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. // (Requires: GLFW 3.1+)
  5. // Implemented features:
  6. // [X] Platform: Clipboard support.
  7. // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  8. // [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
  9. // [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
  10. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  11. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  12. // https://github.com/ocornut/imgui
  13. // CHANGELOG
  14. // (minor and older changes stripped away, please see git history for details)
  15. // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
  16. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  17. // 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
  18. // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
  19. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  20. // 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
  21. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  22. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
  23. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  24. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  25. // 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
  26. // 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  27. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  28. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  29. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
  30. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  31. #include "imgui.h"
  32. #include "imgui_impl_glfw.h"
  33. // GLFW
  34. #include <GLFW/glfw3.h>
  35. #ifdef _WIN32
  36. #undef APIENTRY
  37. #define GLFW_EXPOSE_NATIVE_WIN32
  38. #include <GLFW/glfw3native.h> // for glfwGetWin32Window
  39. #endif
  40. #define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
  41. #define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
  42. #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
  43. #define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
  44. #define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
  45. // Data
  46. enum GlfwClientApi
  47. {
  48. GlfwClientApi_Unknown,
  49. GlfwClientApi_OpenGL,
  50. GlfwClientApi_Vulkan
  51. };
  52. static GLFWwindow* g_Window = NULL;
  53. static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
  54. static double g_Time = 0.0;
  55. static bool g_MouseJustPressed[5] = { false, false, false, false, false };
  56. static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
  57. // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
  58. static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
  59. static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
  60. static GLFWkeyfun g_PrevUserCallbackKey = NULL;
  61. static GLFWcharfun g_PrevUserCallbackChar = NULL;
  62. static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
  63. {
  64. return glfwGetClipboardString((GLFWwindow*)user_data);
  65. }
  66. static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
  67. {
  68. glfwSetClipboardString((GLFWwindow*)user_data, text);
  69. }
  70. void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
  71. {
  72. if (g_PrevUserCallbackMousebutton != NULL)
  73. g_PrevUserCallbackMousebutton(window, button, action, mods);
  74. if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
  75. g_MouseJustPressed[button] = true;
  76. }
  77. void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
  78. {
  79. if (g_PrevUserCallbackScroll != NULL)
  80. g_PrevUserCallbackScroll(window, xoffset, yoffset);
  81. ImGuiIO& io = ImGui::GetIO();
  82. io.MouseWheelH += (float)xoffset;
  83. io.MouseWheel += (float)yoffset;
  84. }
  85. void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
  86. {
  87. if (g_PrevUserCallbackKey != NULL)
  88. g_PrevUserCallbackKey(window, key, scancode, action, mods);
  89. ImGuiIO& io = ImGui::GetIO();
  90. if (action == GLFW_PRESS)
  91. io.KeysDown[key] = true;
  92. if (action == GLFW_RELEASE)
  93. io.KeysDown[key] = false;
  94. // Modifiers are not reliable across systems
  95. io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
  96. io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
  97. io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
  98. io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
  99. }
  100. void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
  101. {
  102. if (g_PrevUserCallbackChar != NULL)
  103. g_PrevUserCallbackChar(window, c);
  104. ImGuiIO& io = ImGui::GetIO();
  105. if (c > 0 && c < 0x10000)
  106. io.AddInputCharacter((unsigned short)c);
  107. }
  108. static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
  109. {
  110. g_Window = window;
  111. g_Time = 0.0;
  112. // Setup back-end capabilities flags
  113. ImGuiIO& io = ImGui::GetIO();
  114. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  115. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  116. io.BackendPlatformName = "imgui_impl_glfw";
  117. // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
  118. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
  119. io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
  120. io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
  121. io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
  122. io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
  123. io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
  124. io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
  125. io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
  126. io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
  127. io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
  128. io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
  129. io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
  130. io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
  131. io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
  132. io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
  133. io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
  134. io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
  135. io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
  136. io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
  137. io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
  138. io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
  139. io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
  140. io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
  141. io.ClipboardUserData = g_Window;
  142. #if defined(_WIN32)
  143. io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
  144. #endif
  145. g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  146. g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
  147. g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
  148. g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
  149. g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
  150. g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
  151. g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
  152. g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
  153. // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
  154. g_PrevUserCallbackMousebutton = NULL;
  155. g_PrevUserCallbackScroll = NULL;
  156. g_PrevUserCallbackKey = NULL;
  157. g_PrevUserCallbackChar = NULL;
  158. if (install_callbacks)
  159. {
  160. g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
  161. g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
  162. g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
  163. g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
  164. }
  165. g_ClientApi = client_api;
  166. return true;
  167. }
  168. bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
  169. {
  170. return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
  171. }
  172. bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
  173. {
  174. return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
  175. }
  176. void ImGui_ImplGlfw_Shutdown()
  177. {
  178. for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
  179. {
  180. glfwDestroyCursor(g_MouseCursors[cursor_n]);
  181. g_MouseCursors[cursor_n] = NULL;
  182. }
  183. g_ClientApi = GlfwClientApi_Unknown;
  184. }
  185. static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
  186. {
  187. // Update buttons
  188. ImGuiIO& io = ImGui::GetIO();
  189. for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
  190. {
  191. // 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.
  192. io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
  193. g_MouseJustPressed[i] = false;
  194. }
  195. // Update mouse position
  196. const ImVec2 mouse_pos_backup = io.MousePos;
  197. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  198. #ifdef __EMSCRIPTEN__
  199. const bool focused = true; // Emscripten
  200. #else
  201. const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0;
  202. #endif
  203. if (focused)
  204. {
  205. if (io.WantSetMousePos)
  206. {
  207. glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y);
  208. }
  209. else
  210. {
  211. double mouse_x, mouse_y;
  212. glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
  213. io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
  214. }
  215. }
  216. }
  217. static void ImGui_ImplGlfw_UpdateMouseCursor()
  218. {
  219. ImGuiIO& io = ImGui::GetIO();
  220. if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
  221. return;
  222. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  223. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  224. {
  225. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  226. glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
  227. }
  228. else
  229. {
  230. // Show OS mouse cursor
  231. // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
  232. glfwSetCursor(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
  233. glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
  234. }
  235. }
  236. static void ImGui_ImplGlfw_UpdateGamepads()
  237. {
  238. ImGuiIO& io = ImGui::GetIO();
  239. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  240. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
  241. return;
  242. // Update gamepad inputs
  243. #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
  244. #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; }
  245. int axes_count = 0, buttons_count = 0;
  246. const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
  247. const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
  248. MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
  249. MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
  250. MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
  251. MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
  252. MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
  253. MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
  254. MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
  255. MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
  256. MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
  257. MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
  258. MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
  259. MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
  260. MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
  261. MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
  262. MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
  263. MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
  264. #undef MAP_BUTTON
  265. #undef MAP_ANALOG
  266. if (axes_count > 0 && buttons_count > 0)
  267. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  268. else
  269. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  270. }
  271. void ImGui_ImplGlfw_NewFrame()
  272. {
  273. ImGuiIO& io = ImGui::GetIO();
  274. IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
  275. // Setup display size (every frame to accommodate for window resizing)
  276. int w, h;
  277. int display_w, display_h;
  278. glfwGetWindowSize(g_Window, &w, &h);
  279. glfwGetFramebufferSize(g_Window, &display_w, &display_h);
  280. io.DisplaySize = ImVec2((float)w, (float)h);
  281. if (w > 0 && h > 0)
  282. io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
  283. // Setup time step
  284. double current_time = glfwGetTime();
  285. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
  286. g_Time = current_time;
  287. ImGui_ImplGlfw_UpdateMousePosAndButtons();
  288. ImGui_ImplGlfw_UpdateMouseCursor();
  289. // Gamepad navigation mapping
  290. ImGui_ImplGlfw_UpdateGamepads();
  291. }