imgui_impl_glfw.cpp 82 KB

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  1. // dear imgui: Platform Backend for GLFW
  2. // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
  3. // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
  4. // (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)
  5. // Implemented features:
  6. // [X] Platform: Clipboard support.
  7. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
  8. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
  9. // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  10. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  11. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  12. // [X] Multiple Dear ImGui contexts support.
  13. // Missing features or Issues:
  14. // [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
  15. // [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
  16. // [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
  17. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  18. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  19. // Learn about Dear ImGui:
  20. // - FAQ https://dearimgui.com/faq
  21. // - Getting Started https://dearimgui.com/getting-started
  22. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  23. // - Introduction, links and more at the top of imgui.cpp
  24. // About Emscripten support:
  25. // - Emscripten provides its own GLFW (3.2.1) implementation (syntax: "-sUSE_GLFW=3"), but Joystick is broken and several features are not supported (multiple windows, clipboard, timer, etc.)
  26. // - A third-party Emscripten GLFW (3.4.0) implementation (syntax: "--use-port=contrib.glfw3") fixes the Joystick issue and implements all relevant features for the browser.
  27. // See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details.
  28. // CHANGELOG
  29. // (minor and older changes stripped away, please see git history for details)
  30. // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  31. // 2025-06-18: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069)
  32. // 2025-06-11: Added ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) and ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) helper to facilitate making DPI-aware apps.
  33. // 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
  34. // 2025-04-26: [Docking] Disable multi-viewports under Wayland. (#8587)
  35. // 2025-03-10: Map GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 into ImGuiKey_Oem102.
  36. // 2025-03-03: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled.
  37. // 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
  38. // 2024-11-05: [Docking] Added Linux workaround for spurious mouse up events emitted while dragging and creating new viewport. (#3158, #7733, #7922)
  39. // 2024-08-22: Moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
  40. // - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
  41. // - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
  42. // - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
  43. // 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one.
  44. // 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.
  45. // 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw)
  46. // 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
  47. // 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.
  48. // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
  49. // 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
  50. // 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491)
  51. // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
  52. // 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
  53. // 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
  54. // 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
  55. // 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten.
  56. // 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
  57. // 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
  58. // 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
  59. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  60. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
  61. // 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18.
  62. // 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
  63. // 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
  64. // 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
  65. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
  66. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
  67. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
  68. // 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
  69. // 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
  70. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
  71. // 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
  72. // 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
  73. // 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
  74. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
  75. // 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
  76. // 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
  77. // 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
  78. // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
  79. // 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
  80. // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
  81. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  82. // 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
  83. // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
  84. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  85. // 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
  86. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  87. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
  88. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  89. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  90. // 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
  91. // 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  92. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  93. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  94. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
  95. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  96. #include "imgui.h"
  97. #ifndef IMGUI_DISABLE
  98. #include "imgui_impl_glfw.h"
  99. // Clang warnings with -Weverything
  100. #if defined(__clang__)
  101. #pragma clang diagnostic push
  102. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
  103. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  104. #elif defined(__GNUC__)
  105. #pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
  106. #endif
  107. // GLFW
  108. #include <GLFW/glfw3.h>
  109. #ifdef _WIN32
  110. #undef APIENTRY
  111. #ifndef GLFW_EXPOSE_NATIVE_WIN32
  112. #define GLFW_EXPOSE_NATIVE_WIN32
  113. #endif
  114. #include <GLFW/glfw3native.h> // for glfwGetWin32Window()
  115. #endif
  116. #ifdef __APPLE__
  117. #ifndef GLFW_EXPOSE_NATIVE_COCOA
  118. #define GLFW_EXPOSE_NATIVE_COCOA
  119. #endif
  120. #include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
  121. #endif
  122. #ifndef _WIN32
  123. #include <unistd.h> // for usleep()
  124. #endif
  125. #include <stdio.h> // for snprintf()
  126. #ifdef __EMSCRIPTEN__
  127. #include <emscripten.h>
  128. #include <emscripten/html5.h>
  129. #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
  130. #include <GLFW/emscripten_glfw3.h>
  131. #else
  132. #define EMSCRIPTEN_USE_EMBEDDED_GLFW3
  133. #endif
  134. #endif
  135. // We gather version tests as define in order to easily see which features are version-dependent.
  136. #define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
  137. #define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING
  138. #define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED
  139. #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity
  140. #define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
  141. #if defined(__EMSCRIPTEN__) || defined(__SWITCH__) // no Vulkan support in GLFW for Emscripten or homebrew Nintendo Switch
  142. #define GLFW_HAS_VULKAN (0)
  143. #else
  144. #define GLFW_HAS_VULKAN (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface
  145. #endif
  146. #define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow
  147. #define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
  148. #define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea
  149. #define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_COMBINED >= 3301) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
  150. #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?
  151. #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
  152. #else
  153. #define GLFW_HAS_NEW_CURSORS (0)
  154. #endif
  155. #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)
  156. #define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH
  157. #else
  158. #define GLFW_HAS_MOUSE_PASSTHROUGH (0)
  159. #endif
  160. #define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
  161. #define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
  162. #define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
  163. #define GLFW_HAS_GETPLATFORM (GLFW_VERSION_COMBINED >= 3400) // 3.4+ glfwGetPlatform()
  164. // Map GLFWWindow* to ImGuiContext*.
  165. // - Would be simpler if we could use glfwSetWindowUserPointer()/glfwGetWindowUserPointer(), but this is a single and shared resource.
  166. // - Would be simpler if we could use e.g. std::map<> as well. But we don't.
  167. // - This is not particularly optimized as we expect size to be small and queries to be rare.
  168. struct ImGui_ImplGlfw_WindowToContext { GLFWwindow* Window; ImGuiContext* Context; };
  169. static ImVector<ImGui_ImplGlfw_WindowToContext> g_ContextMap;
  170. static void ImGui_ImplGlfw_ContextMap_Add(GLFWwindow* window, ImGuiContext* ctx) { g_ContextMap.push_back(ImGui_ImplGlfw_WindowToContext{ window, ctx }); }
  171. static void ImGui_ImplGlfw_ContextMap_Remove(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) { g_ContextMap.erase_unsorted(&entry); return; } }
  172. static ImGuiContext* ImGui_ImplGlfw_ContextMap_Get(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) return entry.Context; return nullptr; }
  173. // GLFW data
  174. enum GlfwClientApi
  175. {
  176. GlfwClientApi_Unknown,
  177. GlfwClientApi_OpenGL,
  178. GlfwClientApi_Vulkan,
  179. };
  180. struct ImGui_ImplGlfw_Data
  181. {
  182. ImGuiContext* Context;
  183. GLFWwindow* Window;
  184. GlfwClientApi ClientApi;
  185. double Time;
  186. GLFWwindow* MouseWindow;
  187. GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
  188. bool MouseIgnoreButtonUpWaitForFocusLoss;
  189. bool MouseIgnoreButtonUp;
  190. ImVec2 LastValidMousePos;
  191. GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST];
  192. bool InstalledCallbacks;
  193. bool CallbacksChainForAllWindows;
  194. char BackendPlatformName[32];
  195. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  196. const char* CanvasSelector;
  197. #endif
  198. // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
  199. GLFWwindowfocusfun PrevUserCallbackWindowFocus;
  200. GLFWcursorposfun PrevUserCallbackCursorPos;
  201. GLFWcursorenterfun PrevUserCallbackCursorEnter;
  202. GLFWmousebuttonfun PrevUserCallbackMousebutton;
  203. GLFWscrollfun PrevUserCallbackScroll;
  204. GLFWkeyfun PrevUserCallbackKey;
  205. GLFWcharfun PrevUserCallbackChar;
  206. GLFWmonitorfun PrevUserCallbackMonitor;
  207. #ifdef _WIN32
  208. WNDPROC PrevWndProc;
  209. #endif
  210. ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
  211. };
  212. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  213. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  214. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  215. // - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
  216. // (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
  217. // - 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.
  218. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  219. namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); }
  220. static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
  221. {
  222. // Get data for current context
  223. return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
  224. }
  225. static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData(GLFWwindow* window)
  226. {
  227. // Get data for a given GLFW window, regardless of current context (since GLFW events are sent together)
  228. ImGuiContext* ctx = ImGui_ImplGlfw_ContextMap_Get(window);
  229. return (ImGui_ImplGlfw_Data*)ImGui::GetIO(ctx).BackendPlatformUserData;
  230. }
  231. // Forward Declarations
  232. static void ImGui_ImplGlfw_UpdateMonitors();
  233. static void ImGui_ImplGlfw_InitMultiViewportSupport();
  234. static void ImGui_ImplGlfw_ShutdownMultiViewportSupport();
  235. // Functions
  236. // Not static to allow third-party code to use that if they want to (but undocumented)
  237. ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode);
  238. ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
  239. {
  240. IM_UNUSED(scancode);
  241. switch (keycode)
  242. {
  243. case GLFW_KEY_TAB: return ImGuiKey_Tab;
  244. case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
  245. case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
  246. case GLFW_KEY_UP: return ImGuiKey_UpArrow;
  247. case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
  248. case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
  249. case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
  250. case GLFW_KEY_HOME: return ImGuiKey_Home;
  251. case GLFW_KEY_END: return ImGuiKey_End;
  252. case GLFW_KEY_INSERT: return ImGuiKey_Insert;
  253. case GLFW_KEY_DELETE: return ImGuiKey_Delete;
  254. case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
  255. case GLFW_KEY_SPACE: return ImGuiKey_Space;
  256. case GLFW_KEY_ENTER: return ImGuiKey_Enter;
  257. case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
  258. case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
  259. case GLFW_KEY_COMMA: return ImGuiKey_Comma;
  260. case GLFW_KEY_MINUS: return ImGuiKey_Minus;
  261. case GLFW_KEY_PERIOD: return ImGuiKey_Period;
  262. case GLFW_KEY_SLASH: return ImGuiKey_Slash;
  263. case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
  264. case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
  265. case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
  266. case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
  267. case GLFW_KEY_WORLD_1: return ImGuiKey_Oem102;
  268. case GLFW_KEY_WORLD_2: return ImGuiKey_Oem102;
  269. case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
  270. case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
  271. case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
  272. case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
  273. case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
  274. case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
  275. case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
  276. case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
  277. case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
  278. case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
  279. case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
  280. case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
  281. case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
  282. case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
  283. case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
  284. case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
  285. case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
  286. case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
  287. case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
  288. case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
  289. case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
  290. case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
  291. case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
  292. case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
  293. case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
  294. case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
  295. case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
  296. case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
  297. case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
  298. case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
  299. case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
  300. case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
  301. case GLFW_KEY_MENU: return ImGuiKey_Menu;
  302. case GLFW_KEY_0: return ImGuiKey_0;
  303. case GLFW_KEY_1: return ImGuiKey_1;
  304. case GLFW_KEY_2: return ImGuiKey_2;
  305. case GLFW_KEY_3: return ImGuiKey_3;
  306. case GLFW_KEY_4: return ImGuiKey_4;
  307. case GLFW_KEY_5: return ImGuiKey_5;
  308. case GLFW_KEY_6: return ImGuiKey_6;
  309. case GLFW_KEY_7: return ImGuiKey_7;
  310. case GLFW_KEY_8: return ImGuiKey_8;
  311. case GLFW_KEY_9: return ImGuiKey_9;
  312. case GLFW_KEY_A: return ImGuiKey_A;
  313. case GLFW_KEY_B: return ImGuiKey_B;
  314. case GLFW_KEY_C: return ImGuiKey_C;
  315. case GLFW_KEY_D: return ImGuiKey_D;
  316. case GLFW_KEY_E: return ImGuiKey_E;
  317. case GLFW_KEY_F: return ImGuiKey_F;
  318. case GLFW_KEY_G: return ImGuiKey_G;
  319. case GLFW_KEY_H: return ImGuiKey_H;
  320. case GLFW_KEY_I: return ImGuiKey_I;
  321. case GLFW_KEY_J: return ImGuiKey_J;
  322. case GLFW_KEY_K: return ImGuiKey_K;
  323. case GLFW_KEY_L: return ImGuiKey_L;
  324. case GLFW_KEY_M: return ImGuiKey_M;
  325. case GLFW_KEY_N: return ImGuiKey_N;
  326. case GLFW_KEY_O: return ImGuiKey_O;
  327. case GLFW_KEY_P: return ImGuiKey_P;
  328. case GLFW_KEY_Q: return ImGuiKey_Q;
  329. case GLFW_KEY_R: return ImGuiKey_R;
  330. case GLFW_KEY_S: return ImGuiKey_S;
  331. case GLFW_KEY_T: return ImGuiKey_T;
  332. case GLFW_KEY_U: return ImGuiKey_U;
  333. case GLFW_KEY_V: return ImGuiKey_V;
  334. case GLFW_KEY_W: return ImGuiKey_W;
  335. case GLFW_KEY_X: return ImGuiKey_X;
  336. case GLFW_KEY_Y: return ImGuiKey_Y;
  337. case GLFW_KEY_Z: return ImGuiKey_Z;
  338. case GLFW_KEY_F1: return ImGuiKey_F1;
  339. case GLFW_KEY_F2: return ImGuiKey_F2;
  340. case GLFW_KEY_F3: return ImGuiKey_F3;
  341. case GLFW_KEY_F4: return ImGuiKey_F4;
  342. case GLFW_KEY_F5: return ImGuiKey_F5;
  343. case GLFW_KEY_F6: return ImGuiKey_F6;
  344. case GLFW_KEY_F7: return ImGuiKey_F7;
  345. case GLFW_KEY_F8: return ImGuiKey_F8;
  346. case GLFW_KEY_F9: return ImGuiKey_F9;
  347. case GLFW_KEY_F10: return ImGuiKey_F10;
  348. case GLFW_KEY_F11: return ImGuiKey_F11;
  349. case GLFW_KEY_F12: return ImGuiKey_F12;
  350. case GLFW_KEY_F13: return ImGuiKey_F13;
  351. case GLFW_KEY_F14: return ImGuiKey_F14;
  352. case GLFW_KEY_F15: return ImGuiKey_F15;
  353. case GLFW_KEY_F16: return ImGuiKey_F16;
  354. case GLFW_KEY_F17: return ImGuiKey_F17;
  355. case GLFW_KEY_F18: return ImGuiKey_F18;
  356. case GLFW_KEY_F19: return ImGuiKey_F19;
  357. case GLFW_KEY_F20: return ImGuiKey_F20;
  358. case GLFW_KEY_F21: return ImGuiKey_F21;
  359. case GLFW_KEY_F22: return ImGuiKey_F22;
  360. case GLFW_KEY_F23: return ImGuiKey_F23;
  361. case GLFW_KEY_F24: return ImGuiKey_F24;
  362. default: return ImGuiKey_None;
  363. }
  364. }
  365. // X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
  366. // See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
  367. static void ImGui_ImplGlfw_UpdateKeyModifiers(ImGuiIO& io, GLFWwindow* window)
  368. {
  369. io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
  370. io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS));
  371. io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS));
  372. io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));
  373. }
  374. static bool ImGui_ImplGlfw_ShouldChainCallback(ImGui_ImplGlfw_Data* bd, GLFWwindow* window)
  375. {
  376. return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
  377. }
  378. void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
  379. {
  380. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  381. if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
  382. bd->PrevUserCallbackMousebutton(window, button, action, mods);
  383. // Workaround for Linux: ignore mouse up events which are following an focus loss following a viewport creation
  384. if (bd->MouseIgnoreButtonUp && action == GLFW_RELEASE)
  385. return;
  386. ImGuiIO& io = ImGui::GetIO(bd->Context);
  387. ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
  388. if (button >= 0 && button < ImGuiMouseButton_COUNT)
  389. io.AddMouseButtonEvent(button, action == GLFW_PRESS);
  390. }
  391. void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
  392. {
  393. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  394. if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
  395. bd->PrevUserCallbackScroll(window, xoffset, yoffset);
  396. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  397. // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
  398. return;
  399. #endif
  400. ImGuiIO& io = ImGui::GetIO(bd->Context);
  401. io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
  402. }
  403. // FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()?
  404. static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
  405. {
  406. #if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
  407. // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
  408. // (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)
  409. // See https://github.com/glfw/glfw/issues/1502 for details.
  410. // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
  411. // This won't cover edge cases but this is at least going to cover common cases.
  412. if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
  413. return key;
  414. GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
  415. const char* key_name = glfwGetKeyName(key, scancode);
  416. glfwSetErrorCallback(prev_error_callback);
  417. #if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908)
  418. (void)glfwGetError(nullptr);
  419. #endif
  420. if (key_name && key_name[0] != 0 && key_name[1] == 0)
  421. {
  422. const char char_names[] = "`-=[]\\,;\'./";
  423. 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 };
  424. IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
  425. if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
  426. else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
  427. else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
  428. else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
  429. }
  430. // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
  431. #else
  432. IM_UNUSED(scancode);
  433. #endif
  434. return key;
  435. }
  436. void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
  437. {
  438. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  439. if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
  440. bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
  441. if (action != GLFW_PRESS && action != GLFW_RELEASE)
  442. return;
  443. ImGuiIO& io = ImGui::GetIO(bd->Context);
  444. ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
  445. if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows))
  446. bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr;
  447. keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
  448. ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode);
  449. io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
  450. io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
  451. }
  452. void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
  453. {
  454. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  455. if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
  456. bd->PrevUserCallbackWindowFocus(window, focused);
  457. // Workaround for Linux: when losing focus with MouseIgnoreButtonUpWaitForFocusLoss set, we will temporarily ignore subsequent Mouse Up events
  458. bd->MouseIgnoreButtonUp = (bd->MouseIgnoreButtonUpWaitForFocusLoss && focused == 0);
  459. bd->MouseIgnoreButtonUpWaitForFocusLoss = false;
  460. ImGuiIO& io = ImGui::GetIO(bd->Context);
  461. io.AddFocusEvent(focused != 0);
  462. }
  463. void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
  464. {
  465. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  466. if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
  467. bd->PrevUserCallbackCursorPos(window, x, y);
  468. ImGuiIO& io = ImGui::GetIO(bd->Context);
  469. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  470. {
  471. int window_x, window_y;
  472. glfwGetWindowPos(window, &window_x, &window_y);
  473. x += window_x;
  474. y += window_y;
  475. }
  476. io.AddMousePosEvent((float)x, (float)y);
  477. bd->LastValidMousePos = ImVec2((float)x, (float)y);
  478. }
  479. // Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
  480. // so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
  481. void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
  482. {
  483. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  484. if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
  485. bd->PrevUserCallbackCursorEnter(window, entered);
  486. ImGuiIO& io = ImGui::GetIO(bd->Context);
  487. if (entered)
  488. {
  489. bd->MouseWindow = window;
  490. io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
  491. }
  492. else if (!entered && bd->MouseWindow == window)
  493. {
  494. bd->LastValidMousePos = io.MousePos;
  495. bd->MouseWindow = nullptr;
  496. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  497. }
  498. }
  499. void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
  500. {
  501. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  502. if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
  503. bd->PrevUserCallbackChar(window, c);
  504. ImGuiIO& io = ImGui::GetIO(bd->Context);
  505. io.AddInputCharacter(c);
  506. }
  507. void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
  508. {
  509. // This function is technically part of the API even if we stopped using the callback, so leaving it around.
  510. }
  511. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  512. static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void* user_data)
  513. {
  514. // Mimic Emscripten_HandleWheel() in SDL.
  515. // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
  516. ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
  517. float multiplier = 0.0f;
  518. if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.
  519. else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step.
  520. else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps.
  521. float wheel_x = ev->deltaX * -multiplier;
  522. float wheel_y = ev->deltaY * -multiplier;
  523. ImGuiIO& io = ImGui::GetIO(bd->Context);
  524. io.AddMouseWheelEvent(wheel_x, wheel_y);
  525. //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);
  526. return EM_TRUE;
  527. }
  528. #endif
  529. #ifdef _WIN32
  530. static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  531. #endif
  532. void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
  533. {
  534. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  535. IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
  536. IM_ASSERT(bd->Window == window);
  537. bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
  538. bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
  539. bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
  540. bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
  541. bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
  542. bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
  543. bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
  544. bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
  545. bd->InstalledCallbacks = true;
  546. }
  547. void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
  548. {
  549. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  550. IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
  551. IM_ASSERT(bd->Window == window);
  552. glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
  553. glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
  554. glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
  555. glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
  556. glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
  557. glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
  558. glfwSetCharCallback(window, bd->PrevUserCallbackChar);
  559. glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
  560. bd->InstalledCallbacks = false;
  561. bd->PrevUserCallbackWindowFocus = nullptr;
  562. bd->PrevUserCallbackCursorEnter = nullptr;
  563. bd->PrevUserCallbackCursorPos = nullptr;
  564. bd->PrevUserCallbackMousebutton = nullptr;
  565. bd->PrevUserCallbackScroll = nullptr;
  566. bd->PrevUserCallbackKey = nullptr;
  567. bd->PrevUserCallbackChar = nullptr;
  568. bd->PrevUserCallbackMonitor = nullptr;
  569. }
  570. // Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user.
  571. // This is 'false' by default meaning we only chain callbacks for the main viewport.
  572. // We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.
  573. // If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.
  574. void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
  575. {
  576. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  577. bd->CallbacksChainForAllWindows = chain_for_all_windows;
  578. }
  579. #ifdef __EMSCRIPTEN__
  580. #if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
  581. void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); }
  582. #else
  583. EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
  584. #endif
  585. #endif
  586. static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
  587. {
  588. ImGuiIO& io = ImGui::GetIO();
  589. IMGUI_CHECKVERSION();
  590. IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
  591. //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
  592. // Setup backend capabilities flags
  593. ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
  594. snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_glfw (%d)", GLFW_VERSION_COMBINED);
  595. io.BackendPlatformUserData = (void*)bd;
  596. io.BackendPlatformName = bd->BackendPlatformName;
  597. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  598. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  599. bool has_viewports = false;
  600. #ifndef __EMSCRIPTEN__
  601. has_viewports = true;
  602. #if GLFW_HAS_GETPLATFORM
  603. if (glfwGetPlatform() == GLFW_PLATFORM_WAYLAND)
  604. has_viewports = false;
  605. #endif
  606. if (has_viewports)
  607. io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
  608. #endif
  609. #if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
  610. io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
  611. #endif
  612. bd->Context = ImGui::GetCurrentContext();
  613. bd->Window = window;
  614. bd->Time = 0.0;
  615. ImGui_ImplGlfw_ContextMap_Add(window, bd->Context);
  616. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  617. #if GLFW_VERSION_COMBINED < 3300
  618. platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window, text); };
  619. platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window); };
  620. #else
  621. platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); };
  622. platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); };
  623. #endif
  624. #ifdef __EMSCRIPTEN__
  625. platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
  626. #endif
  627. // Create mouse cursors
  628. // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
  629. // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
  630. // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
  631. GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
  632. bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  633. bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
  634. bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
  635. bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
  636. bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
  637. #if GLFW_HAS_NEW_CURSORS
  638. bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
  639. bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
  640. bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
  641. bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
  642. #else
  643. bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  644. bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  645. bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  646. bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  647. #endif
  648. glfwSetErrorCallback(prev_error_callback);
  649. #if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
  650. (void)glfwGetError(nullptr);
  651. #endif
  652. // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
  653. if (install_callbacks)
  654. ImGui_ImplGlfw_InstallCallbacks(window);
  655. // Update monitor a first time during init
  656. // (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
  657. ImGui_ImplGlfw_UpdateMonitors();
  658. glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
  659. // Set platform dependent data in viewport
  660. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  661. main_viewport->PlatformHandle = (void*)bd->Window;
  662. #ifdef _WIN32
  663. main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
  664. #elif defined(__APPLE__)
  665. main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
  666. #else
  667. IM_UNUSED(main_viewport);
  668. #endif
  669. if (has_viewports)
  670. ImGui_ImplGlfw_InitMultiViewportSupport();
  671. // Windows: register a WndProc hook so we can intercept some messages.
  672. #ifdef _WIN32
  673. HWND hwnd = (HWND)main_viewport->PlatformHandleRaw;
  674. ::SetPropA(hwnd, "IMGUI_BACKEND_DATA", bd);
  675. bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
  676. IM_ASSERT(bd->PrevWndProc != nullptr);
  677. ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
  678. #endif
  679. // Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime
  680. // to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten).
  681. #ifdef __EMSCRIPTEN__
  682. #if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
  683. if (emscripten::glfw3::IsRuntimePlatformApple())
  684. {
  685. io.ConfigMacOSXBehaviors = true;
  686. // Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used.
  687. // This means that Meta + V only registers a single key-press, even if the keys are held.
  688. // This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself.
  689. // See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key
  690. emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10);
  691. }
  692. #endif
  693. #endif
  694. bd->ClientApi = client_api;
  695. return true;
  696. }
  697. bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
  698. {
  699. return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
  700. }
  701. bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
  702. {
  703. return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
  704. }
  705. bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
  706. {
  707. return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
  708. }
  709. void ImGui_ImplGlfw_Shutdown()
  710. {
  711. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  712. IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
  713. ImGuiIO& io = ImGui::GetIO();
  714. ImGui_ImplGlfw_ShutdownMultiViewportSupport();
  715. if (bd->InstalledCallbacks)
  716. ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
  717. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  718. if (bd->CanvasSelector)
  719. emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr);
  720. #endif
  721. for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
  722. glfwDestroyCursor(bd->MouseCursors[cursor_n]);
  723. // Windows: restore our WndProc hook
  724. #ifdef _WIN32
  725. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  726. ::SetPropA((HWND)main_viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", nullptr);
  727. ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
  728. bd->PrevWndProc = nullptr;
  729. #endif
  730. io.BackendPlatformName = nullptr;
  731. io.BackendPlatformUserData = nullptr;
  732. io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
  733. ImGui_ImplGlfw_ContextMap_Remove(bd->Window);
  734. IM_DELETE(bd);
  735. }
  736. static void ImGui_ImplGlfw_UpdateMouseData()
  737. {
  738. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  739. ImGuiIO& io = ImGui::GetIO();
  740. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  741. ImGuiID mouse_viewport_id = 0;
  742. const ImVec2 mouse_pos_prev = io.MousePos;
  743. for (int n = 0; n < platform_io.Viewports.Size; n++)
  744. {
  745. ImGuiViewport* viewport = platform_io.Viewports[n];
  746. GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
  747. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  748. const bool is_window_focused = true;
  749. #else
  750. const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
  751. #endif
  752. if (is_window_focused)
  753. {
  754. // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
  755. // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
  756. if (io.WantSetMousePos)
  757. glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
  758. // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
  759. if (bd->MouseWindow == nullptr)
  760. {
  761. double mouse_x, mouse_y;
  762. glfwGetCursorPos(window, &mouse_x, &mouse_y);
  763. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  764. {
  765. // 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)
  766. // 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)
  767. int window_x, window_y;
  768. glfwGetWindowPos(window, &window_x, &window_y);
  769. mouse_x += window_x;
  770. mouse_y += window_y;
  771. }
  772. bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
  773. io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
  774. }
  775. }
  776. // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
  777. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
  778. // - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag (since we implement hit via our WndProc hook)
  779. // On other platforms we rely on the library fallbacking to its own search when reporting a viewport with _NoInputs flag.
  780. // - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.
  781. // 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
  782. // 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
  783. // by the backend, and use its flawed heuristic to guess the viewport behind.
  784. // - [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).
  785. // FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
  786. // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
  787. #if GLFW_HAS_MOUSE_PASSTHROUGH
  788. const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
  789. glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
  790. #endif
  791. #if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
  792. if (glfwGetWindowAttrib(window, GLFW_HOVERED))
  793. mouse_viewport_id = viewport->ID;
  794. #else
  795. // We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse.
  796. #endif
  797. }
  798. if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
  799. io.AddMouseViewportEvent(mouse_viewport_id);
  800. }
  801. static void ImGui_ImplGlfw_UpdateMouseCursor()
  802. {
  803. ImGuiIO& io = ImGui::GetIO();
  804. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  805. if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
  806. return;
  807. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  808. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  809. for (int n = 0; n < platform_io.Viewports.Size; n++)
  810. {
  811. GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
  812. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  813. {
  814. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  815. glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
  816. }
  817. else
  818. {
  819. // Show OS mouse cursor
  820. // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
  821. glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
  822. glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
  823. }
  824. }
  825. }
  826. // Update gamepad inputs
  827. static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
  828. static void ImGui_ImplGlfw_UpdateGamepads()
  829. {
  830. ImGuiIO& io = ImGui::GetIO();
  831. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs, but see #8075
  832. return;
  833. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  834. #if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
  835. GLFWgamepadstate gamepad;
  836. if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
  837. return;
  838. #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
  839. #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)
  840. #else
  841. int axes_count = 0, buttons_count = 0;
  842. const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
  843. const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
  844. if (axes_count == 0 || buttons_count == 0)
  845. return;
  846. #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
  847. #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)
  848. #endif
  849. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  850. MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
  851. MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
  852. MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
  853. MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
  854. MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
  855. MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
  856. MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
  857. MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
  858. MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
  859. MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);
  860. MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);
  861. MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);
  862. MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);
  863. MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);
  864. MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);
  865. MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);
  866. MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);
  867. MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);
  868. MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);
  869. MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);
  870. MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);
  871. MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);
  872. MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);
  873. MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);
  874. #undef MAP_BUTTON
  875. #undef MAP_ANALOG
  876. }
  877. static void ImGui_ImplGlfw_UpdateMonitors()
  878. {
  879. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  880. int monitors_count = 0;
  881. GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
  882. if (monitors_count == 0) // Preserve existing monitor list if there are none. Happens on macOS sleeping (#5683)
  883. return;
  884. platform_io.Monitors.resize(0);
  885. for (int n = 0; n < monitors_count; n++)
  886. {
  887. ImGuiPlatformMonitor monitor;
  888. int x, y;
  889. glfwGetMonitorPos(glfw_monitors[n], &x, &y);
  890. const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
  891. if (vid_mode == nullptr)
  892. continue; // Failed to get Video mode (e.g. Emscripten does not support this function)
  893. monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
  894. monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
  895. #if GLFW_HAS_MONITOR_WORK_AREA
  896. int w, h;
  897. glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
  898. if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761
  899. {
  900. monitor.WorkPos = ImVec2((float)x, (float)y);
  901. monitor.WorkSize = ImVec2((float)w, (float)h);
  902. }
  903. #endif
  904. float scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfw_monitors[n]);
  905. if (scale == 0.0f)
  906. continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
  907. monitor.DpiScale = scale;
  908. monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes"
  909. platform_io.Monitors.push_back(monitor);
  910. }
  911. }
  912. // - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend.
  913. // - Apple platforms use FramebufferScale so we always return 1.0f.
  914. // - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle.
  915. float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window)
  916. {
  917. #if GLFW_HAS_PER_MONITOR_DPI && !defined(__APPLE__)
  918. float x_scale, y_scale;
  919. glfwGetWindowContentScale(window, &x_scale, &y_scale);
  920. return x_scale;
  921. #else
  922. IM_UNUSED(window);
  923. return 1.0f;
  924. #endif
  925. }
  926. float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor)
  927. {
  928. #if GLFW_HAS_PER_MONITOR_DPI && !defined(__APPLE__)
  929. float x_scale, y_scale;
  930. glfwGetMonitorContentScale(monitor, &x_scale, &y_scale);
  931. return x_scale;
  932. #else
  933. IM_UNUSED(monitor);
  934. return 1.0f;
  935. #endif
  936. }
  937. static void ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(GLFWwindow* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
  938. {
  939. int w, h;
  940. int display_w, display_h;
  941. glfwGetWindowSize(window, &w, &h);
  942. glfwGetFramebufferSize(window, &display_w, &display_h);
  943. if (out_size != nullptr)
  944. *out_size = ImVec2((float)w, (float)h);
  945. if (out_framebuffer_scale != nullptr)
  946. *out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / (float)w, (float)display_h / (float)h) : ImVec2(1.0f, 1.0f);
  947. }
  948. void ImGui_ImplGlfw_NewFrame()
  949. {
  950. ImGuiIO& io = ImGui::GetIO();
  951. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  952. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
  953. // Setup main viewport size (every frame to accommodate for window resizing)
  954. ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
  955. ImGui_ImplGlfw_UpdateMonitors();
  956. // Setup time step
  957. // (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)
  958. double current_time = glfwGetTime();
  959. if (current_time <= bd->Time)
  960. current_time = bd->Time + 0.00001f;
  961. io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
  962. bd->Time = current_time;
  963. bd->MouseIgnoreButtonUp = false;
  964. ImGui_ImplGlfw_UpdateMouseData();
  965. ImGui_ImplGlfw_UpdateMouseCursor();
  966. // Update game controllers (if enabled and available)
  967. ImGui_ImplGlfw_UpdateGamepads();
  968. }
  969. // GLFW doesn't provide a portable sleep function
  970. void ImGui_ImplGlfw_Sleep(int milliseconds)
  971. {
  972. #ifdef _WIN32
  973. ::Sleep(milliseconds);
  974. #else
  975. usleep(milliseconds * 1000);
  976. #endif
  977. }
  978. #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  979. static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
  980. {
  981. ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
  982. double canvas_width, canvas_height;
  983. emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
  984. glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
  985. return true;
  986. }
  987. static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data)
  988. {
  989. ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
  990. double canvas_width, canvas_height;
  991. emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
  992. glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
  993. return true;
  994. }
  995. // 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query.
  996. // STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID.
  997. void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector)
  998. {
  999. IM_ASSERT(canvas_selector != nullptr);
  1000. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1001. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
  1002. bd->CanvasSelector = canvas_selector;
  1003. emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);
  1004. emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback);
  1005. // Change the size of the GLFW window according to the size of the canvas
  1006. ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd);
  1007. // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
  1008. // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
  1009. // FIXME: May break chaining in case user registered their own Emscripten callback?
  1010. emscripten_set_wheel_callback(bd->CanvasSelector, bd, false, ImGui_ImplEmscripten_WheelCallback);
  1011. }
  1012. #elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)
  1013. // When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call
  1014. // by invoking emscripten_glfw_make_canvas_resizable afterward.
  1015. // See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation
  1016. void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector)
  1017. {
  1018. GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector));
  1019. IM_ASSERT(window == w); // Sanity check
  1020. IM_UNUSED(w);
  1021. emscripten_glfw_make_canvas_resizable(window, "window", nullptr);
  1022. }
  1023. #endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
  1024. //--------------------------------------------------------------------------------------------------------
  1025. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  1026. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  1027. // 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..
  1028. //--------------------------------------------------------------------------------------------------------
  1029. // Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
  1030. struct ImGui_ImplGlfw_ViewportData
  1031. {
  1032. GLFWwindow* Window; // Stored in ImGuiViewport::PlatformHandle
  1033. bool WindowOwned;
  1034. int IgnoreWindowPosEventFrame;
  1035. int IgnoreWindowSizeEventFrame;
  1036. #ifdef _WIN32
  1037. WNDPROC PrevWndProc;
  1038. #endif
  1039. ImGui_ImplGlfw_ViewportData() { memset((void*)this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
  1040. ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); }
  1041. };
  1042. static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
  1043. {
  1044. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
  1045. viewport->PlatformRequestClose = true;
  1046. }
  1047. // GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize().
  1048. // However: depending on the platform the callback may be invoked at different time:
  1049. // - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call
  1050. // - on Linux it is queued and invoked during glfwPollEvents()
  1051. // Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only
  1052. // ignore recent glfwSetWindowXXX() calls.
  1053. static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)
  1054. {
  1055. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
  1056. {
  1057. if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
  1058. {
  1059. bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1);
  1060. //data->IgnoreWindowPosEventFrame = -1;
  1061. if (ignore_event)
  1062. return;
  1063. }
  1064. viewport->PlatformRequestMove = true;
  1065. }
  1066. }
  1067. static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
  1068. {
  1069. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
  1070. {
  1071. if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
  1072. {
  1073. bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1);
  1074. //data->IgnoreWindowSizeEventFrame = -1;
  1075. if (ignore_event)
  1076. return;
  1077. }
  1078. viewport->PlatformRequestResize = true;
  1079. }
  1080. }
  1081. static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
  1082. {
  1083. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1084. ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
  1085. viewport->PlatformUserData = vd;
  1086. // Workaround for Linux: ignore mouse up events corresponding to losing focus of the previously focused window (#7733, #3158, #7922)
  1087. #ifdef __linux__
  1088. bd->MouseIgnoreButtonUpWaitForFocusLoss = true;
  1089. #endif
  1090. // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
  1091. // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
  1092. glfwWindowHint(GLFW_VISIBLE, false);
  1093. glfwWindowHint(GLFW_FOCUSED, false);
  1094. #if GLFW_HAS_FOCUS_ON_SHOW
  1095. glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
  1096. #endif
  1097. glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
  1098. #if GLFW_HAS_WINDOW_TOPMOST
  1099. glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
  1100. #endif
  1101. GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr;
  1102. vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window);
  1103. vd->WindowOwned = true;
  1104. ImGui_ImplGlfw_ContextMap_Add(vd->Window, bd->Context);
  1105. viewport->PlatformHandle = (void*)vd->Window;
  1106. #ifdef _WIN32
  1107. viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window);
  1108. ::SetPropA((HWND)viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", bd);
  1109. #elif defined(__APPLE__)
  1110. viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window);
  1111. #endif
  1112. glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
  1113. // Install GLFW callbacks for secondary viewports
  1114. glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback);
  1115. glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback);
  1116. glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback);
  1117. glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback);
  1118. glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback);
  1119. glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback);
  1120. glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback);
  1121. glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback);
  1122. glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback);
  1123. glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback);
  1124. if (bd->ClientApi == GlfwClientApi_OpenGL)
  1125. {
  1126. glfwMakeContextCurrent(vd->Window);
  1127. glfwSwapInterval(0);
  1128. }
  1129. }
  1130. static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
  1131. {
  1132. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1133. if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
  1134. {
  1135. if (vd->WindowOwned)
  1136. {
  1137. #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
  1138. HWND hwnd = (HWND)viewport->PlatformHandleRaw;
  1139. ::RemovePropA(hwnd, "IMGUI_VIEWPORT");
  1140. #endif
  1141. // Release any keys that were pressed in the window being destroyed and are still held down,
  1142. // because we will not receive any release events after window is destroyed.
  1143. for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++)
  1144. if (bd->KeyOwnerWindows[i] == vd->Window)
  1145. 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.
  1146. ImGui_ImplGlfw_ContextMap_Remove(vd->Window);
  1147. glfwDestroyWindow(vd->Window);
  1148. }
  1149. vd->Window = nullptr;
  1150. IM_DELETE(vd);
  1151. }
  1152. viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
  1153. }
  1154. static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
  1155. {
  1156. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1157. #if defined(_WIN32)
  1158. // GLFW hack: Hide icon from task bar
  1159. HWND hwnd = (HWND)viewport->PlatformHandleRaw;
  1160. if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
  1161. {
  1162. LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
  1163. ex_style &= ~WS_EX_APPWINDOW;
  1164. ex_style |= WS_EX_TOOLWINDOW;
  1165. ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
  1166. }
  1167. // GLFW hack: install WndProc for mouse source event and WM_NCHITTEST message handler.
  1168. ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
  1169. vd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
  1170. ::SetWindowLongPtrW(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
  1171. #if !GLFW_HAS_FOCUS_ON_SHOW
  1172. // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
  1173. // 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.
  1174. // See https://github.com/glfw/glfw/issues/1189
  1175. // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
  1176. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  1177. {
  1178. ::ShowWindow(hwnd, SW_SHOWNA);
  1179. return;
  1180. }
  1181. #endif
  1182. #endif
  1183. glfwShowWindow(vd->Window);
  1184. }
  1185. static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
  1186. {
  1187. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1188. int x = 0, y = 0;
  1189. glfwGetWindowPos(vd->Window, &x, &y);
  1190. return ImVec2((float)x, (float)y);
  1191. }
  1192. static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  1193. {
  1194. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1195. vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();
  1196. glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y);
  1197. }
  1198. static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
  1199. {
  1200. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1201. int w = 0, h = 0;
  1202. glfwGetWindowSize(vd->Window, &w, &h);
  1203. return ImVec2((float)w, (float)h);
  1204. }
  1205. static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  1206. {
  1207. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1208. #if defined(__APPLE__) && !GLFW_HAS_OSX_WINDOW_POS_FIX
  1209. // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are
  1210. // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it
  1211. // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based
  1212. // on the upper-left corner.
  1213. int x, y, width, height;
  1214. glfwGetWindowPos(vd->Window, &x, &y);
  1215. glfwGetWindowSize(vd->Window, &width, &height);
  1216. glfwSetWindowPos(vd->Window, x, y - height + size.y);
  1217. #endif
  1218. vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
  1219. glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y);
  1220. }
  1221. static ImVec2 ImGui_ImplGlfw_GetWindowFramebufferScale(ImGuiViewport* viewport)
  1222. {
  1223. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1224. ImVec2 framebuffer_scale;
  1225. ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, &framebuffer_scale);
  1226. return framebuffer_scale;
  1227. }
  1228. static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  1229. {
  1230. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1231. glfwSetWindowTitle(vd->Window, title);
  1232. }
  1233. static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
  1234. {
  1235. #if GLFW_HAS_FOCUS_WINDOW
  1236. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1237. glfwFocusWindow(vd->Window);
  1238. #else
  1239. // 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.
  1240. (void)viewport;
  1241. #endif
  1242. }
  1243. static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
  1244. {
  1245. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1246. return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0;
  1247. }
  1248. static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
  1249. {
  1250. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1251. return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0;
  1252. }
  1253. #if GLFW_HAS_WINDOW_ALPHA
  1254. static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
  1255. {
  1256. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1257. glfwSetWindowOpacity(vd->Window, alpha);
  1258. }
  1259. #endif
  1260. static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
  1261. {
  1262. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1263. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1264. if (bd->ClientApi == GlfwClientApi_OpenGL)
  1265. glfwMakeContextCurrent(vd->Window);
  1266. }
  1267. static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
  1268. {
  1269. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1270. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1271. if (bd->ClientApi == GlfwClientApi_OpenGL)
  1272. {
  1273. glfwMakeContextCurrent(vd->Window);
  1274. glfwSwapBuffers(vd->Window);
  1275. }
  1276. }
  1277. //--------------------------------------------------------------------------------------------------------
  1278. // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
  1279. //--------------------------------------------------------------------------------------------------------
  1280. // Avoid including <vulkan.h> so we can build without it
  1281. #if GLFW_HAS_VULKAN
  1282. #ifndef VULKAN_H_
  1283. #define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
  1284. #if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
  1285. #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
  1286. #else
  1287. #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
  1288. #endif
  1289. VK_DEFINE_HANDLE(VkInstance)
  1290. VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
  1291. struct VkAllocationCallbacks;
  1292. enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
  1293. #endif // VULKAN_H_
  1294. extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }
  1295. static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
  1296. {
  1297. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1298. ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
  1299. IM_UNUSED(bd);
  1300. IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan);
  1301. VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
  1302. return (int)err;
  1303. }
  1304. #endif // GLFW_HAS_VULKAN
  1305. static void ImGui_ImplGlfw_InitMultiViewportSupport()
  1306. {
  1307. // Register platform interface (will be coupled with a renderer interface)
  1308. ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  1309. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  1310. platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow;
  1311. platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow;
  1312. platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow;
  1313. platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos;
  1314. platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
  1315. platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
  1316. platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
  1317. platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplGlfw_GetWindowFramebufferScale;
  1318. platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
  1319. platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
  1320. platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
  1321. platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
  1322. platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
  1323. platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
  1324. #if GLFW_HAS_WINDOW_ALPHA
  1325. platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha;
  1326. #endif
  1327. #if GLFW_HAS_VULKAN
  1328. platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
  1329. #endif
  1330. // Register main window handle (which is owned by the main application, not by us)
  1331. // 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.
  1332. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  1333. ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
  1334. vd->Window = bd->Window;
  1335. vd->WindowOwned = false;
  1336. main_viewport->PlatformUserData = vd;
  1337. main_viewport->PlatformHandle = (void*)bd->Window;
  1338. }
  1339. static void ImGui_ImplGlfw_ShutdownMultiViewportSupport()
  1340. {
  1341. ImGui::DestroyPlatformWindows();
  1342. }
  1343. //-----------------------------------------------------------------------------
  1344. // WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData)
  1345. #ifdef _WIN32
  1346. static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
  1347. {
  1348. LPARAM extra_info = ::GetMessageExtraInfo();
  1349. if ((extra_info & 0xFFFFFF80) == 0xFF515700)
  1350. return ImGuiMouseSource_Pen;
  1351. if ((extra_info & 0xFFFFFF80) == 0xFF515780)
  1352. return ImGuiMouseSource_TouchScreen;
  1353. return ImGuiMouseSource_Mouse;
  1354. }
  1355. static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  1356. {
  1357. ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)::GetPropA(hWnd, "IMGUI_BACKEND_DATA");
  1358. ImGuiIO& io = ImGui::GetIO(bd->Context);
  1359. WNDPROC prev_wndproc = bd->PrevWndProc;
  1360. ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
  1361. if (viewport != NULL)
  1362. if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
  1363. prev_wndproc = vd->PrevWndProc;
  1364. switch (msg)
  1365. {
  1366. // GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
  1367. // Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
  1368. case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
  1369. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
  1370. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
  1371. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
  1372. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
  1373. io.AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
  1374. break;
  1375. // We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
  1376. // In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
  1377. #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED
  1378. case WM_NCHITTEST:
  1379. {
  1380. // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL).
  1381. // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
  1382. // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
  1383. // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
  1384. if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs))
  1385. return HTTRANSPARENT;
  1386. break;
  1387. }
  1388. #endif
  1389. default: break;
  1390. }
  1391. return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam);
  1392. }
  1393. #endif // #ifdef _WIN32
  1394. //-----------------------------------------------------------------------------
  1395. #if defined(__clang__)
  1396. #pragma clang diagnostic pop
  1397. #endif
  1398. #endif // #ifndef IMGUI_DISABLE