLFW_HAS_NEW_CURSORS (0)
  141. #endif
  142. #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)
  143. #define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH
  144. #else
  145. #define GLFW_HAS_MOUSE_PASSTHROUGH (0)
  146. #endif
  147. #define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
  148. #define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
  149. #define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
  150. // GLFW data
  151. enum GlfwClientApi
  152. {
  153. GlfwClientApi_Unknown,
  154. GlfwClientApi_OpenGL,
  155. GlfwClientApi_Vulkan,
  156. };
  157. struct ImGui_ImplGlfw_Data
  158. {
  159. GLFWwindow* Window;
  160. GlfwClientApi ClientApi;
  161. double Time;
  162. GLFWwindow* MouseWindow;
  163. GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
  164. bool MouseIgnoreButtonUpWaitForFocusLoss;
  165. bool MouseIgnoreButtonUp;
  166. ImVec2 LastValidMousePos;
  167. GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST];
  168. bool InstalledCallbacks;
  169. bool CallbacksChainForAllWindows;
  170. bool WantUpdateMonitors;
  171. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  172. const char* CanvasSelector;
  173. #endif
  174. // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
  175. GLFWwindowfocusfun PrevUserCallbackWindowFocus;
  176. GLFWcursorposfun PrevUserCallbackCursorPos;
  177. GLFWcursorenterfun PrevUserCallbackCursorEnter;
  178. GLFWmousebuttonfun PrevUserCallbackMousebutton;
  179. GLFWscrollfun PrevUserCallbackScroll;
  180. GLFWkeyfun PrevUserCallbackKey;
  181. GLFWcharfun PrevUserCallbackChar;
  182. GLFWmonitorfun PrevUserCallbackMonitor;
  183. #ifdef _WIN32
  184. WNDPROC PrevWndProc;
  185. #endif
  186. ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
  187. };
  188. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  189. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  190. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  191. // - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
  192. // (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
  193. // - 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.
  194. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  195. static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
  196. {
  197. return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
  198. }
  199. // Forward Declarations
  200. static void ImGui_ImplGlfw_UpdateMonitors();
  201. static void ImGui_ImplGlfw_InitMultiViewportSupport();
  202. static void ImGui_ImplGlfw_ShutdownMultiViewportSupport();
  203. // Functions
  204. // Not static to allow third-party code to use that if they want to (but undocumented)
  205. ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode);
  206. ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
  207. {
  208. IM_UNUSED(scancode);
  209. switch (keycode)
  210. {
  211. case GLFW_KEY_TAB: return ImGuiKey_Tab;
  212. case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
  213. case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
  214. case GLFW_KEY_UP: return ImGuiKey_UpArrow;
  215. case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
  216. case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
  217. case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
  218. case GLFW_KEY_HOME: return ImGuiKey_Home;
  219. case GLFW_KEY_END: return ImGuiKey_End;
  220. case GLFW_KEY_INSERT: return ImGuiKey_Insert;
  221. case GLFW_KEY_DELETE: return ImGuiKey_Delete;
  222. case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
  223. case GLFW_KEY_SPACE: return ImGuiKey_Space;
  224. case GLFW_KEY_ENTER: return ImGuiKey_Enter;
  225. case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
  226. case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
  227. case GLFW_KEY_COMMA: return ImGuiKey_Comma;
  228. case GLFW_KEY_MINUS: return ImGuiKey_Minus;
  229. case GLFW_KEY_PERIOD: return ImGuiKey_Period;
  230. case GLFW_KEY_SLASH: return ImGuiKey_Slash;
  231. case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
  232. case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
  233. case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
  234. case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
  235. case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
  236. case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
  237. case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
  238. case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
  239. case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
  240. case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
  241. case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
  242. case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
  243. case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
  244. case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
  245. case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
  246. case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
  247. case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
  248. case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
  249. case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
  250. case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
  251. case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
  252. case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
  253. case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
  254. case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
  255. case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
  256. case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
  257. case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
  258. case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
  259. case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
  260. case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
  261. case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
  262. case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
  263. case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
  264. case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
  265. case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
  266. case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
  267. case GLFW_KEY_MENU: return ImGuiKey_Menu;
  268. case GLFW_KEY_0: return ImGuiKey_0;
  269. case GLFW_KEY_1: return ImGuiKey_1;
  270. case GLFW_KEY_2: return ImGuiKey_2;
  271. case GLFW_KEY_3: return ImGuiKey_3;
  272. case GLFW_KEY_4: return ImGuiKey_4;
  273. case GLFW_KEY_5: return ImGuiKey_5;
  274. case GLFW_KEY_6: return ImGuiKey_6;
  275. case GLFW_KEY_7: return ImGuiKey_7;
  276. case GLFW_KEY_8: return ImGuiKey_8;
  277. case GLFW_KEY_9: return ImGuiKey_9;
  278. case GLFW_KEY_A: return ImGuiKey_A;
  279. case GLFW_KEY_B: return ImGuiKey_B;
  280. case GLFW_KEY_C: return ImGuiKey_C;
  281. case GLFW_KEY_D: return ImGuiKey_D;
  282. case GLFW_KEY_E: return ImGuiKey_E;
  283. case GLFW_KEY_F: return ImGuiKey_F;
  284. case GLFW_KEY_G: return ImGuiKey_G;
  285. case GLFW_KEY_H: return ImGuiKey_H;
  286. case GLFW_KEY_I: return ImGuiKey_I;
  287. case GLFW_KEY_J: return ImGuiKey_J;
  288. case GLFW_KEY_K: return ImGuiKey_K;
  289. case GLFW_KEY_L: return ImGuiKey_L;
  290. case GLFW_KEY_M: return ImGuiKey_M;
  291. case GLFW_KEY_N: return ImGuiKey_N;
  292. case GLFW_KEY_O: return ImGuiKey_O;
  293. case GLFW_KEY_P: return ImGuiKey_P;
  294. case GLFW_KEY_Q: return ImGuiKey_Q;
  295. case GLFW_KEY_R: return ImGuiKey_R;
  296. case GLFW_KEY_S: return ImGuiKey_S;
  297. case GLFW_KEY_T: return ImGuiKey_T;
  298. case GLFW_KEY_U: return ImGuiKey_U;
  299. case GLFW_KEY_V: return ImGuiKey_V;
  300. case GLFW_KEY_W: return ImGuiKey_W;
  301. case GLFW_KEY_X: return ImGuiKey_X;
  302. case GLFW_KEY_Y: return ImGuiKey_Y;
  303. case GLFW_KEY_Z: return ImGuiKey_Z;
  304. case GLFW_KEY_F1: return ImGuiKey_F1;
  305. case GLFW_KEY_F2: return ImGuiKey_F2;
  306. case GLFW_KEY_F3: return ImGuiKey_F3;
  307. case GLFW_KEY_F4: return ImGuiKey_F4;
  308. case GLFW_KEY_F5: return ImGuiKey_F5;
  309. case GLFW_KEY_F6: return ImGuiKey_F6;
  310. case GLFW_KEY_F7: return ImGuiKey_F7;
  311. case GLFW_KEY_F8: return ImGuiKey_F8;
  312. case GLFW_KEY_F9: return ImGuiKey_F9;
  313. case GLFW_KEY_F10: return ImGuiKey_F10;
  314. case GLFW_KEY_F11: return ImGuiKey_F11;
  315. case GLFW_KEY_F12: return ImGuiKey_F12;
  316. case GLFW_KEY_F13: return ImGuiKey_F13;
  317. case GLFW_KEY_F14: return ImGuiKey_F14;
  318. case GLFW_KEY_F15: return ImGuiKey_F15;
  319. case GLFW_KEY_F16: return ImGuiKey_F16;
  320. case GLFW_KEY_F17: return ImGuiKey_F17;
  321. case GLFW_KEY_F18: return ImGuiKey_F18;
  322. case GLFW_KEY_F19: return ImGuiKey_F19;
  323. case GLFW_KEY_F20: return ImGuiKey_F20;
  324. case GLFW_KEY_F21: return ImGuiKey_F21;
  325. case GLFW_KEY_F22: return ImGuiKey_F22;
  326. case GLFW_KEY_F23: return ImGuiKey_F23;
  327. case GLFW_KEY_F24: return ImGuiKey_F24;
  328. default: return ImGuiKey_None;
  329. }
  330. }
  331. // X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
  332. // See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
  333. static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window)
  334. {
  335. ImGuiIO& io = ImGui::GetIO();
  336. io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
  337. io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS));
  338. io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS));
  339. io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));
  340. }
  341. static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window)
  342. {
  343. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  344. return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
  345. }
  346. void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
  347. {
  348. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  349. if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
  350. bd->PrevUserCallbackMousebutton(window, button, action, mods);
  351. // Workaround for Linux: ignore mouse up events which are following an focus loss following a viewport creation
  352. if (bd->MouseIgnoreButtonUp && action == GLFW_RELEASE)
  353. return;
  354. ImGui_ImplGlfw_UpdateKeyModifiers(window);
  355. ImGuiIO& io = ImGui::GetIO();
  356. if (button >= 0 && button < ImGuiMouseButton_COUNT)
  357. io.AddMouseButtonEvent(button, action == GLFW_PRESS);
  358. }
  359. void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
  360. {
  361. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  362. if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
  363. bd->PrevUserCallbackScroll(window, xoffset, yoffset);
  364. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  365. // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
  366. return;
  367. #endif
  368. ImGuiIO& io = ImGui::GetIO();
  369. io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
  370. }
  371. // FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()?
  372. static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
  373. {
  374. #if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
  375. // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
  376. // (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)
  377. // See https://github.com/glfw/glfw/issues/1502 for details.
  378. // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
  379. // This won't cover edge cases but this is at least going to cover common cases.
  380. if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
  381. return key;
  382. GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
  383. const char* key_name = glfwGetKeyName(key, scancode);
  384. glfwSetErrorCallback(prev_error_callback);
  385. #if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908)
  386. (void)glfwGetError(nullptr);
  387. #endif
  388. if (key_name && key_name[0] != 0 && key_name[1] == 0)
  389. {
  390. const char char_names[] = "`-=[]\\,;\'./";
  391. 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 };
  392. IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
  393. if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
  394. else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
  395. else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
  396. else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
  397. }
  398. // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
  399. #else
  400. IM_UNUSED(scancode);
  401. #endif
  402. return key;
  403. }
  404. void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
  405. {
  406. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  407. if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
  408. bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
  409. if (action != GLFW_PRESS && action != GLFW_RELEASE)
  410. return;
  411. ImGui_ImplGlfw_UpdateKeyModifiers(window);
  412. if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows))
  413. bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr;
  414. keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
  415. ImGuiIO& io = ImGui::GetIO();
  416. ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode);
  417. io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
  418. io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
  419. }
  420. void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
  421. {
  422. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  423. if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
  424. bd->PrevUserCallbackWindowFocus(window, focused);
  425. // Workaround for Linux: when losing focus with MouseIgnoreButtonUpWaitForFocusLoss set, we will temporarily ignore subsequent Mouse Up events
  426. bd->MouseIgnoreButtonUp = (bd->MouseIgnoreButtonUpWaitForFocusLoss && focused == 0);
  427. bd->MouseIgnoreButtonUpWaitForFocusLoss = false;
  428. ImGuiIO& io = ImGui::GetIO();
  429. io.AddFocusEvent(focused != 0);
  430. }
  431. void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
  432. {
  433. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  434. if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
  435. bd->PrevUserCallbackCursorPos(window, x, y);
  436. ImGuiIO& io = ImGui::GetIO();
  437. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  438. {
  439. int window_x, window_y;
  440. glfwGetWindowPos(window, &window_x, &window_y);
  441. x += window_x;
  442. y += window_y;
  443. }
  444. io.AddMousePosEvent((float)x, (float)y);
  445. bd->LastValidMousePos = ImVec2((float)x, (float)y);
  446. }
  447. // Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
  448. // so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
  449. void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
  450. {
  451. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  452. if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
  453. bd->PrevUserCallbackCursorEnter(window, entered);
  454. ImGuiIO& io = ImGui::GetIO();
  455. if (entered)
  456. {
  457. bd->MouseWindow = window;
  458. io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
  459. }
  460. else if (!entered && bd->MouseWindow == window)
  461. {
  462. bd->LastValidMousePos = io.MousePos;
  463. bd->MouseWindow = nullptr;
  464. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  465. }
  466. }
  467. void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
  468. {
  469. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  470. if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
  471. bd->PrevUserCallbackChar(window, c);
  472. ImGuiIO& io = ImGui::GetIO();
  473. io.AddInputCharacter(c);
  474. }
  475. void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
  476. {
  477. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  478. bd->WantUpdateMonitors = true;
  479. }
  480. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  481. static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
  482. {
  483. // Mimic Emscripten_HandleWheel() in SDL.
  484. // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
  485. float multiplier = 0.0f;
  486. if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.
  487. else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step.
  488. else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps.
  489. float wheel_x = ev->deltaX * -multiplier;
  490. float wheel_y = ev->deltaY * -multiplier;
  491. ImGuiIO& io = ImGui::GetIO();
  492. io.AddMouseWheelEvent(wheel_x, wheel_y);
  493. //IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y);
  494. return EM_TRUE;
  495. }
  496. #endif
  497. #ifdef _WIN32
  498. static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  499. #endif
  500. void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
  501. {
  502. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  503. IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
  504. IM_ASSERT(bd->Window == window);
  505. bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
  506. bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
  507. bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
  508. bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
  509. bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
  510. bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
  511. bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
  512. bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
  513. bd->InstalledCallbacks = true;
  514. }
  515. void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
  516. {
  517. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  518. IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
  519. IM_ASSERT(bd->Window == window);
  520. glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
  521. glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
  522. glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
  523. glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
  524. glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
  525. glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
  526. glfwSetCharCallback(window, bd->PrevUserCallbackChar);
  527. glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
  528. bd->InstalledCallbacks = false;
  529. bd->PrevUserCallbackWindowFocus = nullptr;
  530. bd->PrevUserCallbackCursorEnter = nullptr;
  531. bd->PrevUserCallbackCursorPos = nullptr;
  532. bd->PrevUserCallbackMousebutton = nullptr;
  533. bd->PrevUserCallbackScroll = nullptr;
  534. bd->PrevUserCallbackKey = nullptr;
  535. bd->PrevUserCallbackChar = nullptr;
  536. bd->PrevUserCallbackMonitor = nullptr;
  537. }
  538. // Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user.
  539. // This is 'false' by default meaning we only chain callbacks for the main viewport.
  540. // We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.
  541. // If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.
  542. void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
  543. {
  544. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  545. bd->CallbacksChainForAllWindows = chain_for_all_windows;
  546. }
  547. #ifdef __EMSCRIPTEN__
  548. #if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
  549. void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); }
  550. #else
  551. EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
  552. #endif
  553. #endif
  554. static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
  555. {
  556. ImGuiIO& io = ImGui::GetIO();
  557. IMGUI_CHECKVERSION();
  558. IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
  559. //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
  560. // Setup backend capabilities flags
  561. ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
  562. io.BackendPlatformUserData = (void*)bd;
  563. io.BackendPlatformName = "imgui_impl_glfw";
  564. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  565. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  566. #ifndef __EMSCRIPTEN__
  567. io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
  568. #endif
  569. #if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
  570. io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
  571. #endif
  572. bd->Window = window;
  573. bd->Time = 0.0;
  574. bd->WantUpdateMonitors = true;
  575. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  576. platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); };
  577. platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); };
  578. #ifdef __EMSCRIPTEN__
  579. platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
  580. #endif
  581. // Create mouse cursors
  582. // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
  583. // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
  584. // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
  585. GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
  586. bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  587. bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
  588. bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
  589. bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
  590. bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
  591. #if GLFW_HAS_NEW_CURSORS
  592. bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
  593. bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
  594. bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
  595. bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
  596. #else
  597. bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  598. bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  599. bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  600. bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  601. #endif
  602. glfwSetErrorCallback(prev_error_callback);
  603. #if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
  604. (void)glfwGetError(nullptr);
  605. #endif
  606. // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
  607. if (install_callbacks)
  608. ImGui_ImplGlfw_InstallCallbacks(window);
  609. // Update monitor a first time during init
  610. // (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
  611. ImGui_ImplGlfw_UpdateMonitors();
  612. glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
  613. // Set platform dependent data in viewport
  614. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  615. main_viewport->PlatformHandle = (void*)bd->Window;
  616. #ifdef _WIN32
  617. main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
  618. #elif defined(__APPLE__)
  619. main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
  620. #else
  621. IM_UNUSED(main_viewport);
  622. #endif
  623. ImGui_ImplGlfw_InitMultiViewportSupport();
  624. // Windows: register a WndProc hook so we can intercept some messages.
  625. #ifdef _WIN32
  626. bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
  627. IM_ASSERT(bd->PrevWndProc != nullptr);
  628. ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
  629. #endif
  630. // Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime
  631. // to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten).
  632. #ifdef __EMSCRIPTEN__
  633. #if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
  634. if (emscripten::glfw3::IsRuntimePlatformApple())
  635. {
  636. ImGui::GetIO().ConfigMacOSXBehaviors = true;
  637. // Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used.
  638. // This means that Meta + V only registers a single key-press, even if the keys are held.
  639. // This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself.
  640. // See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key
  641. emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10);
  642. }
  643. #endif
  644. #endif
  645. bd->ClientApi = client_api;
  646. return true;
  647. }
  648. bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
  649. {
  650. return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
  651. }
  652. bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
  653. {
  654. return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
  655. }
  656. bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
  657. {
  658. return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
  659. }
  660. void ImGui_ImplGlfw_Shutdown()
  661. {
  662. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  663. IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
  664. ImGuiIO& io = ImGui::GetIO();
  665. ImGui_ImplGlfw_ShutdownMultiViewportSupport();
  666. if (bd->InstalledCallbacks)
  667. ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
  668. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  669. if (bd->CanvasSelector)
  670. emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr);
  671. #endif
  672. for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
  673. glfwDestroyCursor(bd->MouseCursors[cursor_n]);
  674. // Windows: restore our WndProc hook
  675. #ifdef _WIN32
  676. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  677. ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
  678. bd->PrevWndProc = nullptr;
  679. #endif
  680. io.BackendPlatformName = nullptr;
  681. io.BackendPlatformUserData = nullptr;
  682. io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
  683. IM_DELETE(bd);
  684. }
  685. static void ImGui_ImplGlfw_UpdateMouseData()
  686. {
  687. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  688. ImGuiIO& io = ImGui::GetIO();
  689. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  690. ImGuiID mouse_viewport_id = 0;
  691. const ImVec2 mouse_pos_prev = io.MousePos;
  692. for (int n = 0; n < platform_io.Viewports.Size; n++)
  693. {
  694. ImGuiViewport* viewport = platform_io.Viewports[n];
  695. GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
  696. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  697. const bool is_window_focused = true;
  698. #else
  699. const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
  700. #endif
  701. if (is_window_focused)
  702. {
  703. // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
  704. // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
  705. if (io.WantSetMousePos)
  706. glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
  707. // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
  708. if (bd->MouseWindow == nullptr)
  709. {
  710. double mouse_x, mouse_y;
  711. glfwGetCursorPos(window, &mouse_x, &mouse_y);
  712. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  713. {
  714. // 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)
  715. // 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)
  716. int window_x, window_y;
  717. glfwGetWindowPos(window, &window_x, &window_y);
  718. mouse_x += window_x;
  719. mouse_y += window_y;
  720. }
  721. bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
  722. io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
  723. }
  724. }
  725. // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
  726. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
  727. // - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag (since we implement hit via our WndProc hook)
  728. // On other platforms we rely on the library fallbacking to its own search when reporting a viewport with _NoInputs flag.
  729. // - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.
  730. // 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
  731. // 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
  732. // by the backend, and use its flawed heuristic to guess the viewport behind.
  733. // - [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).
  734. // FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
  735. // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
  736. #if GLFW_HAS_MOUSE_PASSTHROUGH
  737. const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
  738. glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
  739. #endif
  740. #if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
  741. if (glfwGetWindowAttrib(window, GLFW_HOVERED))
  742. mouse_viewport_id = viewport->ID;
  743. #else
  744. // We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse.
  745. #endif
  746. }
  747. if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
  748. io.AddMouseViewportEvent(mouse_viewport_id);
  749. }
  750. static void ImGui_ImplGlfw_UpdateMouseCursor()
  751. {
  752. ImGuiIO& io = ImGui::GetIO();
  753. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  754. if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
  755. return;
  756. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  757. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  758. for (int n = 0; n < platform_io.Viewports.Size; n++)
  759. {
  760. GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
  761. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  762. {
  763. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  764. glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
  765. }
  766. else
  767. {
  768. // Show OS mouse cursor
  769. // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
  770. glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
  771. glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
  772. }
  773. }
  774. }
  775. // Update gamepad inputs
  776. static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
  777. static void ImGui_ImplGlfw_UpdateGamepads()
  778. {
  779. ImGuiIO& io = ImGui::GetIO();
  780. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
  781. return;
  782. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  783. #if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
  784. GLFWgamepadstate gamepad;
  785. if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
  786. return;
  787. #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
  788. #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)
  789. #else
  790. int axes_count = 0, buttons_count = 0;
  791. const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
  792. const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
  793. if (axes_count == 0 || buttons_count == 0)
  794. return;
  795. #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
  796. #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)
  797. #endif
  798. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  799. MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
  800. MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
  801. MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
  802. MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
  803. MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
  804. MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
  805. MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
  806. MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
  807. MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
  808. MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);
  809. MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);
  810. MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);
  811. MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);
  812. MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);
  813. MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);
  814. MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);
  815. MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);
  816. MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);
  817. MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);
  818. MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);
  819. MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);
  820. MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);
  821. MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);
  822. MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);
  823. #undef MAP_BUTTON
  824. #undef MAP_ANALOG
  825. }
  826. static void ImGui_ImplGlfw_UpdateMonitors()
  827. {
  828. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  829. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  830. bd->WantUpdateMonitors = false;
  831. int monitors_count = 0;
  832. GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
  833. if (monitors_count == 0) // Preserve existing monitor list if there are none. Happens on macOS sleeping (#5683)
  834. return;
  835. platform_io.Monitors.resize(0);
  836. for (int n = 0; n < monitors_count; n++)
  837. {
  838. ImGuiPlatformMonitor monitor;
  839. int x, y;
  840. glfwGetMonitorPos(glfw_monitors[n], &x, &y);
  841. const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
  842. if (vid_mode == nullptr)
  843. continue; // Failed to get Video mode (e.g. Emscripten does not support this function)
  844. monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
  845. monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
  846. #if GLFW_HAS_MONITOR_WORK_AREA
  847. int w, h;
  848. glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
  849. if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761
  850. {
  851. monitor.WorkPos = ImVec2((float)x, (float)y);
  852. monitor.WorkSize = ImVec2((float)w, (float)h);
  853. }
  854. #endif
  855. #if GLFW_HAS_PER_MONITOR_DPI
  856. // 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.
  857. float x_scale, y_scale;
  858. glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
  859. if (x_scale == 0.0f)
  860. continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
  861. monitor.DpiScale = x_scale;
  862. #endif
  863. monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes"
  864. platform_io.Monitors.push_back(monitor);
  865. }
  866. }
  867. void ImGui_ImplGlfw_NewFrame()
  868. {
  869. ImGuiIO& io = ImGui::GetIO();
  870. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  871. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
  872. // Setup display size (every frame to accommodate for window resizing)
  873. int w, h;
  874. int display_w, display_h;
  875. glfwGetWindowSize(bd->Window, &w, &h);
  876. glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
  877. io.DisplaySize = ImVec2((float)w, (float)h);
  878. if (w > 0 && h > 0)
  879. io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
  880. if (bd->WantUpdateMonitors)
  881. ImGui_ImplGlfw_UpdateMonitors();
  882. // Setup time step
  883. // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
  884. double current_time = glfwGetTime();
  885. if (current_time <= bd->Time)
  886. current_time = bd->Time + 0.00001f;
  887. io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
  888. bd->Time = current_time;
  889. bd->MouseIgnoreButtonUp = false;
  890. ImGui_ImplGlfw_UpdateMouseData();
  891. ImGui_ImplGlfw_UpdateMouseCursor();
  892. // Update game controllers (if enabled and available)
  893. ImGui_ImplGlfw_UpdateGamepads();
  894. }
  895. // GLFW doesn't provide a portable sleep function
  896. void ImGui_ImplGlfw_Sleep(int milliseconds)
  897. {
  898. #ifdef _WIN32
  899. ::Sleep(milliseconds);
  900. #else
  901. usleep(milliseconds * 1000);
  902. #endif
  903. }
  904. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  905. static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
  906. {
  907. ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
  908. double canvas_width, canvas_height;
  909. emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
  910. glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
  911. return true;
  912. }
  913. static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data)
  914. {
  915. ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
  916. double canvas_width, canvas_height;
  917. emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
  918. glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
  919. return true;
  920. }
  921. // 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query.
  922. // STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID.
  923. void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector)
  924. {
  925. IM_ASSERT(canvas_selector != nullptr);
  926. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  927. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
  928. bd->CanvasSelector = canvas_selector;
  929. emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);
  930. emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback);
  931. // Change the size of the GLFW window according to the size of the canvas
  932. ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd);
  933. // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
  934. // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
  935. // FIXME: May break chaining in case user registered their own Emscripten callback?
  936. emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
  937. }
  938. #elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)
  939. // When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call
  940. // by invoking emscripten_glfw_make_canvas_resizable afterward.
  941. // See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation
  942. void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector)
  943. {
  944. GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector));
  945. IM_ASSERT(window == w); // Sanity check
  946. IM_UNUSED(w);
  947. emscripten_glfw_make_canvas_resizable(window, "window", nullptr);
  948. }
  949. #endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
  950. //--------------------------------------------------------------------------------------------------------
  951. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  952. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  953. // 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..
  954. //--------------------------------------------------------------------------------------------------------
  955. // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
  956. struct ImGui_ImplGlfw_ViewportData
  957. {
  958. GLFWwindow* Window;
  959. bool WindowOwned;
  960. int IgnoreWindowPosEventFrame;
  961. int IgnoreWindowSizeEventFrame;
  962. #ifdef _WIN32
  963. WNDPROC PrevWndProc;
  964. #endif
  965. ImGui_ImplGlfw_ViewportData() { memset((void*)this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
  966. ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); }
  967. };
  968. static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
  969. {
  970. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
  971. viewport->PlatformRequestClose = true;
  972. }
  973. // GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize().
  974. // However: depending on the platform the callback may be invoked at different time:
  975. // - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call
  976. // - on Linux it is queued and invoked during glfwPollEvents()
  977. // Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only
  978. // ignore recent glfwSetWindowXXX() calls.
  979. static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)
  980. {
  981. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
  982. {
  983. if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
  984. {
  985. bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1);
  986. //data->IgnoreWindowPosEventFrame = -1;
  987. if (ignore_event)
  988. return;
  989. }
  990. viewport->PlatformRequestMove = true;
  991. }
  992. }
  993. static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
  994. {
  995. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
  996. {
  997. if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
  998. {
  999. bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1);
  1000. //data->IgnoreWindowSizeEventFrame = -1;
  1001. if (ignore_event)
  1002. return;
  1003. }
  1004. viewport->PlatformRequestResize = true;
  1005. }
  1006. }
  1007. static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
  1008. {
  1009. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1010. ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
  1011. viewport->PlatformUserData = vd;
  1012. // Workaround for Linux: ignore mouse up events corresponding to losing focus of the previously focused window (#7733, #3158, #7922)
  1013. #ifdef __linux__
  1014. bd->MouseIgnoreButtonUpWaitForFocusLoss = true;
  1015. #endif
  1016. // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
  1017. // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
  1018. glfwWindowHint(GLFW_VISIBLE, false);
  1019. glfwWindowHint(GLFW_FOCUSED, false);
  1020. #if GLFW_HAS_FOCUS_ON_SHOW
  1021. glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
  1022. #endif
  1023. glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
  1024. #if GLFW_HAS_WINDOW_TOPMOST
  1025. glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
  1026. #endif
  1027. GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr;
  1028. vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window);
  1029. vd->WindowOwned = true;
  1030. viewport->PlatformHandle = (void*)vd->Window;
  1031. #ifdef _WIN32
  1032. viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window);
  1033. #elif defined(__APPLE__)
  1034. viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window);
  1035. #endif
  1036. glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
  1037. // Install GLFW callbacks for secondary viewports
  1038. glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback);
  1039. glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback);
  1040. glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback);
  1041. glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback);
  1042. glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback);
  1043. glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback);
  1044. glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback);
  1045. glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback);
  1046. glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback);
  1047. glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback);
  1048. if (bd->ClientApi == GlfwClientApi_OpenGL)
  1049. {
  1050. glfwMakeContextCurrent(vd->Window);
  1051. glfwSwapInterval(0);
  1052. }
  1053. }
  1054. static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
  1055. {
  1056. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1057. if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
  1058. {
  1059. if (vd->WindowOwned)
  1060. {
  1061. #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
  1062. HWND hwnd = (HWND)viewport->PlatformHandleRaw;
  1063. ::RemovePropA(hwnd, "IMGUI_VIEWPORT");
  1064. #endif
  1065. // Release any keys that were pressed in the window being destroyed and are still held down,
  1066. // because we will not receive any release events after window is destroyed.
  1067. for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++)
  1068. if (bd->KeyOwnerWindows[i] == vd->Window)
  1069. 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.
  1070. glfwDestroyWindow(vd->Window);
  1071. }
  1072. vd->Window = nullptr;
  1073. IM_DELETE(vd);
  1074. }
  1075. viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
  1076. }
  1077. static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
  1078. {
  1079. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1080. #if defined(_WIN32)
  1081. // GLFW hack: Hide icon from task bar
  1082. HWND hwnd = (HWND)viewport->PlatformHandleRaw;
  1083. if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
  1084. {
  1085. LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
  1086. ex_style &= ~WS_EX_APPWINDOW;
  1087. ex_style |= WS_EX_TOOLWINDOW;
  1088. ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
  1089. }
  1090. // GLFW hack: install hook for WM_NCHITTEST message handler
  1091. #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
  1092. ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
  1093. vd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
  1094. ::SetWindowLongPtrW(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
  1095. #endif
  1096. #if !GLFW_HAS_FOCUS_ON_SHOW
  1097. // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
  1098. // 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.
  1099. // See https://github.com/glfw/glfw/issues/1189
  1100. // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
  1101. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  1102. {
  1103. ::ShowWindow(hwnd, SW_SHOWNA);
  1104. return;
  1105. }
  1106. #endif
  1107. #endif
  1108. glfwShowWindow(vd->Window);
  1109. }
  1110. static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
  1111. {
  1112. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1113. int x = 0, y = 0;
  1114. glfwGetWindowPos(vd->Window, &x, &y);
  1115. return ImVec2((float)x, (float)y);
  1116. }
  1117. static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  1118. {
  1119. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1120. vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();
  1121. glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y);
  1122. }
  1123. static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
  1124. {
  1125. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1126. int w = 0, h = 0;
  1127. glfwGetWindowSize(vd->Window, &w, &h);
  1128. return ImVec2((float)w, (float)h);
  1129. }
  1130. static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  1131. {
  1132. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1133. #if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX
  1134. // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are
  1135. // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it
  1136. // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based
  1137. // on the upper-left corner.
  1138. int x, y, width, height;
  1139. glfwGetWindowPos(vd->Window, &x, &y);
  1140. glfwGetWindowSize(vd->Window, &width, &height);
  1141. glfwSetWindowPos(vd->Window, x, y - height + size.y);
  1142. #endif
  1143. vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
  1144. glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y);
  1145. }
  1146. static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  1147. {
  1148. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1149. glfwSetWindowTitle(vd->Window, title);
  1150. }
  1151. static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
  1152. {
  1153. #if GLFW_HAS_FOCUS_WINDOW
  1154. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1155. glfwFocusWindow(vd->Window);
  1156. #else
  1157. // 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.
  1158. (void)viewport;
  1159. #endif
  1160. }
  1161. static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
  1162. {
  1163. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1164. return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0;
  1165. }
  1166. static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
  1167. {
  1168. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1169. return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0;
  1170. }
  1171. #if GLFW_HAS_WINDOW_ALPHA
  1172. static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
  1173. {
  1174. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1175. glfwSetWindowOpacity(vd->Window, alpha);
  1176. }
  1177. #endif
  1178. static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
  1179. {
  1180. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1181. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1182. if (bd->ClientApi == GlfwClientApi_OpenGL)
  1183. glfwMakeContextCurrent(vd->Window);
  1184. }
  1185. static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
  1186. {
  1187. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1188. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1189. if (bd->ClientApi == GlfwClientApi_OpenGL)
  1190. {
  1191. glfwMakeContextCurrent(vd->Window);
  1192. glfwSwapBuffers(vd->Window);
  1193. }
  1194. }
  1195. //--------------------------------------------------------------------------------------------------------
  1196. // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
  1197. //--------------------------------------------------------------------------------------------------------
  1198. // Avoid including <vulkan.h> so we can build without it
  1199. #if GLFW_HAS_VULKAN
  1200. #ifndef VULKAN_H_
  1201. #define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
  1202. #if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
  1203. #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
  1204. #else
  1205. #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
  1206. #endif
  1207. VK_DEFINE_HANDLE(VkInstance)
  1208. VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
  1209. struct VkAllocationCallbacks;
  1210. enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
  1211. #endif // VULKAN_H_
  1212. extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }
  1213. static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
  1214. {
  1215. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1216. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1217. IM_UNUSED(bd);
  1218. IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan);
  1219. VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
  1220. return (int)err;
  1221. }
  1222. #endif // GLFW_HAS_VULKAN
  1223. static void ImGui_ImplGlfw_InitMultiViewportSupport()
  1224. {
  1225. // Register platform interface (will be coupled with a renderer interface)
  1226. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1227. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  1228. platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow;
  1229. platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow;
  1230. platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow;
  1231. platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos;
  1232. platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
  1233. platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
  1234. platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
  1235. platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
  1236. platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
  1237. platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
  1238. platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
  1239. platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
  1240. platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
  1241. #if GLFW_HAS_WINDOW_ALPHA
  1242. platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha;
  1243. #endif
  1244. #if GLFW_HAS_VULKAN
  1245. platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
  1246. #endif
  1247. // Register main window handle (which is owned by the main application, not by us)
  1248. // 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.
  1249. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  1250. ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
  1251. vd->Window = bd->Window;
  1252. vd->WindowOwned = false;
  1253. main_viewport->PlatformUserData = vd;
  1254. main_viewport->PlatformHandle = (void*)bd->Window;
  1255. }
  1256. static void ImGui_ImplGlfw_ShutdownMultiViewportSupport()
  1257. {
  1258. ImGui::DestroyPlatformWindows();
  1259. }
  1260. //-----------------------------------------------------------------------------
  1261. // WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData)
  1262. #ifdef _WIN32
  1263. static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
  1264. {
  1265. LPARAM extra_info = ::GetMessageExtraInfo();
  1266. if ((extra_info & 0xFFFFFF80) == 0xFF515700)
  1267. return ImGuiMouseSource_Pen;
  1268. if ((extra_info & 0xFFFFFF80) == 0xFF515780)
  1269. return ImGuiMouseSource_TouchScreen;
  1270. return ImGuiMouseSource_Mouse;
  1271. }
  1272. static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  1273. {
  1274. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1275. WNDPROC prev_wndproc = bd->PrevWndProc;
  1276. ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
  1277. if (viewport != NULL)
  1278. if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
  1279. prev_wndproc = vd->PrevWndProc;
  1280. switch (msg)
  1281. {
  1282. // GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
  1283. // Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
  1284. case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
  1285. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
  1286. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
  1287. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
  1288. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
  1289. ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
  1290. break;
  1291. // We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
  1292. // In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
  1293. #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED
  1294. case WM_NCHITTEST:
  1295. {
  1296. // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL).
  1297. // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
  1298. // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
  1299. // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
  1300. if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs))
  1301. return HTTRANSPARENT;
  1302. break;
  1303. }
  1304. #endif
  1305. }
  1306. return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam);
  1307. }
  1308. #endif // #ifdef _WIN32
  1309. //-----------------------------------------------------------------------------
  1310. #if defined(__clang__)
  1311. #pragma clang diagnostic pop
  1312. #endif
  1313. #endif // #ifndef IMGUI_DISABLE