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