imgui_impl_glfw.cpp 15 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. // Implemented features:
  5. // [X] Platform: Clipboard support.
  6. // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  7. // [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
  8. // [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
  9. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  10. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  11. // https://github.com/ocornut/imgui
  12. // CHANGELOG
  13. // (minor and older changes stripped away, please see git history for details)
  14. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  15. // 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
  16. // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
  17. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  18. // 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
  19. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  20. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
  21. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  22. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  23. // 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
  24. // 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  25. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  26. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  27. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
  28. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  29. #include "imgui.h"
  30. #include "imgui_impl_glfw.h"
  31. // GLFW
  32. #include <GLFW/glfw3.h>
  33. #ifdef _WIN32
  34. #undef APIENTRY
  35. #define GLFW_EXPOSE_NATIVE_WIN32
  36. #include <GLFW/glfw3native.h> // for glfwGetWin32Window
  37. #endif
  38. #define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
  39. #define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
  40. #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
  41. #define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
  42. #define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
  43. // Data
  44. enum GlfwClientApi
  45. {
  46. GlfwClientApi_Unknown,
  47. GlfwClientApi_OpenGL,
  48. GlfwClientApi_Vulkan
  49. };
  50. static GLFWwindow* g_Window = NULL;
  51. static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
  52. static double g_Time = 0.0;
  53. static bool g_MouseJustPressed[5] = { false, false, false, false, false };
  54. static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
  55. // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
  56. static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
  57. static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
  58. static GLFWkeyfun g_PrevUserCallbackKey = NULL;
  59. static GLFWcharfun g_PrevUserCallbackChar = NULL;
  60. static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
  61. {
  62. return glfwGetClipboardString((GLFWwindow*)user_data);
  63. }
  64. static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
  65. {
  66. glfwSetClipboardString((GLFWwindow*)user_data, text);
  67. }
  68. void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
  69. {
  70. if (g_PrevUserCallbackMousebutton != NULL)
  71. g_PrevUserCallbackMousebutton(window, button, action, mods);
  72. if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
  73. g_MouseJustPressed[button] = true;
  74. }
  75. void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
  76. {
  77. if (g_PrevUserCallbackScroll != NULL)
  78. g_PrevUserCallbackScroll(window, xoffset, yoffset);
  79. ImGuiIO& io = ImGui::GetIO();
  80. io.MouseWheelH += (float)xoffset;
  81. io.MouseWheel += (float)yoffset;
  82. }
  83. void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
  84. {
  85. if (g_PrevUserCallbackKey != NULL)
  86. g_PrevUserCallbackKey(window, key, scancode, action, mods);
  87. ImGuiIO& io = ImGui::GetIO();
  88. if (action == GLFW_PRESS)
  89. io.KeysDown[key] = true;
  90. if (action == GLFW_RELEASE)
  91. io.KeysDown[key] = false;
  92. // Modifiers are not reliable across systems
  93. io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
  94. io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
  95. io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
  96. io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
  97. }
  98. void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
  99. {
  100. if (g_PrevUserCallbackChar != NULL)
  101. g_PrevUserCallbackChar(window, c);
  102. ImGuiIO& io = ImGui::GetIO();
  103. if (c > 0 && c < 0x10000)
  104. io.AddInputCharacter((unsigned short)c);
  105. }
  106. static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
  107. {
  108. g_Window = window;
  109. g_Time = 0.0;
  110. // Setup back-end capabilities flags
  111. ImGuiIO& io = ImGui::GetIO();
  112. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  113. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  114. io.BackendPlatformName = "imgui_impl_glfw";
  115. // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
  116. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
  117. io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
  118. io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
  119. io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
  120. io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
  121. io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
  122. io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
  123. io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
  124. io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
  125. io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
  126. io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
  127. io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
  128. io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
  129. io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
  130. io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
  131. io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
  132. io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
  133. io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
  134. io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
  135. io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
  136. io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
  137. io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
  138. io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
  139. io.ClipboardUserData = g_Window;
  140. #if defined(_WIN32)
  141. io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
  142. #endif
  143. g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  144. g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
  145. g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
  146. g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
  147. g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
  148. g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
  149. g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
  150. g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
  151. // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
  152. g_PrevUserCallbackMousebutton = NULL;
  153. g_PrevUserCallbackScroll = NULL;
  154. g_PrevUserCallbackKey = NULL;
  155. g_PrevUserCallbackChar = NULL;
  156. if (install_callbacks)
  157. {
  158. g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
  159. g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
  160. g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
  161. g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
  162. }
  163. g_ClientApi = client_api;
  164. return true;
  165. }
  166. bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
  167. {
  168. return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
  169. }
  170. bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
  171. {
  172. return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
  173. }
  174. void ImGui_ImplGlfw_Shutdown()
  175. {
  176. for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
  177. {
  178. glfwDestroyCursor(g_MouseCursors[cursor_n]);
  179. g_MouseCursors[cursor_n] = NULL;
  180. }
  181. g_ClientApi = GlfwClientApi_Unknown;
  182. }
  183. static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
  184. {
  185. // Update buttons
  186. ImGuiIO& io = ImGui::GetIO();
  187. for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
  188. {
  189. // 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.
  190. io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
  191. g_MouseJustPressed[i] = false;
  192. }
  193. // Update mouse position
  194. const ImVec2 mouse_pos_backup = io.MousePos;
  195. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  196. #ifdef __EMSCRIPTEN__
  197. const bool focused = true; // Emscripten
  198. #else
  199. const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0;
  200. #endif
  201. if (focused)
  202. {
  203. if (io.WantSetMousePos)
  204. {
  205. glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y);
  206. }
  207. else
  208. {
  209. double mouse_x, mouse_y;
  210. glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
  211. io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
  212. }
  213. }
  214. }
  215. static void ImGui_ImplGlfw_UpdateMouseCursor()
  216. {
  217. ImGuiIO& io = ImGui::GetIO();
  218. if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
  219. return;
  220. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  221. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  222. {
  223. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  224. glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
  225. }
  226. else
  227. {
  228. // Show OS mouse cursor
  229. // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
  230. glfwSetCursor(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
  231. glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
  232. }
  233. }
  234. void ImGui_ImplGlfw_NewFrame()
  235. {
  236. ImGuiIO& io = ImGui::GetIO();
  237. IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame()
  238. // Setup display size
  239. int w, h;
  240. int display_w, display_h;
  241. glfwGetWindowSize(g_Window, &w, &h);
  242. glfwGetFramebufferSize(g_Window, &display_w, &display_h);
  243. io.DisplaySize = ImVec2((float)w, (float)h);
  244. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  245. // Setup time step
  246. double current_time = glfwGetTime();
  247. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
  248. g_Time = current_time;
  249. ImGui_ImplGlfw_UpdateMousePosAndButtons();
  250. ImGui_ImplGlfw_UpdateMouseCursor();
  251. // Gamepad navigation mapping [BETA]
  252. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  253. if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
  254. {
  255. // Update gamepad inputs
  256. #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
  257. #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; }
  258. int axes_count = 0, buttons_count = 0;
  259. const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
  260. const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
  261. MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
  262. MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
  263. MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
  264. MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
  265. MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
  266. MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
  267. MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
  268. MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
  269. MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
  270. MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
  271. MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
  272. MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
  273. MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
  274. MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
  275. MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
  276. MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
  277. #undef MAP_BUTTON
  278. #undef MAP_ANALOG
  279. if (axes_count > 0 && buttons_count > 0)
  280. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  281. else
  282. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  283. }
  284. }