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- // dear imgui: Platform Backend for GLFW
- // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
- // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
- // (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)
- // Implemented features:
- // [X] Platform: Clipboard support.
- // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
- // [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]
- // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
- // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
- // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
- // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
- // Learn about Dear ImGui:
- // - FAQ https://dearimgui.com/faq
- // - Getting Started https://dearimgui.com/getting-started
- // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
- // - Introduction, links and more at the top of imgui.cpp
- // About Emscripten support:
- // - 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.)
- // - 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.
- // See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details.
- // CHANGELOG
- // (minor and older changes stripped away, please see git history for details)
- // 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
- // - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
- // - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
- // - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
- // 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one.
- // 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.
- // 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)
- // 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
- // 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.
- // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
- // 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)
- // 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)
- // 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)
- // 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
- // 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
- // 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
- // 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.
- // 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
- // 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
- // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
- // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
- // 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18.
- // 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
- // 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
- // 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
- // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
- // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
- // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
- // 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
- // 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().
- // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
- // 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.
- // 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().
- // 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().
- // 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).
- // 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
- // 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
- // 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
- // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
- // 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
- // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
- // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
- // 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
- // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
- // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
- // 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
- // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
- // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
- // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
- // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
- // 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
- // 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
- // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
- // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
- // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
- // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
- #include "imgui.h"
- #ifndef IMGUI_DISABLE
- #include "imgui_impl_glfw.h"
- // Clang warnings with -Weverything
- #if defined(__clang__)
- #pragma clang diagnostic push
- #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
- #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
- #endif
- // GLFW
- #include <GLFW/glfw3.h>
- #ifdef _WIN32
- #undef APIENTRY
- #ifndef GLFW_EXPOSE_NATIVE_WIN32
- #define GLFW_EXPOSE_NATIVE_WIN32
- #endif
- #include <GLFW/glfw3native.h> // for glfwGetWin32Window()
- #endif
- #ifdef __APPLE__
- #ifndef GLFW_EXPOSE_NATIVE_COCOA
- #define GLFW_EXPOSE_NATIVE_COCOA
- #endif
- #include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
- #endif
- #ifndef _WIN32
- #include <unistd.h> // for usleep()
- #endif
- #ifdef __EMSCRIPTEN__
- #include <emscripten.h>
- #include <emscripten/html5.h>
- #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
- #include <GLFW/emscripten_glfw3.h>
- #else
- #define EMSCRIPTEN_USE_EMBEDDED_GLFW3
- #endif
- #endif
- // We gather version tests as define in order to easily see which features are version-dependent.
- #define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
- #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?
- #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
- #else
- #define GLFW_HAS_NEW_CURSORS (0)
- #endif
- #define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
- #define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
- #define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
- // GLFW data
- enum GlfwClientApi
- {
- GlfwClientApi_Unknown,
- GlfwClientApi_OpenGL,
- GlfwClientApi_Vulkan,
- };
- struct ImGui_ImplGlfw_Data
- {
- GLFWwindow* Window;
- GlfwClientApi ClientApi;
- double Time;
- GLFWwindow* MouseWindow;
- GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
- ImVec2 LastValidMousePos;
- bool InstalledCallbacks;
- bool CallbacksChainForAllWindows;
- #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
- const char* CanvasSelector;
- #endif
- // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
- GLFWwindowfocusfun PrevUserCallbackWindowFocus;
- GLFWcursorposfun PrevUserCallbackCursorPos;
- GLFWcursorenterfun PrevUserCallbackCursorEnter;
- GLFWmousebuttonfun PrevUserCallbackMousebutton;
- GLFWscrollfun PrevUserCallbackScroll;
- GLFWkeyfun PrevUserCallbackKey;
- GLFWcharfun PrevUserCallbackChar;
- GLFWmonitorfun PrevUserCallbackMonitor;
- #ifdef _WIN32
- WNDPROC PrevWndProc;
- #endif
- ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
- };
- // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
- // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
- // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
- // - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
- // (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
- // - 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.
- // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
- static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
- {
- return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
- }
- // Functions
- // Not static to allow third-party code to use that if they want to (but undocumented)
- ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode);
- ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
- {
- IM_UNUSED(scancode);
- switch (keycode)
- {
- case GLFW_KEY_TAB: return ImGuiKey_Tab;
- case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
- case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
- case GLFW_KEY_UP: return ImGuiKey_UpArrow;
- case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
- case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
- case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
- case GLFW_KEY_HOME: return ImGuiKey_Home;
- case GLFW_KEY_END: return ImGuiKey_End;
- case GLFW_KEY_INSERT: return ImGuiKey_Insert;
- case GLFW_KEY_DELETE: return ImGuiKey_Delete;
- case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
- case GLFW_KEY_SPACE: return ImGuiKey_Space;
- case GLFW_KEY_ENTER: return ImGuiKey_Enter;
- case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
- case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
- case GLFW_KEY_COMMA: return ImGuiKey_Comma;
- case GLFW_KEY_MINUS: return ImGuiKey_Minus;
- case GLFW_KEY_PERIOD: return ImGuiKey_Period;
- case GLFW_KEY_SLASH: return ImGuiKey_Slash;
- case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
- case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
- case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
- case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
- case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
- case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
- case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
- case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
- case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
- case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
- case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
- case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
- case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
- case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
- case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
- case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
- case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
- case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
- case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
- case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
- case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
- case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
- case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
- case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
- case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
- case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
- case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
- case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
- case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
- case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
- case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
- case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
- case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
- case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
- case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
- case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
- case GLFW_KEY_MENU: return ImGuiKey_Menu;
- case GLFW_KEY_0: return ImGuiKey_0;
- case GLFW_KEY_1: return ImGuiKey_1;
- case GLFW_KEY_2: return ImGuiKey_2;
- case GLFW_KEY_3: return ImGuiKey_3;
- case GLFW_KEY_4: return ImGuiKey_4;
- case GLFW_KEY_5: return ImGuiKey_5;
- case GLFW_KEY_6: return ImGuiKey_6;
- case GLFW_KEY_7: return ImGuiKey_7;
- case GLFW_KEY_8: return ImGuiKey_8;
- case GLFW_KEY_9: return ImGuiKey_9;
- case GLFW_KEY_A: return ImGuiKey_A;
- case GLFW_KEY_B: return ImGuiKey_B;
- case GLFW_KEY_C: return ImGuiKey_C;
- case GLFW_KEY_D: return ImGuiKey_D;
- case GLFW_KEY_E: return ImGuiKey_E;
- case GLFW_KEY_F: return ImGuiKey_F;
- case GLFW_KEY_G: return ImGuiKey_G;
- case GLFW_KEY_H: return ImGuiKey_H;
- case GLFW_KEY_I: return ImGuiKey_I;
- case GLFW_KEY_J: return ImGuiKey_J;
- case GLFW_KEY_K: return ImGuiKey_K;
- case GLFW_KEY_L: return ImGuiKey_L;
- case GLFW_KEY_M: return ImGuiKey_M;
- case GLFW_KEY_N: return ImGuiKey_N;
- case GLFW_KEY_O: return ImGuiKey_O;
- case GLFW_KEY_P: return ImGuiKey_P;
- case GLFW_KEY_Q: return ImGuiKey_Q;
- case GLFW_KEY_R: return ImGuiKey_R;
- case GLFW_KEY_S: return ImGuiKey_S;
- case GLFW_KEY_T: return ImGuiKey_T;
- case GLFW_KEY_U: return ImGuiKey_U;
- case GLFW_KEY_V: return ImGuiKey_V;
- case GLFW_KEY_W: return ImGuiKey_W;
- case GLFW_KEY_X: return ImGuiKey_X;
- case GLFW_KEY_Y: return ImGuiKey_Y;
- case GLFW_KEY_Z: return ImGuiKey_Z;
- case GLFW_KEY_F1: return ImGuiKey_F1;
- case GLFW_KEY_F2: return ImGuiKey_F2;
- case GLFW_KEY_F3: return ImGuiKey_F3;
- case GLFW_KEY_F4: return ImGuiKey_F4;
- case GLFW_KEY_F5: return ImGuiKey_F5;
- case GLFW_KEY_F6: return ImGuiKey_F6;
- case GLFW_KEY_F7: return ImGuiKey_F7;
- case GLFW_KEY_F8: return ImGuiKey_F8;
- case GLFW_KEY_F9: return ImGuiKey_F9;
- case GLFW_KEY_F10: return ImGuiKey_F10;
- case GLFW_KEY_F11: return ImGuiKey_F11;
- case GLFW_KEY_F12: return ImGuiKey_F12;
- case GLFW_KEY_F13: return ImGuiKey_F13;
- case GLFW_KEY_F14: return ImGuiKey_F14;
- case GLFW_KEY_F15: return ImGuiKey_F15;
- case GLFW_KEY_F16: return ImGuiKey_F16;
- case GLFW_KEY_F17: return ImGuiKey_F17;
- case GLFW_KEY_F18: return ImGuiKey_F18;
- case GLFW_KEY_F19: return ImGuiKey_F19;
- case GLFW_KEY_F20: return ImGuiKey_F20;
- case GLFW_KEY_F21: return ImGuiKey_F21;
- case GLFW_KEY_F22: return ImGuiKey_F22;
- case GLFW_KEY_F23: return ImGuiKey_F23;
- case GLFW_KEY_F24: return ImGuiKey_F24;
- default: return ImGuiKey_None;
- }
- }
- // X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
- // See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
- static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window)
- {
- ImGuiIO& io = ImGui::GetIO();
- io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
- io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS));
- io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS));
- io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));
- }
- static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window)
- {
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
- }
- void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
- {
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
- bd->PrevUserCallbackMousebutton(window, button, action, mods);
- ImGui_ImplGlfw_UpdateKeyModifiers(window);
- ImGuiIO& io = ImGui::GetIO();
- if (button >= 0 && button < ImGuiMouseButton_COUNT)
- io.AddMouseButtonEvent(button, action == GLFW_PRESS);
- }
- void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
- {
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
- bd->PrevUserCallbackScroll(window, xoffset, yoffset);
- #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
- // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
- return;
- #endif
- ImGuiIO& io = ImGui::GetIO();
- io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
- }
- // FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()?
- static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
- {
- #if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
- // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
- // (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)
- // See https://github.com/glfw/glfw/issues/1502 for details.
- // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
- // This won't cover edge cases but this is at least going to cover common cases.
- if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
- return key;
- GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
- const char* key_name = glfwGetKeyName(key, scancode);
- glfwSetErrorCallback(prev_error_callback);
- #if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908)
- (void)glfwGetError(nullptr);
- #endif
- if (key_name && key_name[0] != 0 && key_name[1] == 0)
- {
- const char char_names[] = "`-=[]\\,;\'./";
- 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 };
- IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
- if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
- else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
- else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
- else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
- }
- // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
- #else
- IM_UNUSED(scancode);
- #endif
- return key;
- }
- void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
- {
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
- bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
- if (action != GLFW_PRESS && action != GLFW_RELEASE)
- return;
- ImGui_ImplGlfw_UpdateKeyModifiers(window);
- keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
- ImGuiIO& io = ImGui::GetIO();
- ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode);
- io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
- io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
- }
- void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
- {
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
- bd->PrevUserCallbackWindowFocus(window, focused);
- ImGuiIO& io = ImGui::GetIO();
- io.AddFocusEvent(focused != 0);
- }
- void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
- {
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
- bd->PrevUserCallbackCursorPos(window, x, y);
- ImGuiIO& io = ImGui::GetIO();
- io.AddMousePosEvent((float)x, (float)y);
- bd->LastValidMousePos = ImVec2((float)x, (float)y);
- }
- // Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
- // so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
- void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
- {
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
- bd->PrevUserCallbackCursorEnter(window, entered);
- ImGuiIO& io = ImGui::GetIO();
- if (entered)
- {
- bd->MouseWindow = window;
- io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
- }
- else if (!entered && bd->MouseWindow == window)
- {
- bd->LastValidMousePos = io.MousePos;
- bd->MouseWindow = nullptr;
- io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
- }
- }
- void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
- {
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
- bd->PrevUserCallbackChar(window, c);
- ImGuiIO& io = ImGui::GetIO();
- io.AddInputCharacter(c);
- }
- void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
- {
- // Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
- }
- #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
- static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
- {
- // Mimic Emscripten_HandleWheel() in SDL.
- // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
- float multiplier = 0.0f;
- if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.
- else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step.
- else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps.
- float wheel_x = ev->deltaX * -multiplier;
- float wheel_y = ev->deltaY * -multiplier;
- ImGuiIO& io = ImGui::GetIO();
- io.AddMouseWheelEvent(wheel_x, wheel_y);
- //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);
- return EM_TRUE;
- }
- #endif
- #ifdef _WIN32
- // GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
- // Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
- static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
- {
- LPARAM extra_info = ::GetMessageExtraInfo();
- if ((extra_info & 0xFFFFFF80) == 0xFF515700)
- return ImGuiMouseSource_Pen;
- if ((extra_info & 0xFFFFFF80) == 0xFF515780)
- return ImGuiMouseSource_TouchScreen;
- return ImGuiMouseSource_Mouse;
- }
- static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
- {
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- switch (msg)
- {
- case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
- case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
- case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
- case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
- case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
- ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
- break;
- }
- return ::CallWindowProcW(bd->PrevWndProc, hWnd, msg, wParam, lParam);
- }
- #endif
- void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
- {
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
- IM_ASSERT(bd->Window == window);
- bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
- bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
- bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
- bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
- bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
- bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
- bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
- bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
- bd->InstalledCallbacks = true;
- }
- void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
- {
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
- IM_ASSERT(bd->Window == window);
- glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
- glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
- glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
- glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
- glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
- glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
- glfwSetCharCallback(window, bd->PrevUserCallbackChar);
- glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
- bd->InstalledCallbacks = false;
- bd->PrevUserCallbackWindowFocus = nullptr;
- bd->PrevUserCallbackCursorEnter = nullptr;
- bd->PrevUserCallbackCursorPos = nullptr;
- bd->PrevUserCallbackMousebutton = nullptr;
- bd->PrevUserCallbackScroll = nullptr;
- bd->PrevUserCallbackKey = nullptr;
- bd->PrevUserCallbackChar = nullptr;
- bd->PrevUserCallbackMonitor = nullptr;
- }
- // Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user.
- // This is 'false' by default meaning we only chain callbacks for the main viewport.
- // We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.
- // If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.
- void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
- {
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- bd->CallbacksChainForAllWindows = chain_for_all_windows;
- }
- #ifdef __EMSCRIPTEN__
- #if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
- void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); }
- #else
- EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
- #endif
- #endif
- static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
- {
- ImGuiIO& io = ImGui::GetIO();
- IMGUI_CHECKVERSION();
- IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
- //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
- // Setup backend capabilities flags
- ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
- io.BackendPlatformUserData = (void*)bd;
- io.BackendPlatformName = "imgui_impl_glfw";
- io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
- io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
- bd->Window = window;
- bd->Time = 0.0;
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); };
- platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); };
- #ifdef __EMSCRIPTEN__
- platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
- #endif
- // Create mouse cursors
- // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
- // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
- // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
- GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
- bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
- #if GLFW_HAS_NEW_CURSORS
- bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
- #else
- bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- #endif
- glfwSetErrorCallback(prev_error_callback);
- #if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
- (void)glfwGetError(nullptr);
- #endif
- // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
- if (install_callbacks)
- ImGui_ImplGlfw_InstallCallbacks(window);
- // Set platform dependent data in viewport
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- main_viewport->PlatformHandle = (void*)bd->Window;
- #ifdef _WIN32
- main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
- #elif defined(__APPLE__)
- main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
- #else
- IM_UNUSED(main_viewport);
- #endif
- // Windows: register a WndProc hook so we can intercept some messages.
- #ifdef _WIN32
- bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
- IM_ASSERT(bd->PrevWndProc != nullptr);
- ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
- #endif
- // Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime
- // to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten).
- #ifdef __EMSCRIPTEN__
- #if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
- if (emscripten::glfw3::IsRuntimePlatformApple())
- {
- ImGui::GetIO().ConfigMacOSXBehaviors = true;
- // Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used.
- // This means that Meta + V only registers a single key-press, even if the keys are held.
- // This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself.
- // See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key
- emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10);
- }
- #endif
- #endif
- bd->ClientApi = client_api;
- return true;
- }
- bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
- {
- return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
- }
- bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
- {
- return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
- }
- bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
- {
- return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
- }
- void ImGui_ImplGlfw_Shutdown()
- {
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
- ImGuiIO& io = ImGui::GetIO();
- if (bd->InstalledCallbacks)
- ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
- #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
- if (bd->CanvasSelector)
- emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr);
- #endif
- for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
- glfwDestroyCursor(bd->MouseCursors[cursor_n]);
- // Windows: restore our WndProc hook
- #ifdef _WIN32
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
- bd->PrevWndProc = nullptr;
- #endif
- io.BackendPlatformName = nullptr;
- io.BackendPlatformUserData = nullptr;
- io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
- IM_DELETE(bd);
- }
- static void ImGui_ImplGlfw_UpdateMouseData()
- {
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- ImGuiIO& io = ImGui::GetIO();
- // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
- {
- GLFWwindow* window = bd->Window;
- #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
- const bool is_window_focused = true;
- #else
- const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
- #endif
- if (is_window_focused)
- {
- // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
- if (io.WantSetMousePos)
- glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y);
- // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
- if (bd->MouseWindow == nullptr)
- {
- double mouse_x, mouse_y;
- glfwGetCursorPos(window, &mouse_x, &mouse_y);
- bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
- io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
- }
- }
- }
- }
- static void ImGui_ImplGlfw_UpdateMouseCursor()
- {
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
- return;
- ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
- // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
- {
- GLFWwindow* window = bd->Window;
- if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
- {
- // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
- glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
- }
- else
- {
- // Show OS mouse cursor
- // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
- glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
- glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
- }
- }
- }
- // Update gamepad inputs
- static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
- static void ImGui_ImplGlfw_UpdateGamepads()
- {
- ImGuiIO& io = ImGui::GetIO();
- if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
- return;
- io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
- #if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
- GLFWgamepadstate gamepad;
- if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
- return;
- #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
- #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)
- #else
- int axes_count = 0, buttons_count = 0;
- const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
- const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
- if (axes_count == 0 || buttons_count == 0)
- return;
- #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
- #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)
- #endif
- io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
- MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
- MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
- MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
- MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
- MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
- MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
- MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
- MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
- MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
- MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);
- MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);
- MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);
- MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);
- MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);
- MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);
- MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);
- MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);
- MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);
- MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);
- MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);
- MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);
- MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);
- MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);
- MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);
- #undef MAP_BUTTON
- #undef MAP_ANALOG
- }
- void ImGui_ImplGlfw_NewFrame()
- {
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
- // Setup display size (every frame to accommodate for window resizing)
- int w, h;
- int display_w, display_h;
- glfwGetWindowSize(bd->Window, &w, &h);
- glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
- io.DisplaySize = ImVec2((float)w, (float)h);
- if (w > 0 && h > 0)
- io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
- // Setup time step
- // (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)
- double current_time = glfwGetTime();
- if (current_time <= bd->Time)
- current_time = bd->Time + 0.00001f;
- io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
- bd->Time = current_time;
- ImGui_ImplGlfw_UpdateMouseData();
- ImGui_ImplGlfw_UpdateMouseCursor();
- // Update game controllers (if enabled and available)
- ImGui_ImplGlfw_UpdateGamepads();
- }
- // GLFW doesn't provide a portable sleep function
- void ImGui_ImplGlfw_Sleep(int milliseconds)
- {
- #ifdef _WIN32
- ::Sleep(milliseconds);
- #else
- usleep(milliseconds * 1000);
- #endif
- }
- #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
- static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
- {
- ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
- double canvas_width, canvas_height;
- emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
- glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
- return true;
- }
- static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data)
- {
- ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
- double canvas_width, canvas_height;
- emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
- glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
- return true;
- }
- // 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query.
- // STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID.
- void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector)
- {
- IM_ASSERT(canvas_selector != nullptr);
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
- bd->CanvasSelector = canvas_selector;
- emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);
- emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback);
- // Change the size of the GLFW window according to the size of the canvas
- ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd);
- // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
- // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
- // FIXME: May break chaining in case user registered their own Emscripten callback?
- emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
- }
- #elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)
- // When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call
- // by invoking emscripten_glfw_make_canvas_resizable afterward.
- // See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation
- void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector)
- {
- GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector));
- IM_ASSERT(window == w); // Sanity check
- IM_UNUSED(w);
- emscripten_glfw_make_canvas_resizable(window, "window", nullptr);
- }
- #endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
- //-----------------------------------------------------------------------------
- #if defined(__clang__)
- #pragma clang diagnostic pop
- #endif
- #endif // #ifndef IMGUI_DISABLE
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