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- // dear imgui: Platform Binding for GLFW
- // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
- // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
- // (Requires: GLFW 3.1+)
- // Implemented features:
- // [X] Platform: Clipboard support.
- // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
- // [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
- // [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
- // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
- // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
- // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
- // https://github.com/ocornut/imgui
- // CHANGELOG
- // (minor and older changes stripped away, please see git history for details)
- // 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
- // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
- // 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
- // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
- // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
- // 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
- // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
- // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
- // 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
- // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
- // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
- // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
- // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
- // 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
- // 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
- // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
- // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
- // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
- // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
- #include "imgui.h"
- #include "imgui_impl_glfw.h"
- // GLFW
- #include <GLFW/glfw3.h>
- #ifdef _WIN32
- #undef APIENTRY
- #define GLFW_EXPOSE_NATIVE_WIN32
- #include <GLFW/glfw3native.h> // for glfwGetWin32Window
- #endif
- #define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
- #define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
- #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
- #define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
- #define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
- #define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow
- #define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
- #define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorWorkarea
- // Data
- enum GlfwClientApi
- {
- GlfwClientApi_Unknown,
- GlfwClientApi_OpenGL,
- GlfwClientApi_Vulkan
- };
- static GLFWwindow* g_Window = NULL; // Main window
- static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
- static double g_Time = 0.0;
- static bool g_MouseJustPressed[5] = { false, false, false, false, false };
- static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
- static bool g_WantUpdateMonitors = true;
- // Chain GLFW callbacks for main viewport: our callbacks will call the user's previously installed callbacks, if any.
- static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
- static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
- static GLFWkeyfun g_PrevUserCallbackKey = NULL;
- static GLFWcharfun g_PrevUserCallbackChar = NULL;
- // Forward Declarations
- static void ImGui_ImplGlfw_InitPlatformInterface();
- static void ImGui_ImplGlfw_ShutdownPlatformInterface();
- static void ImGui_ImplGlfw_UpdateMonitors();
- static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
- {
- return glfwGetClipboardString((GLFWwindow*)user_data);
- }
- static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
- {
- glfwSetClipboardString((GLFWwindow*)user_data, text);
- }
- void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
- {
- if (g_PrevUserCallbackMousebutton != NULL && window == g_Window)
- g_PrevUserCallbackMousebutton(window, button, action, mods);
- if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
- g_MouseJustPressed[button] = true;
- }
- void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
- {
- if (g_PrevUserCallbackScroll != NULL && window == g_Window)
- g_PrevUserCallbackScroll(window, xoffset, yoffset);
- ImGuiIO& io = ImGui::GetIO();
- io.MouseWheelH += (float)xoffset;
- io.MouseWheel += (float)yoffset;
- }
- void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
- {
- if (g_PrevUserCallbackKey != NULL && window == g_Window)
- g_PrevUserCallbackKey(window, key, scancode, action, mods);
- ImGuiIO& io = ImGui::GetIO();
- if (action == GLFW_PRESS)
- io.KeysDown[key] = true;
- if (action == GLFW_RELEASE)
- io.KeysDown[key] = false;
- // Modifiers are not reliable across systems
- io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
- io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
- io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
- io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
- }
- void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
- {
- if (g_PrevUserCallbackChar != NULL && window == g_Window)
- g_PrevUserCallbackChar(window, c);
- ImGuiIO& io = ImGui::GetIO();
- io.AddInputCharacter(c);
- }
- static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
- {
- g_Window = window;
- g_Time = 0.0;
- // Setup back-end capabilities flags
- ImGuiIO& io = ImGui::GetIO();
- io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
- io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
- io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
- #if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
- io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
- #endif
- io.BackendPlatformName = "imgui_impl_glfw";
- // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
- io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
- io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
- io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
- io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
- io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
- io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
- io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
- io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
- io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
- io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
- io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
- io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
- io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
- io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
- io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
- io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
- io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
- io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
- io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
- io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
- io.ClipboardUserData = g_Window;
- g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
- g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
- g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
- g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
- // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
- g_PrevUserCallbackMousebutton = NULL;
- g_PrevUserCallbackScroll = NULL;
- g_PrevUserCallbackKey = NULL;
- g_PrevUserCallbackChar = NULL;
- if (install_callbacks)
- {
- g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
- g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
- g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
- g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
- }
- // Our mouse update function expect PlatformHandle to be filled for the main viewport
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- main_viewport->PlatformHandle = (void*)g_Window;
- #ifdef _WIN32
- main_viewport->PlatformHandleRaw = glfwGetWin32Window(g_Window);
- #endif
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- ImGui_ImplGlfw_InitPlatformInterface();
- g_ClientApi = client_api;
- return true;
- }
- bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
- {
- return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
- }
- bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
- {
- return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
- }
- void ImGui_ImplGlfw_Shutdown()
- {
- ImGui_ImplGlfw_ShutdownPlatformInterface();
- for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
- {
- glfwDestroyCursor(g_MouseCursors[cursor_n]);
- g_MouseCursors[cursor_n] = NULL;
- }
- g_ClientApi = GlfwClientApi_Unknown;
- }
- static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
- {
- // Update buttons
- ImGuiIO& io = ImGui::GetIO();
- for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
- {
- // 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.
- io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
- g_MouseJustPressed[i] = false;
- }
- // Update mouse position
- const ImVec2 mouse_pos_backup = io.MousePos;
- io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
- io.MouseHoveredViewport = 0;
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- for (int n = 0; n < platform_io.Viewports.Size; n++)
- {
- ImGuiViewport* viewport = platform_io.Viewports[n];
- GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
- IM_ASSERT(window != NULL);
- #ifdef __EMSCRIPTEN__
- const bool focused = true;
- IM_ASSERT(platform_io.Viewports.Size == 1);
- #else
- const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
- #endif
- if (focused)
- {
- if (io.WantSetMousePos)
- {
- glfwSetCursorPos(window, (double)(mouse_pos_backup.x - viewport->Pos.x), (double)(mouse_pos_backup.y - viewport->Pos.y));
- }
- else
- {
- double mouse_x, mouse_y;
- glfwGetCursorPos(window, &mouse_x, &mouse_y);
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- {
- // 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)
- int window_x, window_y;
- glfwGetWindowPos(window, &window_x, &window_y);
- io.MousePos = ImVec2((float)mouse_x + window_x, (float)mouse_y + window_y);
- }
- else
- {
- // 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)
- io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
- }
- }
- for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
- io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
- }
- // (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
- // Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because
- // - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
- // - This is _regardless_ of whether another viewport is focused or being dragged from.
- // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the back-end, imgui will ignore this field and infer the information by relying on the
- // 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.
- // [GLFW] FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
- // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
- #if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
- if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !(viewport->Flags & ImGuiViewportFlags_NoInputs))
- io.MouseHoveredViewport = viewport->ID;
- #endif
- }
- }
- static void ImGui_ImplGlfw_UpdateMouseCursor()
- {
- ImGuiIO& io = ImGui::GetIO();
- if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
- return;
- ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- for (int n = 0; n < platform_io.Viewports.Size; n++)
- {
- GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
- if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
- {
- // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
- glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
- }
- else
- {
- // Show OS mouse cursor
- // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
- glfwSetCursor(window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
- glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
- }
- }
- }
- static void ImGui_ImplGlfw_UpdateGamepads()
- {
- ImGuiIO& io = ImGui::GetIO();
- memset(io.NavInputs, 0, sizeof(io.NavInputs));
- if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
- return;
- // Update gamepad inputs
- #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
- #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; }
- int axes_count = 0, buttons_count = 0;
- const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
- const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
- MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
- MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
- MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
- MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
- MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
- MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
- MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
- MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
- MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
- MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
- MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
- MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
- MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
- MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
- MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
- MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
- #undef MAP_BUTTON
- #undef MAP_ANALOG
- if (axes_count > 0 && buttons_count > 0)
- io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
- else
- io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
- }
- void ImGui_ImplGlfw_NewFrame()
- {
- ImGuiIO& io = ImGui::GetIO();
- 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().");
- // Setup display size (every frame to accommodate for window resizing)
- int w, h;
- int display_w, display_h;
- glfwGetWindowSize(g_Window, &w, &h);
- glfwGetFramebufferSize(g_Window, &display_w, &display_h);
- io.DisplaySize = ImVec2((float)w, (float)h);
- if (w > 0 && h > 0)
- io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
- if (g_WantUpdateMonitors)
- ImGui_ImplGlfw_UpdateMonitors();
- // Setup time step
- double current_time = glfwGetTime();
- io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
- g_Time = current_time;
- ImGui_ImplGlfw_UpdateMousePosAndButtons();
- ImGui_ImplGlfw_UpdateMouseCursor();
- // Update game controllers (if enabled and available)
- ImGui_ImplGlfw_UpdateGamepads();
- }
- //--------------------------------------------------------------------------------------------------------
- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
- // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
- // 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..
- //--------------------------------------------------------------------------------------------------------
- struct ImGuiViewportDataGlfw
- {
- GLFWwindow* Window;
- bool WindowOwned;
- ImGuiViewportDataGlfw() { Window = NULL; WindowOwned = false; }
- ~ImGuiViewportDataGlfw() { IM_ASSERT(Window == NULL); }
- };
- static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
- {
- if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
- viewport->PlatformRequestClose = true;
- }
- static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)
- {
- if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
- viewport->PlatformRequestMove = true;
- }
- static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
- {
- if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
- viewport->PlatformRequestResize = true;
- }
- static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
- {
- ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
- viewport->PlatformUserData = data;
- // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
- // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
- glfwWindowHint(GLFW_VISIBLE, false);
- glfwWindowHint(GLFW_FOCUSED, false);
- #if GLFW_HAS_FOCUS_ON_SHOW
- glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
- #endif
- glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
- #if GLFW_HAS_WINDOW_TOPMOST
- glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
- #endif
- GLFWwindow* share_window = (g_ClientApi == GlfwClientApi_OpenGL) ? g_Window : NULL;
- data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window);
- data->WindowOwned = true;
- viewport->PlatformHandle = (void*)data->Window;
- #ifdef _WIN32
- viewport->PlatformHandleRaw = glfwGetWin32Window(data->Window);
- #endif
- glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
- // Install callbacks for secondary viewports
- glfwSetMouseButtonCallback(data->Window, ImGui_ImplGlfw_MouseButtonCallback);
- glfwSetScrollCallback(data->Window, ImGui_ImplGlfw_ScrollCallback);
- glfwSetKeyCallback(data->Window, ImGui_ImplGlfw_KeyCallback);
- glfwSetCharCallback(data->Window, ImGui_ImplGlfw_CharCallback);
- glfwSetWindowCloseCallback(data->Window, ImGui_ImplGlfw_WindowCloseCallback);
- glfwSetWindowPosCallback(data->Window, ImGui_ImplGlfw_WindowPosCallback);
- glfwSetWindowSizeCallback(data->Window, ImGui_ImplGlfw_WindowSizeCallback);
- if (g_ClientApi == GlfwClientApi_OpenGL)
- {
- glfwMakeContextCurrent(data->Window);
- glfwSwapInterval(0);
- }
- }
- static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
- {
- if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
- {
- if (data->WindowOwned)
- {
- #if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
- HWND hwnd = (HWND)viewport->PlatformHandleRaw;
- ::RemovePropA(hwnd, "IMGUI_VIEWPORT");
- #endif
- glfwDestroyWindow(data->Window);
- }
- data->Window = NULL;
- IM_DELETE(data);
- }
- viewport->PlatformUserData = viewport->PlatformHandle = NULL;
- }
- // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
- #if defined(_WIN32) && GLFW_HAS_GLFW_HOVERED
- static WNDPROC g_GlfwWndProc = NULL;
- static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
- {
- if (msg == WM_NCHITTEST)
- {
- // Let mouse pass-through the window. This will allow the back-end to set io.MouseHoveredViewport properly (which is OPTIONAL).
- // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
- // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
- // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
- ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
- if (viewport->Flags & ImGuiViewportFlags_NoInputs)
- return HTTRANSPARENT;
- }
- return ::CallWindowProc(g_GlfwWndProc, hWnd, msg, wParam, lParam);
- }
- #endif
- static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
- {
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- #if defined(_WIN32)
- // GLFW hack: Hide icon from task bar
- HWND hwnd = (HWND)viewport->PlatformHandleRaw;
- if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
- {
- LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
- ex_style &= ~WS_EX_APPWINDOW;
- ex_style |= WS_EX_TOOLWINDOW;
- ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
- }
- // GLFW hack: install hook for WM_NCHITTEST message handler
- #if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
- ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
- if (g_GlfwWndProc == NULL)
- g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC);
- ::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs);
- #endif
- #if !GLFW_HAS_FOCUS_ON_SHOW
- // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
- // 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.
- // See https://github.com/glfw/glfw/issues/1189
- // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
- if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
- {
- ::ShowWindow(hwnd, SW_SHOWNA);
- return;
- }
- #endif
- #endif
- glfwShowWindow(data->Window);
- }
- static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
- {
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- int x = 0, y = 0;
- glfwGetWindowPos(data->Window, &x, &y);
- return ImVec2((float)x, (float)y);
- }
- static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
- {
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- glfwSetWindowPos(data->Window, (int)pos.x, (int)pos.y);
- }
- static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
- {
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- int w = 0, h = 0;
- glfwGetWindowSize(data->Window, &w, &h);
- return ImVec2((float)w, (float)h);
- }
- static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
- {
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- glfwSetWindowSize(data->Window, (int)size.x, (int)size.y);
- }
- static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
- {
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- glfwSetWindowTitle(data->Window, title);
- }
- static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
- {
- #if GLFW_HAS_FOCUS_WINDOW
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- glfwFocusWindow(data->Window);
- #else
- // 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.
- (void)viewport;
- #endif
- }
- static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
- {
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- return glfwGetWindowAttrib(data->Window, GLFW_FOCUSED) != 0;
- }
- static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
- {
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- return glfwGetWindowAttrib(data->Window, GLFW_ICONIFIED) != 0;
- }
- #if GLFW_HAS_WINDOW_ALPHA
- static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
- {
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- glfwSetWindowOpacity(data->Window, alpha);
- }
- #endif
- static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
- {
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- if (g_ClientApi == GlfwClientApi_OpenGL)
- glfwMakeContextCurrent(data->Window);
- }
- static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
- {
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- if (g_ClientApi == GlfwClientApi_OpenGL)
- {
- glfwMakeContextCurrent(data->Window);
- glfwSwapBuffers(data->Window);
- }
- }
- //--------------------------------------------------------------------------------------------------------
- // IME (Input Method Editor) basic support for e.g. Asian language users
- //--------------------------------------------------------------------------------------------------------
- // We provide a Win32 implementation because this is such a common issue for IME users
- #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__)
- #define HAS_WIN32_IME 1
- #include <imm.h>
- #ifdef _MSC_VER
- #pragma comment(lib, "imm32")
- #endif
- static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
- {
- COMPOSITIONFORM cf = { CFS_FORCE_POSITION, { (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) }, { 0, 0, 0, 0 } };
- if (HWND hwnd = (HWND)viewport->PlatformHandleRaw)
- if (HIMC himc = ::ImmGetContext(hwnd))
- {
- ::ImmSetCompositionWindow(himc, &cf);
- ::ImmReleaseContext(hwnd, himc);
- }
- }
- #else
- #define HAS_WIN32_IME 0
- #endif
- //--------------------------------------------------------------------------------------------------------
- // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
- //--------------------------------------------------------------------------------------------------------
- // Avoid including <vulkan.h> so we can build without it
- #if GLFW_HAS_VULKAN
- #ifndef VULKAN_H_
- #define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
- #if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
- #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
- #else
- #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
- #endif
- VK_DEFINE_HANDLE(VkInstance)
- VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
- struct VkAllocationCallbacks;
- enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
- #endif // VULKAN_H_
- extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }
- static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
- {
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- IM_ASSERT(g_ClientApi == GlfwClientApi_Vulkan);
- VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, data->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
- return (int)err;
- }
- #endif // GLFW_HAS_VULKAN
- // FIXME-PLATFORM: GLFW doesn't export monitor work area (see https://github.com/glfw/glfw/pull/989)
- static void ImGui_ImplGlfw_UpdateMonitors()
- {
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- int monitors_count = 0;
- GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
- platform_io.Monitors.resize(0);
- for (int n = 0; n < monitors_count; n++)
- {
- ImGuiPlatformMonitor monitor;
- int x, y;
- glfwGetMonitorPos(glfw_monitors[n], &x, &y);
- const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
- #if GLFW_HAS_MONITOR_WORK_AREA
- monitor.MainPos = ImVec2((float)x, (float)y);
- monitor.MainSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
- int w, h;
- glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
- monitor.WorkPos = ImVec2((float)x, (float)y);;
- monitor.WorkSize = ImVec2((float)w, (float)h);
- #else
- monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
- monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
- #endif
- #if GLFW_HAS_PER_MONITOR_DPI
- // 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.
- float x_scale, y_scale;
- glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
- monitor.DpiScale = x_scale;
- #endif
- platform_io.Monitors.push_back(monitor);
- }
- g_WantUpdateMonitors = false;
- }
- static void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
- {
- g_WantUpdateMonitors = true;
- }
- static void ImGui_ImplGlfw_InitPlatformInterface()
- {
- // Register platform interface (will be coupled with a renderer interface)
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow;
- platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow;
- platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow;
- platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos;
- platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
- platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
- platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
- platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
- platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
- platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
- platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
- platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
- platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
- #if GLFW_HAS_WINDOW_ALPHA
- platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha;
- #endif
- #if GLFW_HAS_VULKAN
- platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
- #endif
- #if HAS_WIN32_IME
- platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
- #endif
- // Note: monitor callback are broken GLFW 3.2 and earlier (see github.com/glfw/glfw/issues/784)
- ImGui_ImplGlfw_UpdateMonitors();
- glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
- // Register main window handle (which is owned by the main application, not by us)
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
- data->Window = g_Window;
- data->WindowOwned = false;
- main_viewport->PlatformUserData = data;
- main_viewport->PlatformHandle = (void*)g_Window;
- }
- static void ImGui_ImplGlfw_ShutdownPlatformInterface()
- {
- }
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