imgui_impl_glfw.cpp 35 KB

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  1. // dear imgui: Platform Binding for GLFW
  2. // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
  3. // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
  4. // (Requires: GLFW 3.1+)
  5. // Implemented features:
  6. // [X] Platform: Clipboard support.
  7. // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  8. // [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
  9. // [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
  10. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  11. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  12. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  13. // https://github.com/ocornut/imgui
  14. // CHANGELOG
  15. // (minor and older changes stripped away, please see git history for details)
  16. // 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  17. // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
  18. // 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
  19. // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
  20. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  21. // 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
  22. // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
  23. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  24. // 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
  25. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  26. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
  27. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  28. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  29. // 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
  30. // 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  31. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  32. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  33. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
  34. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  35. #include "imgui.h"
  36. #include "imgui_impl_glfw.h"
  37. // GLFW
  38. #include <GLFW/glfw3.h>
  39. #ifdef _WIN32
  40. #undef APIENTRY
  41. #define GLFW_EXPOSE_NATIVE_WIN32
  42. #include <GLFW/glfw3native.h> // for glfwGetWin32Window
  43. #endif
  44. #define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
  45. #define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
  46. #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
  47. #define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
  48. #define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
  49. #define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow
  50. #define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
  51. #define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorWorkarea
  52. // Data
  53. enum GlfwClientApi
  54. {
  55. GlfwClientApi_Unknown,
  56. GlfwClientApi_OpenGL,
  57. GlfwClientApi_Vulkan
  58. };
  59. static GLFWwindow* g_Window = NULL; // Main window
  60. static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
  61. static double g_Time = 0.0;
  62. static bool g_MouseJustPressed[5] = { false, false, false, false, false };
  63. static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
  64. static bool g_WantUpdateMonitors = true;
  65. // Chain GLFW callbacks for main viewport: our callbacks will call the user's previously installed callbacks, if any.
  66. static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
  67. static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
  68. static GLFWkeyfun g_PrevUserCallbackKey = NULL;
  69. static GLFWcharfun g_PrevUserCallbackChar = NULL;
  70. // Forward Declarations
  71. static void ImGui_ImplGlfw_InitPlatformInterface();
  72. static void ImGui_ImplGlfw_ShutdownPlatformInterface();
  73. static void ImGui_ImplGlfw_UpdateMonitors();
  74. static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
  75. {
  76. return glfwGetClipboardString((GLFWwindow*)user_data);
  77. }
  78. static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
  79. {
  80. glfwSetClipboardString((GLFWwindow*)user_data, text);
  81. }
  82. void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
  83. {
  84. if (g_PrevUserCallbackMousebutton != NULL && window == g_Window)
  85. g_PrevUserCallbackMousebutton(window, button, action, mods);
  86. if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
  87. g_MouseJustPressed[button] = true;
  88. }
  89. void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
  90. {
  91. if (g_PrevUserCallbackScroll != NULL && window == g_Window)
  92. g_PrevUserCallbackScroll(window, xoffset, yoffset);
  93. ImGuiIO& io = ImGui::GetIO();
  94. io.MouseWheelH += (float)xoffset;
  95. io.MouseWheel += (float)yoffset;
  96. }
  97. void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
  98. {
  99. if (g_PrevUserCallbackKey != NULL && window == g_Window)
  100. g_PrevUserCallbackKey(window, key, scancode, action, mods);
  101. ImGuiIO& io = ImGui::GetIO();
  102. if (action == GLFW_PRESS)
  103. io.KeysDown[key] = true;
  104. if (action == GLFW_RELEASE)
  105. io.KeysDown[key] = false;
  106. // Modifiers are not reliable across systems
  107. io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
  108. io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
  109. io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
  110. io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
  111. }
  112. void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
  113. {
  114. if (g_PrevUserCallbackChar != NULL && window == g_Window)
  115. g_PrevUserCallbackChar(window, c);
  116. ImGuiIO& io = ImGui::GetIO();
  117. io.AddInputCharacter(c);
  118. }
  119. static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
  120. {
  121. g_Window = window;
  122. g_Time = 0.0;
  123. // Setup back-end capabilities flags
  124. ImGuiIO& io = ImGui::GetIO();
  125. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  126. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  127. io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
  128. #if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
  129. io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
  130. #endif
  131. io.BackendPlatformName = "imgui_impl_glfw";
  132. // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
  133. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
  134. io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
  135. io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
  136. io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
  137. io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
  138. io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
  139. io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
  140. io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
  141. io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
  142. io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
  143. io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
  144. io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
  145. io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
  146. io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
  147. io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
  148. io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
  149. io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
  150. io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
  151. io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
  152. io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
  153. io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
  154. io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
  155. io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
  156. io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
  157. io.ClipboardUserData = g_Window;
  158. g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  159. g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
  160. g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
  161. g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
  162. g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
  163. g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
  164. g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
  165. g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
  166. // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
  167. g_PrevUserCallbackMousebutton = NULL;
  168. g_PrevUserCallbackScroll = NULL;
  169. g_PrevUserCallbackKey = NULL;
  170. g_PrevUserCallbackChar = NULL;
  171. if (install_callbacks)
  172. {
  173. g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
  174. g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
  175. g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
  176. g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
  177. }
  178. // Our mouse update function expect PlatformHandle to be filled for the main viewport
  179. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  180. main_viewport->PlatformHandle = (void*)g_Window;
  181. #ifdef _WIN32
  182. main_viewport->PlatformHandleRaw = glfwGetWin32Window(g_Window);
  183. #endif
  184. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  185. ImGui_ImplGlfw_InitPlatformInterface();
  186. g_ClientApi = client_api;
  187. return true;
  188. }
  189. bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
  190. {
  191. return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
  192. }
  193. bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
  194. {
  195. return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
  196. }
  197. void ImGui_ImplGlfw_Shutdown()
  198. {
  199. ImGui_ImplGlfw_ShutdownPlatformInterface();
  200. for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
  201. {
  202. glfwDestroyCursor(g_MouseCursors[cursor_n]);
  203. g_MouseCursors[cursor_n] = NULL;
  204. }
  205. g_ClientApi = GlfwClientApi_Unknown;
  206. }
  207. static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
  208. {
  209. // Update buttons
  210. ImGuiIO& io = ImGui::GetIO();
  211. for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
  212. {
  213. // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
  214. io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
  215. g_MouseJustPressed[i] = false;
  216. }
  217. // Update mouse position
  218. const ImVec2 mouse_pos_backup = io.MousePos;
  219. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  220. io.MouseHoveredViewport = 0;
  221. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  222. for (int n = 0; n < platform_io.Viewports.Size; n++)
  223. {
  224. ImGuiViewport* viewport = platform_io.Viewports[n];
  225. GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
  226. IM_ASSERT(window != NULL);
  227. #ifdef __EMSCRIPTEN__
  228. const bool focused = true;
  229. IM_ASSERT(platform_io.Viewports.Size == 1);
  230. #else
  231. const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
  232. #endif
  233. if (focused)
  234. {
  235. if (io.WantSetMousePos)
  236. {
  237. glfwSetCursorPos(window, (double)(mouse_pos_backup.x - viewport->Pos.x), (double)(mouse_pos_backup.y - viewport->Pos.y));
  238. }
  239. else
  240. {
  241. double mouse_x, mouse_y;
  242. glfwGetCursorPos(window, &mouse_x, &mouse_y);
  243. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  244. {
  245. // 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)
  246. int window_x, window_y;
  247. glfwGetWindowPos(window, &window_x, &window_y);
  248. io.MousePos = ImVec2((float)mouse_x + window_x, (float)mouse_y + window_y);
  249. }
  250. else
  251. {
  252. // 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)
  253. io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
  254. }
  255. }
  256. for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
  257. io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
  258. }
  259. // (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
  260. // Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because
  261. // - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
  262. // - This is _regardless_ of whether another viewport is focused or being dragged from.
  263. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the back-end, imgui will ignore this field and infer the information by relying on the
  264. // rectangles and last focused time of every viewports it knows about. It will be unaware of other windows that may be sitting between or over your windows.
  265. // [GLFW] FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
  266. // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
  267. #if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
  268. if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !(viewport->Flags & ImGuiViewportFlags_NoInputs))
  269. io.MouseHoveredViewport = viewport->ID;
  270. #endif
  271. }
  272. }
  273. static void ImGui_ImplGlfw_UpdateMouseCursor()
  274. {
  275. ImGuiIO& io = ImGui::GetIO();
  276. if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
  277. return;
  278. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  279. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  280. for (int n = 0; n < platform_io.Viewports.Size; n++)
  281. {
  282. GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
  283. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  284. {
  285. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  286. glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
  287. }
  288. else
  289. {
  290. // Show OS mouse cursor
  291. // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
  292. glfwSetCursor(window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
  293. glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
  294. }
  295. }
  296. }
  297. static void ImGui_ImplGlfw_UpdateGamepads()
  298. {
  299. ImGuiIO& io = ImGui::GetIO();
  300. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  301. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
  302. return;
  303. // Update gamepad inputs
  304. #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
  305. #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
  306. int axes_count = 0, buttons_count = 0;
  307. const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
  308. const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
  309. MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
  310. MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
  311. MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
  312. MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
  313. MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
  314. MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
  315. MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
  316. MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
  317. MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
  318. MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
  319. MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
  320. MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
  321. MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
  322. MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
  323. MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
  324. MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
  325. #undef MAP_BUTTON
  326. #undef MAP_ANALOG
  327. if (axes_count > 0 && buttons_count > 0)
  328. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  329. else
  330. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  331. }
  332. void ImGui_ImplGlfw_NewFrame()
  333. {
  334. ImGuiIO& io = ImGui::GetIO();
  335. IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
  336. // Setup display size (every frame to accommodate for window resizing)
  337. int w, h;
  338. int display_w, display_h;
  339. glfwGetWindowSize(g_Window, &w, &h);
  340. glfwGetFramebufferSize(g_Window, &display_w, &display_h);
  341. io.DisplaySize = ImVec2((float)w, (float)h);
  342. if (w > 0 && h > 0)
  343. io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
  344. if (g_WantUpdateMonitors)
  345. ImGui_ImplGlfw_UpdateMonitors();
  346. // Setup time step
  347. double current_time = glfwGetTime();
  348. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
  349. g_Time = current_time;
  350. ImGui_ImplGlfw_UpdateMousePosAndButtons();
  351. ImGui_ImplGlfw_UpdateMouseCursor();
  352. // Update game controllers (if enabled and available)
  353. ImGui_ImplGlfw_UpdateGamepads();
  354. }
  355. //--------------------------------------------------------------------------------------------------------
  356. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  357. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  358. // 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..
  359. //--------------------------------------------------------------------------------------------------------
  360. struct ImGuiViewportDataGlfw
  361. {
  362. GLFWwindow* Window;
  363. bool WindowOwned;
  364. ImGuiViewportDataGlfw() { Window = NULL; WindowOwned = false; }
  365. ~ImGuiViewportDataGlfw() { IM_ASSERT(Window == NULL); }
  366. };
  367. static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
  368. {
  369. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
  370. viewport->PlatformRequestClose = true;
  371. }
  372. static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)
  373. {
  374. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
  375. viewport->PlatformRequestMove = true;
  376. }
  377. static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
  378. {
  379. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
  380. viewport->PlatformRequestResize = true;
  381. }
  382. static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
  383. {
  384. ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
  385. viewport->PlatformUserData = data;
  386. // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
  387. // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
  388. glfwWindowHint(GLFW_VISIBLE, false);
  389. glfwWindowHint(GLFW_FOCUSED, false);
  390. #if GLFW_HAS_FOCUS_ON_SHOW
  391. glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
  392. #endif
  393. glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
  394. #if GLFW_HAS_WINDOW_TOPMOST
  395. glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
  396. #endif
  397. GLFWwindow* share_window = (g_ClientApi == GlfwClientApi_OpenGL) ? g_Window : NULL;
  398. data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window);
  399. data->WindowOwned = true;
  400. viewport->PlatformHandle = (void*)data->Window;
  401. #ifdef _WIN32
  402. viewport->PlatformHandleRaw = glfwGetWin32Window(data->Window);
  403. #endif
  404. glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
  405. // Install callbacks for secondary viewports
  406. glfwSetMouseButtonCallback(data->Window, ImGui_ImplGlfw_MouseButtonCallback);
  407. glfwSetScrollCallback(data->Window, ImGui_ImplGlfw_ScrollCallback);
  408. glfwSetKeyCallback(data->Window, ImGui_ImplGlfw_KeyCallback);
  409. glfwSetCharCallback(data->Window, ImGui_ImplGlfw_CharCallback);
  410. glfwSetWindowCloseCallback(data->Window, ImGui_ImplGlfw_WindowCloseCallback);
  411. glfwSetWindowPosCallback(data->Window, ImGui_ImplGlfw_WindowPosCallback);
  412. glfwSetWindowSizeCallback(data->Window, ImGui_ImplGlfw_WindowSizeCallback);
  413. if (g_ClientApi == GlfwClientApi_OpenGL)
  414. {
  415. glfwMakeContextCurrent(data->Window);
  416. glfwSwapInterval(0);
  417. }
  418. }
  419. static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
  420. {
  421. if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
  422. {
  423. if (data->WindowOwned)
  424. {
  425. #if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
  426. HWND hwnd = (HWND)viewport->PlatformHandleRaw;
  427. ::RemovePropA(hwnd, "IMGUI_VIEWPORT");
  428. #endif
  429. glfwDestroyWindow(data->Window);
  430. }
  431. data->Window = NULL;
  432. IM_DELETE(data);
  433. }
  434. viewport->PlatformUserData = viewport->PlatformHandle = NULL;
  435. }
  436. // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
  437. #if defined(_WIN32) && GLFW_HAS_GLFW_HOVERED
  438. static WNDPROC g_GlfwWndProc = NULL;
  439. static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  440. {
  441. if (msg == WM_NCHITTEST)
  442. {
  443. // Let mouse pass-through the window. This will allow the back-end to set io.MouseHoveredViewport properly (which is OPTIONAL).
  444. // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
  445. // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
  446. // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
  447. ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
  448. if (viewport->Flags & ImGuiViewportFlags_NoInputs)
  449. return HTTRANSPARENT;
  450. }
  451. return ::CallWindowProc(g_GlfwWndProc, hWnd, msg, wParam, lParam);
  452. }
  453. #endif
  454. static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
  455. {
  456. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  457. #if defined(_WIN32)
  458. // GLFW hack: Hide icon from task bar
  459. HWND hwnd = (HWND)viewport->PlatformHandleRaw;
  460. if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
  461. {
  462. LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
  463. ex_style &= ~WS_EX_APPWINDOW;
  464. ex_style |= WS_EX_TOOLWINDOW;
  465. ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
  466. }
  467. // GLFW hack: install hook for WM_NCHITTEST message handler
  468. #if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
  469. ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
  470. if (g_GlfwWndProc == NULL)
  471. g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC);
  472. ::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs);
  473. #endif
  474. #if !GLFW_HAS_FOCUS_ON_SHOW
  475. // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
  476. // 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.
  477. // See https://github.com/glfw/glfw/issues/1189
  478. // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
  479. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  480. {
  481. ::ShowWindow(hwnd, SW_SHOWNA);
  482. return;
  483. }
  484. #endif
  485. #endif
  486. glfwShowWindow(data->Window);
  487. }
  488. static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
  489. {
  490. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  491. int x = 0, y = 0;
  492. glfwGetWindowPos(data->Window, &x, &y);
  493. return ImVec2((float)x, (float)y);
  494. }
  495. static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  496. {
  497. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  498. glfwSetWindowPos(data->Window, (int)pos.x, (int)pos.y);
  499. }
  500. static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
  501. {
  502. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  503. int w = 0, h = 0;
  504. glfwGetWindowSize(data->Window, &w, &h);
  505. return ImVec2((float)w, (float)h);
  506. }
  507. static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  508. {
  509. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  510. glfwSetWindowSize(data->Window, (int)size.x, (int)size.y);
  511. }
  512. static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  513. {
  514. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  515. glfwSetWindowTitle(data->Window, title);
  516. }
  517. static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
  518. {
  519. #if GLFW_HAS_FOCUS_WINDOW
  520. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  521. glfwFocusWindow(data->Window);
  522. #else
  523. // 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.
  524. (void)viewport;
  525. #endif
  526. }
  527. static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
  528. {
  529. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  530. return glfwGetWindowAttrib(data->Window, GLFW_FOCUSED) != 0;
  531. }
  532. static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
  533. {
  534. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  535. return glfwGetWindowAttrib(data->Window, GLFW_ICONIFIED) != 0;
  536. }
  537. #if GLFW_HAS_WINDOW_ALPHA
  538. static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
  539. {
  540. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  541. glfwSetWindowOpacity(data->Window, alpha);
  542. }
  543. #endif
  544. static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
  545. {
  546. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  547. if (g_ClientApi == GlfwClientApi_OpenGL)
  548. glfwMakeContextCurrent(data->Window);
  549. }
  550. static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
  551. {
  552. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  553. if (g_ClientApi == GlfwClientApi_OpenGL)
  554. {
  555. glfwMakeContextCurrent(data->Window);
  556. glfwSwapBuffers(data->Window);
  557. }
  558. }
  559. //--------------------------------------------------------------------------------------------------------
  560. // IME (Input Method Editor) basic support for e.g. Asian language users
  561. //--------------------------------------------------------------------------------------------------------
  562. // We provide a Win32 implementation because this is such a common issue for IME users
  563. #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__)
  564. #define HAS_WIN32_IME 1
  565. #include <imm.h>
  566. #ifdef _MSC_VER
  567. #pragma comment(lib, "imm32")
  568. #endif
  569. static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
  570. {
  571. COMPOSITIONFORM cf = { CFS_FORCE_POSITION, { (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) }, { 0, 0, 0, 0 } };
  572. if (HWND hwnd = (HWND)viewport->PlatformHandleRaw)
  573. if (HIMC himc = ::ImmGetContext(hwnd))
  574. {
  575. ::ImmSetCompositionWindow(himc, &cf);
  576. ::ImmReleaseContext(hwnd, himc);
  577. }
  578. }
  579. #else
  580. #define HAS_WIN32_IME 0
  581. #endif
  582. //--------------------------------------------------------------------------------------------------------
  583. // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
  584. //--------------------------------------------------------------------------------------------------------
  585. // Avoid including <vulkan.h> so we can build without it
  586. #if GLFW_HAS_VULKAN
  587. #ifndef VULKAN_H_
  588. #define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
  589. #if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
  590. #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
  591. #else
  592. #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
  593. #endif
  594. VK_DEFINE_HANDLE(VkInstance)
  595. VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
  596. struct VkAllocationCallbacks;
  597. enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
  598. #endif // VULKAN_H_
  599. extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }
  600. static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
  601. {
  602. ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  603. IM_ASSERT(g_ClientApi == GlfwClientApi_Vulkan);
  604. VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, data->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
  605. return (int)err;
  606. }
  607. #endif // GLFW_HAS_VULKAN
  608. // FIXME-PLATFORM: GLFW doesn't export monitor work area (see https://github.com/glfw/glfw/pull/989)
  609. static void ImGui_ImplGlfw_UpdateMonitors()
  610. {
  611. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  612. int monitors_count = 0;
  613. GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
  614. platform_io.Monitors.resize(0);
  615. for (int n = 0; n < monitors_count; n++)
  616. {
  617. ImGuiPlatformMonitor monitor;
  618. int x, y;
  619. glfwGetMonitorPos(glfw_monitors[n], &x, &y);
  620. const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
  621. #if GLFW_HAS_MONITOR_WORK_AREA
  622. monitor.MainPos = ImVec2((float)x, (float)y);
  623. monitor.MainSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
  624. int w, h;
  625. glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
  626. monitor.WorkPos = ImVec2((float)x, (float)y);;
  627. monitor.WorkSize = ImVec2((float)w, (float)h);
  628. #else
  629. monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
  630. monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
  631. #endif
  632. #if GLFW_HAS_PER_MONITOR_DPI
  633. // 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.
  634. float x_scale, y_scale;
  635. glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
  636. monitor.DpiScale = x_scale;
  637. #endif
  638. platform_io.Monitors.push_back(monitor);
  639. }
  640. g_WantUpdateMonitors = false;
  641. }
  642. static void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
  643. {
  644. g_WantUpdateMonitors = true;
  645. }
  646. static void ImGui_ImplGlfw_InitPlatformInterface()
  647. {
  648. // Register platform interface (will be coupled with a renderer interface)
  649. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  650. platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow;
  651. platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow;
  652. platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow;
  653. platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos;
  654. platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
  655. platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
  656. platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
  657. platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
  658. platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
  659. platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
  660. platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
  661. platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
  662. platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
  663. #if GLFW_HAS_WINDOW_ALPHA
  664. platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha;
  665. #endif
  666. #if GLFW_HAS_VULKAN
  667. platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
  668. #endif
  669. #if HAS_WIN32_IME
  670. platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
  671. #endif
  672. // Note: monitor callback are broken GLFW 3.2 and earlier (see github.com/glfw/glfw/issues/784)
  673. ImGui_ImplGlfw_UpdateMonitors();
  674. glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
  675. // Register main window handle (which is owned by the main application, not by us)
  676. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  677. ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
  678. data->Window = g_Window;
  679. data->WindowOwned = false;
  680. main_viewport->PlatformUserData = data;
  681. main_viewport->PlatformHandle = (void*)g_Window;
  682. }
  683. static void ImGui_ImplGlfw_ShutdownPlatformInterface()
  684. {
  685. }