imgui_impl_glfw.h 5.1 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 3.0+. Prefer GLFW 3.3+/3.4+ for full feature support.)
  5. // Implemented features:
  6. // [X] Platform: Clipboard support.
  7. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
  8. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
  9. // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  10. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  11. // [X] Multiple Dear ImGui contexts support.
  12. // Missing features or Issues:
  13. // [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
  14. // [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
  15. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  16. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  17. // Learn about Dear ImGui:
  18. // - FAQ https://dearimgui.com/faq
  19. // - Getting Started https://dearimgui.com/getting-started
  20. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  21. // - Introduction, links and more at the top of imgui.cpp
  22. #pragma once
  23. #include "imgui.h" // IMGUI_IMPL_API
  24. #ifndef IMGUI_DISABLE
  25. struct GLFWwindow;
  26. struct GLFWmonitor;
  27. // Follow "Getting Started" link and check examples/ folder to learn about using backends!
  28. IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
  29. IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
  30. IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
  31. IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
  32. IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
  33. // Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL)
  34. #ifdef __EMSCRIPTEN__
  35. IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector);
  36. //static inline void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0
  37. #endif
  38. // GLFW callbacks install
  39. // - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
  40. // - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
  41. IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
  42. IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
  43. // GLFW callbacks options:
  44. // - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
  45. IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
  46. // GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)
  47. IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
  48. IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
  49. IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
  50. IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
  51. IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
  52. IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
  53. IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
  54. IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
  55. // GLFW helpers
  56. IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds);
  57. IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window);
  58. IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor);
  59. #endif // #ifndef IMGUI_DISABLE