imgui_impl_glfw.cpp 82 KB

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  1. // dear imgui: Platform Backend for GLFW
  2. // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
  3. // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
  4. // (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)
  5. // Implemented features:
  6. // [X] Platform: Clipboard support.
  7. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
  8. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
  9. // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  10. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  11. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  12. // [X] Multiple Dear ImGui contexts support.
  13. // Missing features or Issues:
  14. // [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
  15. // [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
  16. // [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
  17. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  18. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  19. // Learn about Dear ImGui:
  20. // - FAQ https://dearimgui.com/faq
  21. // - Getting Started https://dearimgui.com/getting-started
  22. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  23. // - Introduction, links and more at the top of imgui.cpp
  24. // About Emscripten support:
  25. // - Emscripten provides its own GLFW (3.2.1) implementation (syntax: "-sUSE_GLFW=3"), but Joystick is broken and several features are not supported (multiple windows, clipboard, timer, etc.)
  26. // - A third-party Emscripten GLFW (3.4.0) implementation (syntax: "--use-port=contrib.glfw3") fixes the Joystick issue and implements all relevant features for the browser.
  27. // See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details.
  28. // CHANGELOG
  29. // (minor and older changes stripped away, please see git history for details)
  30. // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  31. // 2025-06-18: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069)
  32. // 2025-06-11: Added ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) and ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) helper to facilitate making DPI-aware apps.
  33. // 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
  34. // 2025-04-26: [Docking] Disable multi-viewports under Wayland. (#8587)
  35. // 2025-03-10: Map GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 into ImGuiKey_Oem102.
  36. // 2025-03-03: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled.
  37. // 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
  38. // 2024-11-05: [Docking] Added Linux workaround for spurious mouse up events emitted while dragging and creating new viewport. (#3158, #7733, #7922)
  39. // 2024-08-22: Moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
  40. // - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
  41. // - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
  42. // - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
  43. // 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one.
  44. // 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.
  45. // 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)
  46. // 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
  47. // 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.
  48. // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
  49. // 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)
  50. // 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)
  51. // 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)
  52. // 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
  53. // 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
  54. // 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
  55. // 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten.
  56. // 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.
  57. // 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
  58. // 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
  59. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  60. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
  61. // 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18.
  62. // 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
  63. // 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
  64. // 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
  65. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
  66. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
  67. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
  68. // 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
  69. // 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().
  70. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
  71. // 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.
  72. // 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().
  73. // 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().
  74. // 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).
  75. // 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
  76. // 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
  77. // 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
  78. // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
  79. // 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
  80. // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
  81. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  82. // 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
  83. // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
  84. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  85. // 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
  86. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  87. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
  88. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  89. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  90. // 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
  91. // 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  92. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  93. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  94. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
  95. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  96. #include "imgui.h"
  97. #ifndef IMGUI_DISABLE
  98. #include "imgui_impl_glfw.h"
  99. // Clang warnings with -Weverything
  100. #if defined(__clang__)
  101. #pragma clang diagnostic push
  102. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
  103. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  104. #endif
  105. // GLFW
  106. #include <GLFW/glfw3.h>
  107. #ifdef _WIN32
  108. #undef APIENTRY
  109. #ifndef GLFW_EXPOSE_NATIVE_WIN32
  110. #define GLFW_EXPOSE_NATIVE_WIN32
  111. #endif
  112. #include <GLFW/glfw3native.h> // for glfwGetWin32Window()
  113. #endif
  114. #ifdef __APPLE__
  115. #ifndef GLFW_EXPOSE_NATIVE_COCOA
  116. #define GLFW_EXPOSE_NATIVE_COCOA
  117. #endif
  118. #include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
  119. #endif
  120. #ifndef _WIN32
  121. #include <unistd.h> // for usleep()
  122. #endif
  123. #include <stdio.h> // for snprintf()
  124. #ifdef __EMSCRIPTEN__
  125. #include <emscripten.h>
  126. #include <emscripten/html5.h>
  127. #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
  128. #include <GLFW/emscripten_glfw3.h>
  129. #else
  130. #define EMSCRIPTEN_USE_EMBEDDED_GLFW3
  131. #endif
  132. #endif
  133. // We gather version tests as define in order to easily see which features are version-dependent.
  134. #define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
  135. #define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING
  136. #define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED
  137. #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity
  138. #define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
  139. #if defined(__EMSCRIPTEN__) || defined(__SWITCH__) // no Vulkan support in GLFW for Emscripten or homebrew Nintendo Switch
  140. #define GLFW_HAS_VULKAN (0)
  141. #else
  142. #define GLFW_HAS_VULKAN (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface
  143. #endif
  144. #define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow
  145. #define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
  146. #define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea
  147. #define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_COMBINED >= 3301) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
  148. #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?
  149. #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
  150. #else
  151. #define GLFW_HAS_NEW_CURSORS (0)
  152. #endif
  153. #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)
  154. #define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH
  155. #else
  156. #define GLFW_HAS_MOUSE_PASSTHROUGH (0)
  157. #endif
  158. #define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
  159. #define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
  160. #define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
  161. #define GLFW_HAS_GETPLATFORM (GLFW_VERSION_COMBINED >= 3400) // 3.4+ glfwGetPlatform()
  162. // Map GLFWWindow* to ImGuiContext*.
  163. // - Would be simpler if we could use glfwSetWindowUserPointer()/glfwGetWindowUserPointer(), but this is a single and shared resource.
  164. // - Would be simpler if we could use e.g. std::map<> as well. But we don't.
  165. // - This is not particularly optimized as we expect size to be small and queries to be rare.
  166. struct ImGui_ImplGlfw_WindowToContext { GLFWwindow* Window; ImGuiContext* Context; };
  167. static ImVector<ImGui_ImplGlfw_WindowToContext> g_ContextMap;
  168. static void ImGui_ImplGlfw_ContextMap_Add(GLFWwindow* window, ImGuiContext* ctx) { g_ContextMap.push_back(ImGui_ImplGlfw_WindowToContext{ window, ctx }); }
  169. static void ImGui_ImplGlfw_ContextMap_Remove(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) { g_ContextMap.erase_unsorted(&entry); return; } }
  170. static ImGuiContext* ImGui_ImplGlfw_ContextMap_Get(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) return entry.Context; return nullptr; }
  171. // GLFW data
  172. enum GlfwClientApi
  173. {
  174. GlfwClientApi_Unknown,
  175. GlfwClientApi_OpenGL,
  176. GlfwClientApi_Vulkan,
  177. };
  178. struct ImGui_ImplGlfw_Data
  179. {
  180. ImGuiContext* Context;
  181. GLFWwindow* Window;
  182. GlfwClientApi ClientApi;
  183. double Time;
  184. GLFWwindow* MouseWindow;
  185. GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
  186. bool MouseIgnoreButtonUpWaitForFocusLoss;
  187. bool MouseIgnoreButtonUp;
  188. ImVec2 LastValidMousePos;
  189. GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST];
  190. bool InstalledCallbacks;
  191. bool CallbacksChainForAllWindows;
  192. char BackendPlatformName[32];
  193. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  194. const char* CanvasSelector;
  195. #endif
  196. // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
  197. GLFWwindowfocusfun PrevUserCallbackWindowFocus;
  198. GLFWcursorposfun PrevUserCallbackCursorPos;
  199. GLFWcursorenterfun PrevUserCallbackCursorEnter;
  200. GLFWmousebuttonfun PrevUserCallbackMousebutton;
  201. GLFWscrollfun PrevUserCallbackScroll;
  202. GLFWkeyfun PrevUserCallbackKey;
  203. GLFWcharfun PrevUserCallbackChar;
  204. GLFWmonitorfun PrevUserCallbackMonitor;
  205. #ifdef _WIN32
  206. WNDPROC PrevWndProc;
  207. #endif
  208. ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
  209. };
  210. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  211. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  212. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  213. // - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
  214. // (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
  215. // - 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.
  216. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  217. namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); }
  218. static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
  219. {
  220. // Get data for current context
  221. return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
  222. }
  223. static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData(GLFWwindow* window)
  224. {
  225. // Get data for a given GLFW window, regardless of current context (since GLFW events are sent together)
  226. ImGuiContext* ctx = ImGui_ImplGlfw_ContextMap_Get(window);
  227. return (ImGui_ImplGlfw_Data*)ImGui::GetIO(ctx).BackendPlatformUserData;
  228. }
  229. // Forward Declarations
  230. static void ImGui_ImplGlfw_UpdateMonitors();
  231. static void ImGui_ImplGlfw_InitMultiViewportSupport();
  232. static void ImGui_ImplGlfw_ShutdownMultiViewportSupport();
  233. // Functions
  234. // Not static to allow third-party code to use that if they want to (but undocumented)
  235. ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode);
  236. ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
  237. {
  238. IM_UNUSED(scancode);
  239. switch (keycode)
  240. {
  241. case GLFW_KEY_TAB: return ImGuiKey_Tab;
  242. case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
  243. case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
  244. case GLFW_KEY_UP: return ImGuiKey_UpArrow;
  245. case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
  246. case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
  247. case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
  248. case GLFW_KEY_HOME: return ImGuiKey_Home;
  249. case GLFW_KEY_END: return ImGuiKey_End;
  250. case GLFW_KEY_INSERT: return ImGuiKey_Insert;
  251. case GLFW_KEY_DELETE: return ImGuiKey_Delete;
  252. case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
  253. case GLFW_KEY_SPACE: return ImGuiKey_Space;
  254. case GLFW_KEY_ENTER: return ImGuiKey_Enter;
  255. case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
  256. case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
  257. case GLFW_KEY_COMMA: return ImGuiKey_Comma;
  258. case GLFW_KEY_MINUS: return ImGuiKey_Minus;
  259. case GLFW_KEY_PERIOD: return ImGuiKey_Period;
  260. case GLFW_KEY_SLASH: return ImGuiKey_Slash;
  261. case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
  262. case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
  263. case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
  264. case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
  265. case GLFW_KEY_WORLD_1: return ImGuiKey_Oem102;
  266. case GLFW_KEY_WORLD_2: return ImGuiKey_Oem102;
  267. case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
  268. case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
  269. case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
  270. case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
  271. case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
  272. case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
  273. case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
  274. case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
  275. case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
  276. case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
  277. case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
  278. case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
  279. case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
  280. case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
  281. case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
  282. case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
  283. case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
  284. case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
  285. case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
  286. case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
  287. case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
  288. case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
  289. case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
  290. case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
  291. case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
  292. case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
  293. case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
  294. case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
  295. case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
  296. case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
  297. case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
  298. case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
  299. case GLFW_KEY_MENU: return ImGuiKey_Menu;
  300. case GLFW_KEY_0: return ImGuiKey_0;
  301. case GLFW_KEY_1: return ImGuiKey_1;
  302. case GLFW_KEY_2: return ImGuiKey_2;
  303. case GLFW_KEY_3: return ImGuiKey_3;
  304. case GLFW_KEY_4: return ImGuiKey_4;
  305. case GLFW_KEY_5: return ImGuiKey_5;
  306. case GLFW_KEY_6: return ImGuiKey_6;
  307. case GLFW_KEY_7: return ImGuiKey_7;
  308. case GLFW_KEY_8: return ImGuiKey_8;
  309. case GLFW_KEY_9: return ImGuiKey_9;
  310. case GLFW_KEY_A: return ImGuiKey_A;
  311. case GLFW_KEY_B: return ImGuiKey_B;
  312. case GLFW_KEY_C: return ImGuiKey_C;
  313. case GLFW_KEY_D: return ImGuiKey_D;
  314. case GLFW_KEY_E: return ImGuiKey_E;
  315. case GLFW_KEY_F: return ImGuiKey_F;
  316. case GLFW_KEY_G: return ImGuiKey_G;
  317. case GLFW_KEY_H: return ImGuiKey_H;
  318. case GLFW_KEY_I: return ImGuiKey_I;
  319. case GLFW_KEY_J: return ImGuiKey_J;
  320. case GLFW_KEY_K: return ImGuiKey_K;
  321. case GLFW_KEY_L: return ImGuiKey_L;
  322. case GLFW_KEY_M: return ImGuiKey_M;
  323. case GLFW_KEY_N: return ImGuiKey_N;
  324. case GLFW_KEY_O: return ImGuiKey_O;
  325. case GLFW_KEY_P: return ImGuiKey_P;
  326. case GLFW_KEY_Q: return ImGuiKey_Q;
  327. case GLFW_KEY_R: return ImGuiKey_R;
  328. case GLFW_KEY_S: return ImGuiKey_S;
  329. case GLFW_KEY_T: return ImGuiKey_T;
  330. case GLFW_KEY_U: return ImGuiKey_U;
  331. case GLFW_KEY_V: return ImGuiKey_V;
  332. case GLFW_KEY_W: return ImGuiKey_W;
  333. case GLFW_KEY_X: return ImGuiKey_X;
  334. case GLFW_KEY_Y: return ImGuiKey_Y;
  335. case GLFW_KEY_Z: return ImGuiKey_Z;
  336. case GLFW_KEY_F1: return ImGuiKey_F1;
  337. case GLFW_KEY_F2: return ImGuiKey_F2;
  338. case GLFW_KEY_F3: return ImGuiKey_F3;
  339. case GLFW_KEY_F4: return ImGuiKey_F4;
  340. case GLFW_KEY_F5: return ImGuiKey_F5;
  341. case GLFW_KEY_F6: return ImGuiKey_F6;
  342. case GLFW_KEY_F7: return ImGuiKey_F7;
  343. case GLFW_KEY_F8: return ImGuiKey_F8;
  344. case GLFW_KEY_F9: return ImGuiKey_F9;
  345. case GLFW_KEY_F10: return ImGuiKey_F10;
  346. case GLFW_KEY_F11: return ImGuiKey_F11;
  347. case GLFW_KEY_F12: return ImGuiKey_F12;
  348. case GLFW_KEY_F13: return ImGuiKey_F13;
  349. case GLFW_KEY_F14: return ImGuiKey_F14;
  350. case GLFW_KEY_F15: return ImGuiKey_F15;
  351. case GLFW_KEY_F16: return ImGuiKey_F16;
  352. case GLFW_KEY_F17: return ImGuiKey_F17;
  353. case GLFW_KEY_F18: return ImGuiKey_F18;
  354. case GLFW_KEY_F19: return ImGuiKey_F19;
  355. case GLFW_KEY_F20: return ImGuiKey_F20;
  356. case GLFW_KEY_F21: return ImGuiKey_F21;
  357. case GLFW_KEY_F22: return ImGuiKey_F22;
  358. case GLFW_KEY_F23: return ImGuiKey_F23;
  359. case GLFW_KEY_F24: return ImGuiKey_F24;
  360. default: return ImGuiKey_None;
  361. }
  362. }
  363. // X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
  364. // See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
  365. static void ImGui_ImplGlfw_UpdateKeyModifiers(ImGuiIO& io, GLFWwindow* window)
  366. {
  367. io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
  368. io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS));
  369. io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS));
  370. io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));
  371. }
  372. static bool ImGui_ImplGlfw_ShouldChainCallback(ImGui_ImplGlfw_Data* bd, GLFWwindow* window)
  373. {
  374. return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
  375. }
  376. void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
  377. {
  378. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  379. if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
  380. bd->PrevUserCallbackMousebutton(window, button, action, mods);
  381. // Workaround for Linux: ignore mouse up events which are following an focus loss following a viewport creation
  382. if (bd->MouseIgnoreButtonUp && action == GLFW_RELEASE)
  383. return;
  384. ImGuiIO& io = ImGui::GetIO(bd->Context);
  385. ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
  386. if (button >= 0 && button < ImGuiMouseButton_COUNT)
  387. io.AddMouseButtonEvent(button, action == GLFW_PRESS);
  388. }
  389. void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
  390. {
  391. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  392. if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
  393. bd->PrevUserCallbackScroll(window, xoffset, yoffset);
  394. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  395. // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
  396. return;
  397. #endif
  398. ImGuiIO& io = ImGui::GetIO(bd->Context);
  399. io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
  400. }
  401. // FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()?
  402. static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
  403. {
  404. #if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
  405. // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
  406. // (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)
  407. // See https://github.com/glfw/glfw/issues/1502 for details.
  408. // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
  409. // This won't cover edge cases but this is at least going to cover common cases.
  410. if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
  411. return key;
  412. GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
  413. const char* key_name = glfwGetKeyName(key, scancode);
  414. glfwSetErrorCallback(prev_error_callback);
  415. #if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908)
  416. (void)glfwGetError(nullptr);
  417. #endif
  418. if (key_name && key_name[0] != 0 && key_name[1] == 0)
  419. {
  420. const char char_names[] = "`-=[]\\,;\'./";
  421. 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 };
  422. IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
  423. if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
  424. else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
  425. else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
  426. else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
  427. }
  428. // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
  429. #else
  430. IM_UNUSED(scancode);
  431. #endif
  432. return key;
  433. }
  434. void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
  435. {
  436. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  437. if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
  438. bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
  439. if (action != GLFW_PRESS && action != GLFW_RELEASE)
  440. return;
  441. ImGuiIO& io = ImGui::GetIO(bd->Context);
  442. ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
  443. if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows))
  444. bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr;
  445. keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
  446. ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode);
  447. io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
  448. io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
  449. }
  450. void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
  451. {
  452. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  453. if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
  454. bd->PrevUserCallbackWindowFocus(window, focused);
  455. // Workaround for Linux: when losing focus with MouseIgnoreButtonUpWaitForFocusLoss set, we will temporarily ignore subsequent Mouse Up events
  456. bd->MouseIgnoreButtonUp = (bd->MouseIgnoreButtonUpWaitForFocusLoss && focused == 0);
  457. bd->MouseIgnoreButtonUpWaitForFocusLoss = false;
  458. ImGuiIO& io = ImGui::GetIO(bd->Context);
  459. io.AddFocusEvent(focused != 0);
  460. }
  461. void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
  462. {
  463. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  464. if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
  465. bd->PrevUserCallbackCursorPos(window, x, y);
  466. ImGuiIO& io = ImGui::GetIO(bd->Context);
  467. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  468. {
  469. int window_x, window_y;
  470. glfwGetWindowPos(window, &window_x, &window_y);
  471. x += window_x;
  472. y += window_y;
  473. }
  474. io.AddMousePosEvent((float)x, (float)y);
  475. bd->LastValidMousePos = ImVec2((float)x, (float)y);
  476. }
  477. // Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
  478. // so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
  479. void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
  480. {
  481. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  482. if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
  483. bd->PrevUserCallbackCursorEnter(window, entered);
  484. ImGuiIO& io = ImGui::GetIO(bd->Context);
  485. if (entered)
  486. {
  487. bd->MouseWindow = window;
  488. io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
  489. }
  490. else if (!entered && bd->MouseWindow == window)
  491. {
  492. bd->LastValidMousePos = io.MousePos;
  493. bd->MouseWindow = nullptr;
  494. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  495. }
  496. }
  497. void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
  498. {
  499. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  500. if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
  501. bd->PrevUserCallbackChar(window, c);
  502. ImGuiIO& io = ImGui::GetIO(bd->Context);
  503. io.AddInputCharacter(c);
  504. }
  505. void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
  506. {
  507. // This function is technically part of the API even if we stopped using the callback, so leaving it around.
  508. }
  509. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  510. static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void* user_data)
  511. {
  512. // Mimic Emscripten_HandleWheel() in SDL.
  513. // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
  514. ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
  515. float multiplier = 0.0f;
  516. if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.
  517. else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step.
  518. else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps.
  519. float wheel_x = ev->deltaX * -multiplier;
  520. float wheel_y = ev->deltaY * -multiplier;
  521. ImGuiIO& io = ImGui::GetIO(bd->Context);
  522. io.AddMouseWheelEvent(wheel_x, wheel_y);
  523. //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);
  524. return EM_TRUE;
  525. }
  526. #endif
  527. #ifdef _WIN32
  528. static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  529. #endif
  530. void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
  531. {
  532. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  533. IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
  534. IM_ASSERT(bd->Window == window);
  535. bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
  536. bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
  537. bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
  538. bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
  539. bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
  540. bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
  541. bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
  542. bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
  543. bd->InstalledCallbacks = true;
  544. }
  545. void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
  546. {
  547. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  548. IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
  549. IM_ASSERT(bd->Window == window);
  550. glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
  551. glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
  552. glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
  553. glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
  554. glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
  555. glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
  556. glfwSetCharCallback(window, bd->PrevUserCallbackChar);
  557. glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
  558. bd->InstalledCallbacks = false;
  559. bd->PrevUserCallbackWindowFocus = nullptr;
  560. bd->PrevUserCallbackCursorEnter = nullptr;
  561. bd->PrevUserCallbackCursorPos = nullptr;
  562. bd->PrevUserCallbackMousebutton = nullptr;
  563. bd->PrevUserCallbackScroll = nullptr;
  564. bd->PrevUserCallbackKey = nullptr;
  565. bd->PrevUserCallbackChar = nullptr;
  566. bd->PrevUserCallbackMonitor = nullptr;
  567. }
  568. // Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user.
  569. // This is 'false' by default meaning we only chain callbacks for the main viewport.
  570. // We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.
  571. // If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.
  572. void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
  573. {
  574. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  575. bd->CallbacksChainForAllWindows = chain_for_all_windows;
  576. }
  577. #ifdef __EMSCRIPTEN__
  578. #if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
  579. void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); }
  580. #else
  581. EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
  582. #endif
  583. #endif
  584. static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
  585. {
  586. ImGuiIO& io = ImGui::GetIO();
  587. IMGUI_CHECKVERSION();
  588. IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
  589. //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
  590. // Setup backend capabilities flags
  591. ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
  592. snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_glfw (%d)", GLFW_VERSION_COMBINED);
  593. io.BackendPlatformUserData = (void*)bd;
  594. io.BackendPlatformName = bd->BackendPlatformName;
  595. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  596. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  597. bool has_viewports = false;
  598. #ifndef __EMSCRIPTEN__
  599. has_viewports = true;
  600. #if GLFW_HAS_GETPLATFORM
  601. if (glfwGetPlatform() == GLFW_PLATFORM_WAYLAND)
  602. has_viewports = false;
  603. #endif
  604. if (has_viewports)
  605. io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
  606. #endif
  607. #if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
  608. io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
  609. #endif
  610. bd->Context = ImGui::GetCurrentContext();
  611. bd->Window = window;
  612. bd->Time = 0.0;
  613. ImGui_ImplGlfw_ContextMap_Add(window, bd->Context);
  614. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  615. #if GLFW_VERSION_COMBINED < 3300
  616. platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window, text); };
  617. platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window); };
  618. #else
  619. platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); };
  620. platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); };
  621. #endif
  622. #ifdef __EMSCRIPTEN__
  623. platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
  624. #endif
  625. // Create mouse cursors
  626. // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
  627. // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
  628. // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
  629. GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
  630. bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  631. bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
  632. bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
  633. bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
  634. bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
  635. #if GLFW_HAS_NEW_CURSORS
  636. bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
  637. bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
  638. bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
  639. bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
  640. #else
  641. bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  642. bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  643. bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  644. bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  645. #endif
  646. glfwSetErrorCallback(prev_error_callback);
  647. #if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
  648. (void)glfwGetError(nullptr);
  649. #endif
  650. // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
  651. if (install_callbacks)
  652. ImGui_ImplGlfw_InstallCallbacks(window);
  653. // Update monitor a first time during init
  654. // (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
  655. ImGui_ImplGlfw_UpdateMonitors();
  656. glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
  657. // Set platform dependent data in viewport
  658. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  659. main_viewport->PlatformHandle = (void*)bd->Window;
  660. #ifdef _WIN32
  661. main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
  662. #elif defined(__APPLE__)
  663. main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
  664. #else
  665. IM_UNUSED(main_viewport);
  666. #endif
  667. if (has_viewports)
  668. ImGui_ImplGlfw_InitMultiViewportSupport();
  669. // Windows: register a WndProc hook so we can intercept some messages.
  670. #ifdef _WIN32
  671. HWND hwnd = (HWND)main_viewport->PlatformHandleRaw;
  672. ::SetPropA(hwnd, "IMGUI_BACKEND_DATA", bd);
  673. bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
  674. IM_ASSERT(bd->PrevWndProc != nullptr);
  675. ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
  676. #endif
  677. // Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime
  678. // to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten).
  679. #ifdef __EMSCRIPTEN__
  680. #if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
  681. if (emscripten::glfw3::IsRuntimePlatformApple())
  682. {
  683. io.ConfigMacOSXBehaviors = true;
  684. // Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used.
  685. // This means that Meta + V only registers a single key-press, even if the keys are held.
  686. // This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself.
  687. // See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key
  688. emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10);
  689. }
  690. #endif
  691. #endif
  692. bd->ClientApi = client_api;
  693. return true;
  694. }
  695. bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
  696. {
  697. return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
  698. }
  699. bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
  700. {
  701. return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
  702. }
  703. bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
  704. {
  705. return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
  706. }
  707. void ImGui_ImplGlfw_Shutdown()
  708. {
  709. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  710. IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
  711. ImGuiIO& io = ImGui::GetIO();
  712. ImGui_ImplGlfw_ShutdownMultiViewportSupport();
  713. if (bd->InstalledCallbacks)
  714. ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
  715. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  716. if (bd->CanvasSelector)
  717. emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr);
  718. #endif
  719. for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
  720. glfwDestroyCursor(bd->MouseCursors[cursor_n]);
  721. // Windows: restore our WndProc hook
  722. #ifdef _WIN32
  723. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  724. ::SetPropA((HWND)main_viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", nullptr);
  725. ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
  726. bd->PrevWndProc = nullptr;
  727. #endif
  728. io.BackendPlatformName = nullptr;
  729. io.BackendPlatformUserData = nullptr;
  730. io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
  731. ImGui_ImplGlfw_ContextMap_Remove(bd->Window);
  732. IM_DELETE(bd);
  733. }
  734. static void ImGui_ImplGlfw_UpdateMouseData()
  735. {
  736. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  737. ImGuiIO& io = ImGui::GetIO();
  738. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  739. ImGuiID mouse_viewport_id = 0;
  740. const ImVec2 mouse_pos_prev = io.MousePos;
  741. for (int n = 0; n < platform_io.Viewports.Size; n++)
  742. {
  743. ImGuiViewport* viewport = platform_io.Viewports[n];
  744. GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
  745. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  746. const bool is_window_focused = true;
  747. #else
  748. const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
  749. #endif
  750. if (is_window_focused)
  751. {
  752. // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
  753. // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
  754. if (io.WantSetMousePos)
  755. glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
  756. // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
  757. if (bd->MouseWindow == nullptr)
  758. {
  759. double mouse_x, mouse_y;
  760. glfwGetCursorPos(window, &mouse_x, &mouse_y);
  761. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  762. {
  763. // 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)
  764. // 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)
  765. int window_x, window_y;
  766. glfwGetWindowPos(window, &window_x, &window_y);
  767. mouse_x += window_x;
  768. mouse_y += window_y;
  769. }
  770. bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
  771. io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
  772. }
  773. }
  774. // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
  775. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
  776. // - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag (since we implement hit via our WndProc hook)
  777. // On other platforms we rely on the library fallbacking to its own search when reporting a viewport with _NoInputs flag.
  778. // - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.
  779. // 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
  780. // 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
  781. // by the backend, and use its flawed heuristic to guess the viewport behind.
  782. // - [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).
  783. // FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
  784. // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
  785. #if GLFW_HAS_MOUSE_PASSTHROUGH
  786. const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
  787. glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
  788. #endif
  789. #if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
  790. if (glfwGetWindowAttrib(window, GLFW_HOVERED))
  791. mouse_viewport_id = viewport->ID;
  792. #else
  793. // We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse.
  794. #endif
  795. }
  796. if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
  797. io.AddMouseViewportEvent(mouse_viewport_id);
  798. }
  799. static void ImGui_ImplGlfw_UpdateMouseCursor()
  800. {
  801. ImGuiIO& io = ImGui::GetIO();
  802. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  803. if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
  804. return;
  805. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  806. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  807. for (int n = 0; n < platform_io.Viewports.Size; n++)
  808. {
  809. GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
  810. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  811. {
  812. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  813. glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
  814. }
  815. else
  816. {
  817. // Show OS mouse cursor
  818. // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
  819. glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
  820. glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
  821. }
  822. }
  823. }
  824. // Update gamepad inputs
  825. static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
  826. static void ImGui_ImplGlfw_UpdateGamepads()
  827. {
  828. ImGuiIO& io = ImGui::GetIO();
  829. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs, but see #8075
  830. return;
  831. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  832. #if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
  833. GLFWgamepadstate gamepad;
  834. if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
  835. return;
  836. #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
  837. #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)
  838. #else
  839. int axes_count = 0, buttons_count = 0;
  840. const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
  841. const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
  842. if (axes_count == 0 || buttons_count == 0)
  843. return;
  844. #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
  845. #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)
  846. #endif
  847. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  848. MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
  849. MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
  850. MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
  851. MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
  852. MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
  853. MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
  854. MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
  855. MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
  856. MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
  857. MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);
  858. MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);
  859. MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);
  860. MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);
  861. MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);
  862. MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);
  863. MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);
  864. MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);
  865. MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);
  866. MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);
  867. MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);
  868. MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);
  869. MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);
  870. MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);
  871. MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);
  872. #undef MAP_BUTTON
  873. #undef MAP_ANALOG
  874. }
  875. static void ImGui_ImplGlfw_UpdateMonitors()
  876. {
  877. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  878. int monitors_count = 0;
  879. GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
  880. if (monitors_count == 0) // Preserve existing monitor list if there are none. Happens on macOS sleeping (#5683)
  881. return;
  882. platform_io.Monitors.resize(0);
  883. for (int n = 0; n < monitors_count; n++)
  884. {
  885. ImGuiPlatformMonitor monitor;
  886. int x, y;
  887. glfwGetMonitorPos(glfw_monitors[n], &x, &y);
  888. const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
  889. if (vid_mode == nullptr)
  890. continue; // Failed to get Video mode (e.g. Emscripten does not support this function)
  891. monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
  892. monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
  893. #if GLFW_HAS_MONITOR_WORK_AREA
  894. int w, h;
  895. glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
  896. if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761
  897. {
  898. monitor.WorkPos = ImVec2((float)x, (float)y);
  899. monitor.WorkSize = ImVec2((float)w, (float)h);
  900. }
  901. #endif
  902. float scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfw_monitors[n]);
  903. if (scale == 0.0f)
  904. continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
  905. monitor.DpiScale = scale;
  906. monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes"
  907. platform_io.Monitors.push_back(monitor);
  908. }
  909. }
  910. // - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend.
  911. // - Apple platforms use FramebufferScale so we always return 1.0f.
  912. // - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle.
  913. float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window)
  914. {
  915. #if GLFW_HAS_PER_MONITOR_DPI && !defined(__APPLE__)
  916. float x_scale, y_scale;
  917. glfwGetWindowContentScale(window, &x_scale, &y_scale);
  918. return x_scale;
  919. #else
  920. IM_UNUSED(window);
  921. return 1.0f;
  922. #endif
  923. }
  924. float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor)
  925. {
  926. #if GLFW_HAS_PER_MONITOR_DPI && !defined(__APPLE__)
  927. float x_scale, y_scale;
  928. glfwGetMonitorContentScale(monitor, &x_scale, &y_scale);
  929. return x_scale;
  930. #else
  931. IM_UNUSED(monitor);
  932. return 1.0f;
  933. #endif
  934. }
  935. static void ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(GLFWwindow* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
  936. {
  937. int w, h;
  938. int display_w, display_h;
  939. glfwGetWindowSize(window, &w, &h);
  940. glfwGetFramebufferSize(window, &display_w, &display_h);
  941. if (out_size != nullptr)
  942. *out_size = ImVec2((float)w, (float)h);
  943. if (out_framebuffer_scale != nullptr)
  944. *out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / (float)w, (float)display_h / (float)h) : ImVec2(1.0f, 1.0f);
  945. }
  946. void ImGui_ImplGlfw_NewFrame()
  947. {
  948. ImGuiIO& io = ImGui::GetIO();
  949. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  950. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
  951. // Setup main viewport size (every frame to accommodate for window resizing)
  952. ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
  953. ImGui_ImplGlfw_UpdateMonitors();
  954. // Setup time step
  955. // (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)
  956. double current_time = glfwGetTime();
  957. if (current_time <= bd->Time)
  958. current_time = bd->Time + 0.00001f;
  959. io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
  960. bd->Time = current_time;
  961. bd->MouseIgnoreButtonUp = false;
  962. ImGui_ImplGlfw_UpdateMouseData();
  963. ImGui_ImplGlfw_UpdateMouseCursor();
  964. // Update game controllers (if enabled and available)
  965. ImGui_ImplGlfw_UpdateGamepads();
  966. }
  967. // GLFW doesn't provide a portable sleep function
  968. void ImGui_ImplGlfw_Sleep(int milliseconds)
  969. {
  970. #ifdef _WIN32
  971. ::Sleep(milliseconds);
  972. #else
  973. usleep(milliseconds * 1000);
  974. #endif
  975. }
  976. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  977. static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
  978. {
  979. ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
  980. double canvas_width, canvas_height;
  981. emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
  982. glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
  983. return true;
  984. }
  985. static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data)
  986. {
  987. ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
  988. double canvas_width, canvas_height;
  989. emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
  990. glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
  991. return true;
  992. }
  993. // 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query.
  994. // STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID.
  995. void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector)
  996. {
  997. IM_ASSERT(canvas_selector != nullptr);
  998. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  999. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
  1000. bd->CanvasSelector = canvas_selector;
  1001. emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);
  1002. emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback);
  1003. // Change the size of the GLFW window according to the size of the canvas
  1004. ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd);
  1005. // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
  1006. // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
  1007. // FIXME: May break chaining in case user registered their own Emscripten callback?
  1008. emscripten_set_wheel_callback(bd->CanvasSelector, bd, false, ImGui_ImplEmscripten_WheelCallback);
  1009. }
  1010. #elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)
  1011. // When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call
  1012. // by invoking emscripten_glfw_make_canvas_resizable afterward.
  1013. // See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation
  1014. void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector)
  1015. {
  1016. GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector));
  1017. IM_ASSERT(window == w); // Sanity check
  1018. IM_UNUSED(w);
  1019. emscripten_glfw_make_canvas_resizable(window, "window", nullptr);
  1020. }
  1021. #endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
  1022. //--------------------------------------------------------------------------------------------------------
  1023. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  1024. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  1025. // 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..
  1026. //--------------------------------------------------------------------------------------------------------
  1027. // Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
  1028. struct ImGui_ImplGlfw_ViewportData
  1029. {
  1030. GLFWwindow* Window; // Stored in ImGuiViewport::PlatformHandle
  1031. bool WindowOwned;
  1032. int IgnoreWindowPosEventFrame;
  1033. int IgnoreWindowSizeEventFrame;
  1034. #ifdef _WIN32
  1035. WNDPROC PrevWndProc;
  1036. #endif
  1037. ImGui_ImplGlfw_ViewportData() { memset((void*)this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
  1038. ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); }
  1039. };
  1040. static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
  1041. {
  1042. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
  1043. viewport->PlatformRequestClose = true;
  1044. }
  1045. // GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize().
  1046. // However: depending on the platform the callback may be invoked at different time:
  1047. // - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call
  1048. // - on Linux it is queued and invoked during glfwPollEvents()
  1049. // Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only
  1050. // ignore recent glfwSetWindowXXX() calls.
  1051. static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)
  1052. {
  1053. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
  1054. {
  1055. if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
  1056. {
  1057. bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1);
  1058. //data->IgnoreWindowPosEventFrame = -1;
  1059. if (ignore_event)
  1060. return;
  1061. }
  1062. viewport->PlatformRequestMove = true;
  1063. }
  1064. }
  1065. static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
  1066. {
  1067. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
  1068. {
  1069. if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
  1070. {
  1071. bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1);
  1072. //data->IgnoreWindowSizeEventFrame = -1;
  1073. if (ignore_event)
  1074. return;
  1075. }
  1076. viewport->PlatformRequestResize = true;
  1077. }
  1078. }
  1079. static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
  1080. {
  1081. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1082. ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
  1083. viewport->PlatformUserData = vd;
  1084. // Workaround for Linux: ignore mouse up events corresponding to losing focus of the previously focused window (#7733, #3158, #7922)
  1085. #ifdef __linux__
  1086. bd->MouseIgnoreButtonUpWaitForFocusLoss = true;
  1087. #endif
  1088. // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
  1089. // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
  1090. glfwWindowHint(GLFW_VISIBLE, false);
  1091. glfwWindowHint(GLFW_FOCUSED, false);
  1092. #if GLFW_HAS_FOCUS_ON_SHOW
  1093. glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
  1094. #endif
  1095. glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
  1096. #if GLFW_HAS_WINDOW_TOPMOST
  1097. glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
  1098. #endif
  1099. GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr;
  1100. vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window);
  1101. vd->WindowOwned = true;
  1102. viewport->PlatformHandle = (void*)vd->Window;
  1103. #ifdef _WIN32
  1104. viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window);
  1105. #elif defined(__APPLE__)
  1106. viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window);
  1107. #endif
  1108. glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
  1109. // Install GLFW callbacks for secondary viewports
  1110. glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback);
  1111. glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback);
  1112. glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback);
  1113. glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback);
  1114. glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback);
  1115. glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback);
  1116. glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback);
  1117. glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback);
  1118. glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback);
  1119. glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback);
  1120. if (bd->ClientApi == GlfwClientApi_OpenGL)
  1121. {
  1122. glfwMakeContextCurrent(vd->Window);
  1123. glfwSwapInterval(0);
  1124. }
  1125. }
  1126. static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
  1127. {
  1128. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1129. if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
  1130. {
  1131. if (vd->WindowOwned)
  1132. {
  1133. #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
  1134. HWND hwnd = (HWND)viewport->PlatformHandleRaw;
  1135. ::RemovePropA(hwnd, "IMGUI_VIEWPORT");
  1136. #endif
  1137. // Release any keys that were pressed in the window being destroyed and are still held down,
  1138. // because we will not receive any release events after window is destroyed.
  1139. for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++)
  1140. if (bd->KeyOwnerWindows[i] == vd->Window)
  1141. 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.
  1142. glfwDestroyWindow(vd->Window);
  1143. }
  1144. vd->Window = nullptr;
  1145. IM_DELETE(vd);
  1146. }
  1147. viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
  1148. }
  1149. static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
  1150. {
  1151. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1152. #if defined(_WIN32)
  1153. // GLFW hack: Hide icon from task bar
  1154. HWND hwnd = (HWND)viewport->PlatformHandleRaw;
  1155. if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
  1156. {
  1157. LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
  1158. ex_style &= ~WS_EX_APPWINDOW;
  1159. ex_style |= WS_EX_TOOLWINDOW;
  1160. ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
  1161. }
  1162. // GLFW hack: install hook for WM_NCHITTEST message handler
  1163. #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
  1164. ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
  1165. vd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
  1166. ::SetWindowLongPtrW(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
  1167. #endif
  1168. #if !GLFW_HAS_FOCUS_ON_SHOW
  1169. // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
  1170. // 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.
  1171. // See https://github.com/glfw/glfw/issues/1189
  1172. // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
  1173. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  1174. {
  1175. ::ShowWindow(hwnd, SW_SHOWNA);
  1176. return;
  1177. }
  1178. #endif
  1179. #endif
  1180. glfwShowWindow(vd->Window);
  1181. }
  1182. static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
  1183. {
  1184. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1185. int x = 0, y = 0;
  1186. glfwGetWindowPos(vd->Window, &x, &y);
  1187. return ImVec2((float)x, (float)y);
  1188. }
  1189. static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  1190. {
  1191. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1192. vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();
  1193. glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y);
  1194. }
  1195. static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
  1196. {
  1197. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1198. int w = 0, h = 0;
  1199. glfwGetWindowSize(vd->Window, &w, &h);
  1200. return ImVec2((float)w, (float)h);
  1201. }
  1202. static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  1203. {
  1204. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1205. #if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX
  1206. // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are
  1207. // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it
  1208. // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based
  1209. // on the upper-left corner.
  1210. int x, y, width, height;
  1211. glfwGetWindowPos(vd->Window, &x, &y);
  1212. glfwGetWindowSize(vd->Window, &width, &height);
  1213. glfwSetWindowPos(vd->Window, x, y - height + size.y);
  1214. #endif
  1215. vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
  1216. glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y);
  1217. }
  1218. static ImVec2 ImGui_ImplGlfw_GetWindowFramebufferScale(ImGuiViewport* viewport)
  1219. {
  1220. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1221. ImVec2 framebuffer_scale;
  1222. ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, &framebuffer_scale);
  1223. return framebuffer_scale;
  1224. }
  1225. static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  1226. {
  1227. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1228. glfwSetWindowTitle(vd->Window, title);
  1229. }
  1230. static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
  1231. {
  1232. #if GLFW_HAS_FOCUS_WINDOW
  1233. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1234. glfwFocusWindow(vd->Window);
  1235. #else
  1236. // 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.
  1237. (void)viewport;
  1238. #endif
  1239. }
  1240. static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
  1241. {
  1242. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1243. return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0;
  1244. }
  1245. static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
  1246. {
  1247. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1248. return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0;
  1249. }
  1250. #if GLFW_HAS_WINDOW_ALPHA
  1251. static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
  1252. {
  1253. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1254. glfwSetWindowOpacity(vd->Window, alpha);
  1255. }
  1256. #endif
  1257. static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
  1258. {
  1259. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1260. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1261. if (bd->ClientApi == GlfwClientApi_OpenGL)
  1262. glfwMakeContextCurrent(vd->Window);
  1263. }
  1264. static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
  1265. {
  1266. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1267. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1268. if (bd->ClientApi == GlfwClientApi_OpenGL)
  1269. {
  1270. glfwMakeContextCurrent(vd->Window);
  1271. glfwSwapBuffers(vd->Window);
  1272. }
  1273. }
  1274. //--------------------------------------------------------------------------------------------------------
  1275. // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
  1276. //--------------------------------------------------------------------------------------------------------
  1277. // Avoid including <vulkan.h> so we can build without it
  1278. #if GLFW_HAS_VULKAN
  1279. #ifndef VULKAN_H_
  1280. #define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
  1281. #if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
  1282. #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
  1283. #else
  1284. #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
  1285. #endif
  1286. VK_DEFINE_HANDLE(VkInstance)
  1287. VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
  1288. struct VkAllocationCallbacks;
  1289. enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
  1290. #endif // VULKAN_H_
  1291. extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }
  1292. static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
  1293. {
  1294. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1295. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1296. IM_UNUSED(bd);
  1297. IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan);
  1298. VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
  1299. return (int)err;
  1300. }
  1301. #endif // GLFW_HAS_VULKAN
  1302. static void ImGui_ImplGlfw_InitMultiViewportSupport()
  1303. {
  1304. // Register platform interface (will be coupled with a renderer interface)
  1305. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1306. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  1307. platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow;
  1308. platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow;
  1309. platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow;
  1310. platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos;
  1311. platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
  1312. platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
  1313. platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
  1314. platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplGlfw_GetWindowFramebufferScale;
  1315. platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
  1316. platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
  1317. platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
  1318. platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
  1319. platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
  1320. platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
  1321. #if GLFW_HAS_WINDOW_ALPHA
  1322. platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha;
  1323. #endif
  1324. #if GLFW_HAS_VULKAN
  1325. platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
  1326. #endif
  1327. // Register main window handle (which is owned by the main application, not by us)
  1328. // 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.
  1329. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  1330. ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
  1331. vd->Window = bd->Window;
  1332. vd->WindowOwned = false;
  1333. main_viewport->PlatformUserData = vd;
  1334. main_viewport->PlatformHandle = (void*)bd->Window;
  1335. }
  1336. static void ImGui_ImplGlfw_ShutdownMultiViewportSupport()
  1337. {
  1338. ImGui::DestroyPlatformWindows();
  1339. }
  1340. //-----------------------------------------------------------------------------
  1341. // WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData)
  1342. #ifdef _WIN32
  1343. static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
  1344. {
  1345. LPARAM extra_info = ::GetMessageExtraInfo();
  1346. if ((extra_info & 0xFFFFFF80) == 0xFF515700)
  1347. return ImGuiMouseSource_Pen;
  1348. if ((extra_info & 0xFFFFFF80) == 0xFF515780)
  1349. return ImGuiMouseSource_TouchScreen;
  1350. return ImGuiMouseSource_Mouse;
  1351. }
  1352. static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  1353. {
  1354. ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)::GetPropA(hWnd, "IMGUI_BACKEND_DATA");
  1355. ImGuiIO& io = ImGui::GetIO(bd->Context);
  1356. WNDPROC prev_wndproc = bd->PrevWndProc;
  1357. ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
  1358. if (viewport != NULL)
  1359. if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
  1360. prev_wndproc = vd->PrevWndProc;
  1361. switch (msg)
  1362. {
  1363. // GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
  1364. // Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
  1365. case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
  1366. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
  1367. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
  1368. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
  1369. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
  1370. io.AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
  1371. break;
  1372. // We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
  1373. // In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
  1374. #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED
  1375. case WM_NCHITTEST:
  1376. {
  1377. // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL).
  1378. // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
  1379. // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
  1380. // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
  1381. if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs))
  1382. return HTTRANSPARENT;
  1383. break;
  1384. }
  1385. #endif
  1386. }
  1387. return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam);
  1388. }
  1389. #endif // #ifdef _WIN32
  1390. //-----------------------------------------------------------------------------
  1391. #if defined(__clang__)
  1392. #pragma clang diagnostic pop
  1393. #endif
  1394. #endif // #ifndef IMGUI_DISABLE