imgui_impl_glfw.cpp 73 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411
  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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
  9. // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  10. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
  11. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  12. // 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. // CHANGELOG
  22. // (minor and older changes stripped away, please see git history for details)
  23. // 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  24. // 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one.
  25. // 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.
  26. // 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)
  27. // 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
  28. // 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.
  29. // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
  30. // 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)
  31. // 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)
  32. // 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)
  33. // 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
  34. // 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
  35. // 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
  36. // 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten.
  37. // 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.
  38. // 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
  39. // 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
  40. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  41. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
  42. // 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18.
  43. // 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
  44. // 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
  45. // 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
  46. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
  47. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
  48. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
  49. // 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
  50. // 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().
  51. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
  52. // 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.
  53. // 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().
  54. // 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().
  55. // 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).
  56. // 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
  57. // 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
  58. // 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
  59. // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
  60. // 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
  61. // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
  62. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  63. // 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
  64. // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
  65. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  66. // 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
  67. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  68. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
  69. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  70. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  71. // 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
  72. // 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  73. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  74. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  75. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
  76. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  77. #include "imgui.h"
  78. #ifndef IMGUI_DISABLE
  79. #include "imgui_impl_glfw.h"
  80. // Clang warnings with -Weverything
  81. #if defined(__clang__)
  82. #pragma clang diagnostic push
  83. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
  84. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  85. #endif
  86. // GLFW
  87. #include <GLFW/glfw3.h>
  88. #ifdef _WIN32
  89. #undef APIENTRY
  90. #ifndef GLFW_EXPOSE_NATIVE_WIN32
  91. #define GLFW_EXPOSE_NATIVE_WIN32
  92. #endif
  93. #include <GLFW/glfw3native.h> // for glfwGetWin32Window()
  94. #endif
  95. #ifdef __APPLE__
  96. #ifndef GLFW_EXPOSE_NATIVE_COCOA
  97. #define GLFW_EXPOSE_NATIVE_COCOA
  98. #endif
  99. #include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
  100. #endif
  101. #ifndef _WIN32
  102. #include <unistd.h> // for usleep()
  103. #endif
  104. #ifdef __EMSCRIPTEN__
  105. #include <emscripten.h>
  106. #include <emscripten/html5.h>
  107. #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
  108. #include <GLFW/emscripten_glfw3.h>
  109. #else
  110. #define EMSCRIPTEN_USE_EMBEDDED_GLFW3
  111. #endif
  112. #endif
  113. // We gather version tests as define in order to easily see which features are version-dependent.
  114. #define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
  115. #define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING
  116. #define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED
  117. #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity
  118. #define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
  119. #if defined(__EMSCRIPTEN__) || defined(__SWITCH__) // no Vulkan support in GLFW for Emscripten or homebrew Nintendo Switch
  120. #define GLFW_HAS_VULKAN (0)
  121. #else
  122. #define GLFW_HAS_VULKAN (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface
  123. #endif
  124. #define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow
  125. #define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
  126. #define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea
  127. #define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_COMBINED >= 3301) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
  128. #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?
  129. #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
  130. #else
  131. #define GLFW_HAS_NEW_CURSORS (0)
  132. #endif
  133. #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)
  134. #define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH
  135. #else
  136. #define GLFW_HAS_MOUSE_PASSTHROUGH (0)
  137. #endif
  138. #define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
  139. #define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
  140. #define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
  141. // GLFW data
  142. enum GlfwClientApi
  143. {
  144. GlfwClientApi_Unknown,
  145. GlfwClientApi_OpenGL,
  146. GlfwClientApi_Vulkan,
  147. };
  148. struct ImGui_ImplGlfw_Data
  149. {
  150. GLFWwindow* Window;
  151. GlfwClientApi ClientApi;
  152. double Time;
  153. GLFWwindow* MouseWindow;
  154. GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
  155. ImVec2 LastValidMousePos;
  156. GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST];
  157. bool InstalledCallbacks;
  158. bool CallbacksChainForAllWindows;
  159. bool WantUpdateMonitors;
  160. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  161. const char* CanvasSelector;
  162. #endif
  163. // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
  164. GLFWwindowfocusfun PrevUserCallbackWindowFocus;
  165. GLFWcursorposfun PrevUserCallbackCursorPos;
  166. GLFWcursorenterfun PrevUserCallbackCursorEnter;
  167. GLFWmousebuttonfun PrevUserCallbackMousebutton;
  168. GLFWscrollfun PrevUserCallbackScroll;
  169. GLFWkeyfun PrevUserCallbackKey;
  170. GLFWcharfun PrevUserCallbackChar;
  171. GLFWmonitorfun PrevUserCallbackMonitor;
  172. #ifdef _WIN32
  173. WNDPROC PrevWndProc;
  174. #endif
  175. ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
  176. };
  177. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  178. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  179. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  180. // - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
  181. // (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
  182. // - 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.
  183. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  184. static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
  185. {
  186. return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
  187. }
  188. // Forward Declarations
  189. static void ImGui_ImplGlfw_UpdateMonitors();
  190. static void ImGui_ImplGlfw_InitPlatformInterface();
  191. static void ImGui_ImplGlfw_ShutdownPlatformInterface();
  192. // Functions
  193. static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
  194. {
  195. return glfwGetClipboardString((GLFWwindow*)user_data);
  196. }
  197. static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
  198. {
  199. glfwSetClipboardString((GLFWwindow*)user_data, text);
  200. }
  201. static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
  202. {
  203. switch (key)
  204. {
  205. case GLFW_KEY_TAB: return ImGuiKey_Tab;
  206. case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
  207. case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
  208. case GLFW_KEY_UP: return ImGuiKey_UpArrow;
  209. case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
  210. case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
  211. case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
  212. case GLFW_KEY_HOME: return ImGuiKey_Home;
  213. case GLFW_KEY_END: return ImGuiKey_End;
  214. case GLFW_KEY_INSERT: return ImGuiKey_Insert;
  215. case GLFW_KEY_DELETE: return ImGuiKey_Delete;
  216. case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
  217. case GLFW_KEY_SPACE: return ImGuiKey_Space;
  218. case GLFW_KEY_ENTER: return ImGuiKey_Enter;
  219. case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
  220. case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
  221. case GLFW_KEY_COMMA: return ImGuiKey_Comma;
  222. case GLFW_KEY_MINUS: return ImGuiKey_Minus;
  223. case GLFW_KEY_PERIOD: return ImGuiKey_Period;
  224. case GLFW_KEY_SLASH: return ImGuiKey_Slash;
  225. case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
  226. case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
  227. case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
  228. case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
  229. case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
  230. case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
  231. case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
  232. case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
  233. case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
  234. case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
  235. case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
  236. case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
  237. case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
  238. case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
  239. case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
  240. case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
  241. case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
  242. case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
  243. case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
  244. case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
  245. case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
  246. case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
  247. case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
  248. case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
  249. case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
  250. case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
  251. case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
  252. case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
  253. case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
  254. case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
  255. case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
  256. case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
  257. case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
  258. case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
  259. case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
  260. case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
  261. case GLFW_KEY_MENU: return ImGuiKey_Menu;
  262. case GLFW_KEY_0: return ImGuiKey_0;
  263. case GLFW_KEY_1: return ImGuiKey_1;
  264. case GLFW_KEY_2: return ImGuiKey_2;
  265. case GLFW_KEY_3: return ImGuiKey_3;
  266. case GLFW_KEY_4: return ImGuiKey_4;
  267. case GLFW_KEY_5: return ImGuiKey_5;
  268. case GLFW_KEY_6: return ImGuiKey_6;
  269. case GLFW_KEY_7: return ImGuiKey_7;
  270. case GLFW_KEY_8: return ImGuiKey_8;
  271. case GLFW_KEY_9: return ImGuiKey_9;
  272. case GLFW_KEY_A: return ImGuiKey_A;
  273. case GLFW_KEY_B: return ImGuiKey_B;
  274. case GLFW_KEY_C: return ImGuiKey_C;
  275. case GLFW_KEY_D: return ImGuiKey_D;
  276. case GLFW_KEY_E: return ImGuiKey_E;
  277. case GLFW_KEY_F: return ImGuiKey_F;
  278. case GLFW_KEY_G: return ImGuiKey_G;
  279. case GLFW_KEY_H: return ImGuiKey_H;
  280. case GLFW_KEY_I: return ImGuiKey_I;
  281. case GLFW_KEY_J: return ImGuiKey_J;
  282. case GLFW_KEY_K: return ImGuiKey_K;
  283. case GLFW_KEY_L: return ImGuiKey_L;
  284. case GLFW_KEY_M: return ImGuiKey_M;
  285. case GLFW_KEY_N: return ImGuiKey_N;
  286. case GLFW_KEY_O: return ImGuiKey_O;
  287. case GLFW_KEY_P: return ImGuiKey_P;
  288. case GLFW_KEY_Q: return ImGuiKey_Q;
  289. case GLFW_KEY_R: return ImGuiKey_R;
  290. case GLFW_KEY_S: return ImGuiKey_S;
  291. case GLFW_KEY_T: return ImGuiKey_T;
  292. case GLFW_KEY_U: return ImGuiKey_U;
  293. case GLFW_KEY_V: return ImGuiKey_V;
  294. case GLFW_KEY_W: return ImGuiKey_W;
  295. case GLFW_KEY_X: return ImGuiKey_X;
  296. case GLFW_KEY_Y: return ImGuiKey_Y;
  297. case GLFW_KEY_Z: return ImGuiKey_Z;
  298. case GLFW_KEY_F1: return ImGuiKey_F1;
  299. case GLFW_KEY_F2: return ImGuiKey_F2;
  300. case GLFW_KEY_F3: return ImGuiKey_F3;
  301. case GLFW_KEY_F4: return ImGuiKey_F4;
  302. case GLFW_KEY_F5: return ImGuiKey_F5;
  303. case GLFW_KEY_F6: return ImGuiKey_F6;
  304. case GLFW_KEY_F7: return ImGuiKey_F7;
  305. case GLFW_KEY_F8: return ImGuiKey_F8;
  306. case GLFW_KEY_F9: return ImGuiKey_F9;
  307. case GLFW_KEY_F10: return ImGuiKey_F10;
  308. case GLFW_KEY_F11: return ImGuiKey_F11;
  309. case GLFW_KEY_F12: return ImGuiKey_F12;
  310. case GLFW_KEY_F13: return ImGuiKey_F13;
  311. case GLFW_KEY_F14: return ImGuiKey_F14;
  312. case GLFW_KEY_F15: return ImGuiKey_F15;
  313. case GLFW_KEY_F16: return ImGuiKey_F16;
  314. case GLFW_KEY_F17: return ImGuiKey_F17;
  315. case GLFW_KEY_F18: return ImGuiKey_F18;
  316. case GLFW_KEY_F19: return ImGuiKey_F19;
  317. case GLFW_KEY_F20: return ImGuiKey_F20;
  318. case GLFW_KEY_F21: return ImGuiKey_F21;
  319. case GLFW_KEY_F22: return ImGuiKey_F22;
  320. case GLFW_KEY_F23: return ImGuiKey_F23;
  321. case GLFW_KEY_F24: return ImGuiKey_F24;
  322. default: return ImGuiKey_None;
  323. }
  324. }
  325. // X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
  326. // See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
  327. static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window)
  328. {
  329. ImGuiIO& io = ImGui::GetIO();
  330. io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
  331. io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS));
  332. io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS));
  333. io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));
  334. }
  335. static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window)
  336. {
  337. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  338. return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
  339. }
  340. void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
  341. {
  342. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  343. if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
  344. bd->PrevUserCallbackMousebutton(window, button, action, mods);
  345. ImGui_ImplGlfw_UpdateKeyModifiers(window);
  346. ImGuiIO& io = ImGui::GetIO();
  347. if (button >= 0 && button < ImGuiMouseButton_COUNT)
  348. io.AddMouseButtonEvent(button, action == GLFW_PRESS);
  349. }
  350. void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
  351. {
  352. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  353. if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
  354. bd->PrevUserCallbackScroll(window, xoffset, yoffset);
  355. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  356. // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
  357. return;
  358. #endif
  359. ImGuiIO& io = ImGui::GetIO();
  360. io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
  361. }
  362. static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
  363. {
  364. #if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
  365. // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
  366. // (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)
  367. // See https://github.com/glfw/glfw/issues/1502 for details.
  368. // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
  369. // This won't cover edge cases but this is at least going to cover common cases.
  370. if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
  371. return key;
  372. GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
  373. const char* key_name = glfwGetKeyName(key, scancode);
  374. glfwSetErrorCallback(prev_error_callback);
  375. #if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908)
  376. (void)glfwGetError(nullptr);
  377. #endif
  378. if (key_name && key_name[0] != 0 && key_name[1] == 0)
  379. {
  380. const char char_names[] = "`-=[]\\,;\'./";
  381. 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 };
  382. IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
  383. if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
  384. else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
  385. else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
  386. else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
  387. }
  388. // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
  389. #else
  390. IM_UNUSED(scancode);
  391. #endif
  392. return key;
  393. }
  394. void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
  395. {
  396. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  397. if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
  398. bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
  399. if (action != GLFW_PRESS && action != GLFW_RELEASE)
  400. return;
  401. ImGui_ImplGlfw_UpdateKeyModifiers(window);
  402. if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows))
  403. bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr;
  404. keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
  405. ImGuiIO& io = ImGui::GetIO();
  406. ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
  407. io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
  408. io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
  409. }
  410. void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
  411. {
  412. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  413. if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
  414. bd->PrevUserCallbackWindowFocus(window, focused);
  415. ImGuiIO& io = ImGui::GetIO();
  416. io.AddFocusEvent(focused != 0);
  417. }
  418. void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
  419. {
  420. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  421. if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
  422. bd->PrevUserCallbackCursorPos(window, x, y);
  423. ImGuiIO& io = ImGui::GetIO();
  424. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  425. {
  426. int window_x, window_y;
  427. glfwGetWindowPos(window, &window_x, &window_y);
  428. x += window_x;
  429. y += window_y;
  430. }
  431. io.AddMousePosEvent((float)x, (float)y);
  432. bd->LastValidMousePos = ImVec2((float)x, (float)y);
  433. }
  434. // Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
  435. // so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
  436. void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
  437. {
  438. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  439. if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
  440. bd->PrevUserCallbackCursorEnter(window, entered);
  441. ImGuiIO& io = ImGui::GetIO();
  442. if (entered)
  443. {
  444. bd->MouseWindow = window;
  445. io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
  446. }
  447. else if (!entered && bd->MouseWindow == window)
  448. {
  449. bd->LastValidMousePos = io.MousePos;
  450. bd->MouseWindow = nullptr;
  451. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  452. }
  453. }
  454. void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
  455. {
  456. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  457. if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
  458. bd->PrevUserCallbackChar(window, c);
  459. ImGuiIO& io = ImGui::GetIO();
  460. io.AddInputCharacter(c);
  461. }
  462. void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
  463. {
  464. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  465. bd->WantUpdateMonitors = true;
  466. }
  467. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  468. static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
  469. {
  470. // Mimic Emscripten_HandleWheel() in SDL.
  471. // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
  472. float multiplier = 0.0f;
  473. if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.
  474. else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step.
  475. else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps.
  476. float wheel_x = ev->deltaX * -multiplier;
  477. float wheel_y = ev->deltaY * -multiplier;
  478. ImGuiIO& io = ImGui::GetIO();
  479. io.AddMouseWheelEvent(wheel_x, wheel_y);
  480. //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);
  481. return EM_TRUE;
  482. }
  483. #endif
  484. #ifdef _WIN32
  485. static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  486. #endif
  487. void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
  488. {
  489. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  490. IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
  491. IM_ASSERT(bd->Window == window);
  492. bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
  493. bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
  494. bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
  495. bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
  496. bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
  497. bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
  498. bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
  499. bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
  500. bd->InstalledCallbacks = true;
  501. }
  502. void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
  503. {
  504. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  505. IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
  506. IM_ASSERT(bd->Window == window);
  507. glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
  508. glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
  509. glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
  510. glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
  511. glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
  512. glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
  513. glfwSetCharCallback(window, bd->PrevUserCallbackChar);
  514. glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
  515. bd->InstalledCallbacks = false;
  516. bd->PrevUserCallbackWindowFocus = nullptr;
  517. bd->PrevUserCallbackCursorEnter = nullptr;
  518. bd->PrevUserCallbackCursorPos = nullptr;
  519. bd->PrevUserCallbackMousebutton = nullptr;
  520. bd->PrevUserCallbackScroll = nullptr;
  521. bd->PrevUserCallbackKey = nullptr;
  522. bd->PrevUserCallbackChar = nullptr;
  523. bd->PrevUserCallbackMonitor = nullptr;
  524. }
  525. // Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user.
  526. // This is 'false' by default meaning we only chain callbacks for the main viewport.
  527. // We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.
  528. // If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.
  529. void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
  530. {
  531. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  532. bd->CallbacksChainForAllWindows = chain_for_all_windows;
  533. }
  534. #ifdef __EMSCRIPTEN__
  535. EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
  536. #endif
  537. static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
  538. {
  539. ImGuiIO& io = ImGui::GetIO();
  540. IMGUI_CHECKVERSION();
  541. IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
  542. //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
  543. // Setup backend capabilities flags
  544. ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
  545. io.BackendPlatformUserData = (void*)bd;
  546. io.BackendPlatformName = "imgui_impl_glfw";
  547. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  548. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  549. #ifndef __EMSCRIPTEN__
  550. io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
  551. #endif
  552. #if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
  553. io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
  554. #endif
  555. bd->Window = window;
  556. bd->Time = 0.0;
  557. bd->WantUpdateMonitors = true;
  558. io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
  559. io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
  560. io.ClipboardUserData = bd->Window;
  561. #ifdef __EMSCRIPTEN__
  562. io.PlatformOpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
  563. #endif
  564. // Create mouse cursors
  565. // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
  566. // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
  567. // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
  568. GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
  569. bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  570. bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
  571. bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
  572. bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
  573. bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
  574. #if GLFW_HAS_NEW_CURSORS
  575. bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
  576. bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
  577. bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
  578. bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
  579. #else
  580. bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  581. bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  582. bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  583. bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  584. #endif
  585. glfwSetErrorCallback(prev_error_callback);
  586. #if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
  587. (void)glfwGetError(nullptr);
  588. #endif
  589. // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
  590. if (install_callbacks)
  591. ImGui_ImplGlfw_InstallCallbacks(window);
  592. // Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
  593. ImGui_ImplGlfw_UpdateMonitors();
  594. glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
  595. // Set platform dependent data in viewport
  596. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  597. main_viewport->PlatformHandle = (void*)bd->Window;
  598. #ifdef _WIN32
  599. main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
  600. #elif defined(__APPLE__)
  601. main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
  602. #else
  603. IM_UNUSED(main_viewport);
  604. #endif
  605. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  606. ImGui_ImplGlfw_InitPlatformInterface();
  607. // Windows: register a WndProc hook so we can intercept some messages.
  608. #ifdef _WIN32
  609. bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
  610. IM_ASSERT(bd->PrevWndProc != nullptr);
  611. ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
  612. #endif
  613. bd->ClientApi = client_api;
  614. return true;
  615. }
  616. bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
  617. {
  618. return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
  619. }
  620. bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
  621. {
  622. return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
  623. }
  624. bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
  625. {
  626. return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
  627. }
  628. void ImGui_ImplGlfw_Shutdown()
  629. {
  630. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  631. IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
  632. ImGuiIO& io = ImGui::GetIO();
  633. ImGui_ImplGlfw_ShutdownPlatformInterface();
  634. if (bd->InstalledCallbacks)
  635. ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
  636. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  637. if (bd->CanvasSelector)
  638. emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr);
  639. #endif
  640. for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
  641. glfwDestroyCursor(bd->MouseCursors[cursor_n]);
  642. // Windows: restore our WndProc hook
  643. #ifdef _WIN32
  644. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  645. ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
  646. bd->PrevWndProc = nullptr;
  647. #endif
  648. io.BackendPlatformName = nullptr;
  649. io.BackendPlatformUserData = nullptr;
  650. io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
  651. IM_DELETE(bd);
  652. }
  653. static void ImGui_ImplGlfw_UpdateMouseData()
  654. {
  655. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  656. ImGuiIO& io = ImGui::GetIO();
  657. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  658. ImGuiID mouse_viewport_id = 0;
  659. const ImVec2 mouse_pos_prev = io.MousePos;
  660. for (int n = 0; n < platform_io.Viewports.Size; n++)
  661. {
  662. ImGuiViewport* viewport = platform_io.Viewports[n];
  663. GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
  664. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  665. const bool is_window_focused = true;
  666. #else
  667. const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
  668. #endif
  669. if (is_window_focused)
  670. {
  671. // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  672. // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
  673. if (io.WantSetMousePos)
  674. glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
  675. // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
  676. if (bd->MouseWindow == nullptr)
  677. {
  678. double mouse_x, mouse_y;
  679. glfwGetCursorPos(window, &mouse_x, &mouse_y);
  680. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  681. {
  682. // 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)
  683. // 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)
  684. int window_x, window_y;
  685. glfwGetWindowPos(window, &window_x, &window_y);
  686. mouse_x += window_x;
  687. mouse_y += window_y;
  688. }
  689. bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
  690. io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
  691. }
  692. }
  693. // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
  694. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
  695. // - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag (since we implement hit via our WndProc hook)
  696. // On other platforms we rely on the library fallbacking to its own search when reporting a viewport with _NoInputs flag.
  697. // - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.
  698. // 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
  699. // 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
  700. // by the backend, and use its flawed heuristic to guess the viewport behind.
  701. // - [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).
  702. // FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
  703. // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
  704. #if GLFW_HAS_MOUSE_PASSTHROUGH
  705. const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
  706. glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
  707. #endif
  708. #if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
  709. if (glfwGetWindowAttrib(window, GLFW_HOVERED))
  710. mouse_viewport_id = viewport->ID;
  711. #else
  712. // We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse.
  713. #endif
  714. }
  715. if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
  716. io.AddMouseViewportEvent(mouse_viewport_id);
  717. }
  718. static void ImGui_ImplGlfw_UpdateMouseCursor()
  719. {
  720. ImGuiIO& io = ImGui::GetIO();
  721. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  722. if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
  723. return;
  724. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  725. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  726. for (int n = 0; n < platform_io.Viewports.Size; n++)
  727. {
  728. GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
  729. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  730. {
  731. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  732. glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
  733. }
  734. else
  735. {
  736. // Show OS mouse cursor
  737. // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
  738. glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
  739. glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
  740. }
  741. }
  742. }
  743. // Update gamepad inputs
  744. static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
  745. static void ImGui_ImplGlfw_UpdateGamepads()
  746. {
  747. ImGuiIO& io = ImGui::GetIO();
  748. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
  749. return;
  750. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  751. #if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
  752. GLFWgamepadstate gamepad;
  753. if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
  754. return;
  755. #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
  756. #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)
  757. #else
  758. int axes_count = 0, buttons_count = 0;
  759. const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
  760. const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
  761. if (axes_count == 0 || buttons_count == 0)
  762. return;
  763. #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
  764. #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)
  765. #endif
  766. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  767. MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
  768. MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
  769. MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
  770. MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
  771. MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
  772. MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
  773. MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
  774. MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
  775. MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
  776. MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);
  777. MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);
  778. MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);
  779. MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);
  780. MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);
  781. MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);
  782. MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);
  783. MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);
  784. MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);
  785. MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);
  786. MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);
  787. MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);
  788. MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);
  789. MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);
  790. MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);
  791. #undef MAP_BUTTON
  792. #undef MAP_ANALOG
  793. }
  794. static void ImGui_ImplGlfw_UpdateMonitors()
  795. {
  796. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  797. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  798. bd->WantUpdateMonitors = false;
  799. int monitors_count = 0;
  800. GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
  801. if (monitors_count == 0) // Preserve existing monitor list if there are none. Happens on macOS sleeping (#5683)
  802. return;
  803. platform_io.Monitors.resize(0);
  804. for (int n = 0; n < monitors_count; n++)
  805. {
  806. ImGuiPlatformMonitor monitor;
  807. int x, y;
  808. glfwGetMonitorPos(glfw_monitors[n], &x, &y);
  809. const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
  810. if (vid_mode == nullptr)
  811. continue; // Failed to get Video mode (e.g. Emscripten does not support this function)
  812. monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
  813. monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
  814. #if GLFW_HAS_MONITOR_WORK_AREA
  815. int w, h;
  816. glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
  817. if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761
  818. {
  819. monitor.WorkPos = ImVec2((float)x, (float)y);
  820. monitor.WorkSize = ImVec2((float)w, (float)h);
  821. }
  822. #endif
  823. #if GLFW_HAS_PER_MONITOR_DPI
  824. // 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.
  825. float x_scale, y_scale;
  826. glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
  827. if (x_scale == 0.0f)
  828. continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
  829. monitor.DpiScale = x_scale;
  830. #endif
  831. monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes"
  832. platform_io.Monitors.push_back(monitor);
  833. }
  834. }
  835. void ImGui_ImplGlfw_NewFrame()
  836. {
  837. ImGuiIO& io = ImGui::GetIO();
  838. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  839. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
  840. // Setup display size (every frame to accommodate for window resizing)
  841. int w, h;
  842. int display_w, display_h;
  843. glfwGetWindowSize(bd->Window, &w, &h);
  844. glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
  845. io.DisplaySize = ImVec2((float)w, (float)h);
  846. if (w > 0 && h > 0)
  847. io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
  848. if (bd->WantUpdateMonitors)
  849. ImGui_ImplGlfw_UpdateMonitors();
  850. // Setup time step
  851. // (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)
  852. double current_time = glfwGetTime();
  853. if (current_time <= bd->Time)
  854. current_time = bd->Time + 0.00001f;
  855. io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
  856. bd->Time = current_time;
  857. ImGui_ImplGlfw_UpdateMouseData();
  858. ImGui_ImplGlfw_UpdateMouseCursor();
  859. // Update game controllers (if enabled and available)
  860. ImGui_ImplGlfw_UpdateGamepads();
  861. }
  862. // GLFW doesn't provide a portable sleep function
  863. void ImGui_ImplGlfw_Sleep(int milliseconds)
  864. {
  865. #ifdef _WIN32
  866. ::Sleep(milliseconds);
  867. #else
  868. usleep(milliseconds * 1000);
  869. #endif
  870. }
  871. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  872. static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
  873. {
  874. ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
  875. double canvas_width, canvas_height;
  876. emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
  877. glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
  878. return true;
  879. }
  880. static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data)
  881. {
  882. ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
  883. double canvas_width, canvas_height;
  884. emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
  885. glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
  886. return true;
  887. }
  888. // 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query.
  889. // STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID.
  890. void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector)
  891. {
  892. IM_ASSERT(canvas_selector != nullptr);
  893. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  894. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
  895. bd->CanvasSelector = canvas_selector;
  896. emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);
  897. emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback);
  898. // Change the size of the GLFW window according to the size of the canvas
  899. ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd);
  900. // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
  901. // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
  902. // FIXME: May break chaining in case user registered their own Emscripten callback?
  903. emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
  904. }
  905. #elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)
  906. // When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call
  907. // by invoking emscripten_glfw_make_canvas_resizable afterward.
  908. // See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation
  909. void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector)
  910. {
  911. GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector));
  912. IM_ASSERT(window == w); // Sanity check
  913. IM_UNUSED(w);
  914. emscripten_glfw_make_canvas_resizable(window, "window", nullptr);
  915. }
  916. #endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
  917. //--------------------------------------------------------------------------------------------------------
  918. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  919. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  920. // 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..
  921. //--------------------------------------------------------------------------------------------------------
  922. // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
  923. struct ImGui_ImplGlfw_ViewportData
  924. {
  925. GLFWwindow* Window;
  926. bool WindowOwned;
  927. int IgnoreWindowPosEventFrame;
  928. int IgnoreWindowSizeEventFrame;
  929. #ifdef _WIN32
  930. WNDPROC PrevWndProc;
  931. #endif
  932. ImGui_ImplGlfw_ViewportData() { memset(this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
  933. ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); }
  934. };
  935. static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
  936. {
  937. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
  938. viewport->PlatformRequestClose = true;
  939. }
  940. // GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize().
  941. // However: depending on the platform the callback may be invoked at different time:
  942. // - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call
  943. // - on Linux it is queued and invoked during glfwPollEvents()
  944. // Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only
  945. // ignore recent glfwSetWindowXXX() calls.
  946. static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)
  947. {
  948. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
  949. {
  950. if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
  951. {
  952. bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1);
  953. //data->IgnoreWindowPosEventFrame = -1;
  954. if (ignore_event)
  955. return;
  956. }
  957. viewport->PlatformRequestMove = true;
  958. }
  959. }
  960. static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
  961. {
  962. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
  963. {
  964. if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
  965. {
  966. bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1);
  967. //data->IgnoreWindowSizeEventFrame = -1;
  968. if (ignore_event)
  969. return;
  970. }
  971. viewport->PlatformRequestResize = true;
  972. }
  973. }
  974. static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
  975. {
  976. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  977. ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
  978. viewport->PlatformUserData = vd;
  979. // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
  980. // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
  981. glfwWindowHint(GLFW_VISIBLE, false);
  982. glfwWindowHint(GLFW_FOCUSED, false);
  983. #if GLFW_HAS_FOCUS_ON_SHOW
  984. glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
  985. #endif
  986. glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
  987. #if GLFW_HAS_WINDOW_TOPMOST
  988. glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
  989. #endif
  990. GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr;
  991. vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window);
  992. vd->WindowOwned = true;
  993. viewport->PlatformHandle = (void*)vd->Window;
  994. #ifdef _WIN32
  995. viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window);
  996. #elif defined(__APPLE__)
  997. viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window);
  998. #endif
  999. glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
  1000. // Install GLFW callbacks for secondary viewports
  1001. glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback);
  1002. glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback);
  1003. glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback);
  1004. glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback);
  1005. glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback);
  1006. glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback);
  1007. glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback);
  1008. glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback);
  1009. glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback);
  1010. glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback);
  1011. if (bd->ClientApi == GlfwClientApi_OpenGL)
  1012. {
  1013. glfwMakeContextCurrent(vd->Window);
  1014. glfwSwapInterval(0);
  1015. }
  1016. }
  1017. static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
  1018. {
  1019. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1020. if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
  1021. {
  1022. if (vd->WindowOwned)
  1023. {
  1024. #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
  1025. HWND hwnd = (HWND)viewport->PlatformHandleRaw;
  1026. ::RemovePropA(hwnd, "IMGUI_VIEWPORT");
  1027. #endif
  1028. // Release any keys that were pressed in the window being destroyed and are still held down,
  1029. // because we will not receive any release events after window is destroyed.
  1030. for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++)
  1031. if (bd->KeyOwnerWindows[i] == vd->Window)
  1032. 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.
  1033. glfwDestroyWindow(vd->Window);
  1034. }
  1035. vd->Window = nullptr;
  1036. IM_DELETE(vd);
  1037. }
  1038. viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
  1039. }
  1040. static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
  1041. {
  1042. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1043. #if defined(_WIN32)
  1044. // GLFW hack: Hide icon from task bar
  1045. HWND hwnd = (HWND)viewport->PlatformHandleRaw;
  1046. if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
  1047. {
  1048. LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
  1049. ex_style &= ~WS_EX_APPWINDOW;
  1050. ex_style |= WS_EX_TOOLWINDOW;
  1051. ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
  1052. }
  1053. // GLFW hack: install hook for WM_NCHITTEST message handler
  1054. #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
  1055. ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
  1056. vd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
  1057. ::SetWindowLongPtrW(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
  1058. #endif
  1059. #if !GLFW_HAS_FOCUS_ON_SHOW
  1060. // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
  1061. // 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.
  1062. // See https://github.com/glfw/glfw/issues/1189
  1063. // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
  1064. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  1065. {
  1066. ::ShowWindow(hwnd, SW_SHOWNA);
  1067. return;
  1068. }
  1069. #endif
  1070. #endif
  1071. glfwShowWindow(vd->Window);
  1072. }
  1073. static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
  1074. {
  1075. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1076. int x = 0, y = 0;
  1077. glfwGetWindowPos(vd->Window, &x, &y);
  1078. return ImVec2((float)x, (float)y);
  1079. }
  1080. static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  1081. {
  1082. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1083. vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();
  1084. glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y);
  1085. }
  1086. static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
  1087. {
  1088. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1089. int w = 0, h = 0;
  1090. glfwGetWindowSize(vd->Window, &w, &h);
  1091. return ImVec2((float)w, (float)h);
  1092. }
  1093. static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  1094. {
  1095. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1096. #if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX
  1097. // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are
  1098. // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it
  1099. // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based
  1100. // on the upper-left corner.
  1101. int x, y, width, height;
  1102. glfwGetWindowPos(vd->Window, &x, &y);
  1103. glfwGetWindowSize(vd->Window, &width, &height);
  1104. glfwSetWindowPos(vd->Window, x, y - height + size.y);
  1105. #endif
  1106. vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
  1107. glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y);
  1108. }
  1109. static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  1110. {
  1111. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1112. glfwSetWindowTitle(vd->Window, title);
  1113. }
  1114. static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
  1115. {
  1116. #if GLFW_HAS_FOCUS_WINDOW
  1117. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1118. glfwFocusWindow(vd->Window);
  1119. #else
  1120. // 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.
  1121. (void)viewport;
  1122. #endif
  1123. }
  1124. static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
  1125. {
  1126. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1127. return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0;
  1128. }
  1129. static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
  1130. {
  1131. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1132. return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0;
  1133. }
  1134. #if GLFW_HAS_WINDOW_ALPHA
  1135. static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
  1136. {
  1137. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1138. glfwSetWindowOpacity(vd->Window, alpha);
  1139. }
  1140. #endif
  1141. static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
  1142. {
  1143. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1144. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1145. if (bd->ClientApi == GlfwClientApi_OpenGL)
  1146. glfwMakeContextCurrent(vd->Window);
  1147. }
  1148. static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
  1149. {
  1150. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1151. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1152. if (bd->ClientApi == GlfwClientApi_OpenGL)
  1153. {
  1154. glfwMakeContextCurrent(vd->Window);
  1155. glfwSwapBuffers(vd->Window);
  1156. }
  1157. }
  1158. //--------------------------------------------------------------------------------------------------------
  1159. // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
  1160. //--------------------------------------------------------------------------------------------------------
  1161. // Avoid including <vulkan.h> so we can build without it
  1162. #if GLFW_HAS_VULKAN
  1163. #ifndef VULKAN_H_
  1164. #define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
  1165. #if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
  1166. #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
  1167. #else
  1168. #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
  1169. #endif
  1170. VK_DEFINE_HANDLE(VkInstance)
  1171. VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
  1172. struct VkAllocationCallbacks;
  1173. enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
  1174. #endif // VULKAN_H_
  1175. extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }
  1176. static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
  1177. {
  1178. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1179. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1180. IM_UNUSED(bd);
  1181. IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan);
  1182. VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
  1183. return (int)err;
  1184. }
  1185. #endif // GLFW_HAS_VULKAN
  1186. static void ImGui_ImplGlfw_InitPlatformInterface()
  1187. {
  1188. // Register platform interface (will be coupled with a renderer interface)
  1189. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1190. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  1191. platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow;
  1192. platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow;
  1193. platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow;
  1194. platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos;
  1195. platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
  1196. platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
  1197. platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
  1198. platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
  1199. platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
  1200. platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
  1201. platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
  1202. platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
  1203. platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
  1204. #if GLFW_HAS_WINDOW_ALPHA
  1205. platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha;
  1206. #endif
  1207. #if GLFW_HAS_VULKAN
  1208. platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
  1209. #endif
  1210. // Register main window handle (which is owned by the main application, not by us)
  1211. // 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.
  1212. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  1213. ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
  1214. vd->Window = bd->Window;
  1215. vd->WindowOwned = false;
  1216. main_viewport->PlatformUserData = vd;
  1217. main_viewport->PlatformHandle = (void*)bd->Window;
  1218. }
  1219. static void ImGui_ImplGlfw_ShutdownPlatformInterface()
  1220. {
  1221. ImGui::DestroyPlatformWindows();
  1222. }
  1223. //-----------------------------------------------------------------------------
  1224. // WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData)
  1225. #ifdef _WIN32
  1226. static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
  1227. {
  1228. LPARAM extra_info = ::GetMessageExtraInfo();
  1229. if ((extra_info & 0xFFFFFF80) == 0xFF515700)
  1230. return ImGuiMouseSource_Pen;
  1231. if ((extra_info & 0xFFFFFF80) == 0xFF515780)
  1232. return ImGuiMouseSource_TouchScreen;
  1233. return ImGuiMouseSource_Mouse;
  1234. }
  1235. static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  1236. {
  1237. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1238. WNDPROC prev_wndproc = bd->PrevWndProc;
  1239. ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
  1240. if (viewport != NULL)
  1241. if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
  1242. prev_wndproc = vd->PrevWndProc;
  1243. switch (msg)
  1244. {
  1245. // GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
  1246. // Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
  1247. case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
  1248. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
  1249. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
  1250. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
  1251. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
  1252. ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
  1253. break;
  1254. // We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
  1255. // In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
  1256. #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED
  1257. case WM_NCHITTEST:
  1258. {
  1259. // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL).
  1260. // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
  1261. // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
  1262. // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
  1263. if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs))
  1264. return HTTRANSPARENT;
  1265. break;
  1266. }
  1267. #endif
  1268. }
  1269. return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam);
  1270. }
  1271. #endif // #ifdef _WIN32
  1272. //-----------------------------------------------------------------------------
  1273. #if defined(__clang__)
  1274. #pragma clang diagnostic pop
  1275. #endif
  1276. #endif // #ifndef IMGUI_DISABLE