diff options
Diffstat (limited to 'vendor/zgui/libs/imgui/backends/imgui_impl_glfw.cpp')
| -rw-r--r-- | vendor/zgui/libs/imgui/backends/imgui_impl_glfw.cpp | 1406 |
1 files changed, 0 insertions, 1406 deletions
diff --git a/vendor/zgui/libs/imgui/backends/imgui_impl_glfw.cpp b/vendor/zgui/libs/imgui/backends/imgui_impl_glfw.cpp deleted file mode 100644 index c859946..0000000 --- a/vendor/zgui/libs/imgui/backends/imgui_impl_glfw.cpp +++ /dev/null @@ -1,1406 +0,0 @@ -// dear imgui: Platform Backend for GLFW -// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) -// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.) - -// Implemented features: -// [X] Platform: Clipboard support. -// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). -// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] -// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). -// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. - -// Issues: -// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). - -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. -// Learn about Dear ImGui: -// - FAQ https://dearimgui.com/faq -// - Getting Started https://dearimgui.com/getting-started -// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). -// - Introduction, links and more at the top of imgui.cpp - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. -// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window. -// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys. -// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609) -// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491) -// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702) -// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034) -// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240) -// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096) -// 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten. -// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty. -// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908) -// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785) -// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. -// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). -// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18. -// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX. -// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11. -// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend. -// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. -// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. -// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). -// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. -// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback(). -// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. -// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API. -// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback(). -// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback(). -// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). -// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors. -// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor). -// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. -// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. -// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). -// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. -// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. -// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. -// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. -// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. -// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples. -// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. -// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()). -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set. -// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. - -#include "imgui.h" -#ifndef IMGUI_DISABLE -// FIX(zig-gamedev): -//#include "imgui_impl_glfw.h" - -// Clang warnings with -Weverything -#if defined(__clang__) -#pragma clang diagnostic push -#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast -#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness -#endif - -// GLFW -#define GLFW_INCLUDE_NONE -#include <GLFW/glfw3.h> - -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#include <GLFW/glfw3native.h> // for glfwGetWin32Window() -#endif -#ifdef __APPLE__ -#define GLFW_EXPOSE_NATIVE_COCOA -#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow() -#endif - -#ifdef __EMSCRIPTEN__ -#include <emscripten.h> -#include <emscripten/html5.h> -#endif - -// We gather version tests as define in order to easily see which features are version-dependent. -#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION) -#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING -#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED -#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity -#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale -#if defined(__EMSCRIPTEN__) || defined(__SWITCH__) // no Vulkan support in GLFW for Emscripten or homebrew Nintendo Switch -#define GLFW_HAS_VULKAN (0) -#else -#define GLFW_HAS_VULKAN (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface -#endif -#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow -#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW -#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea -#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_COMBINED >= 3301) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553 -#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released? -#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR -#else -#define GLFW_HAS_NEW_CURSORS (0) -#endif -#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) -#define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH -#else -#define GLFW_HAS_MOUSE_PASSTHROUGH (0) -#endif -#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api -#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName() -#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError() -#include <math.h> - -// FIX(zig-gamedev): -extern "C" { - -bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); -bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks); -bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks); -void ImGui_ImplGlfw_Shutdown(); -void ImGui_ImplGlfw_NewFrame(); - -// GLFW callbacks (installer) -// - 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. -// - 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. -void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); -void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); - -// GLFW callbacks (individual callbacks to call if you didn't install callbacks) -void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84 -void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84 -void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87 -void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); -void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event); - -} // extern "C" - -// GLFW data -enum GlfwClientApi -{ - GlfwClientApi_Unknown, - GlfwClientApi_OpenGL, - GlfwClientApi_Vulkan, -}; - -struct ImGui_ImplGlfw_Data -{ - GLFWwindow* Window; - GlfwClientApi ClientApi; - double Time; - GLFWwindow* MouseWindow; - GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; - ImVec2 LastValidMousePos; - GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST]; - bool InstalledCallbacks; - bool CallbacksChainForAllWindows; - bool WantUpdateMonitors; - - ImVec2 DpiScale; // fix(zig-gamedev) - -#ifdef __EMSCRIPTEN__ - const char* CanvasSelector; -#endif - - // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. - GLFWwindowfocusfun PrevUserCallbackWindowFocus; - GLFWcursorposfun PrevUserCallbackCursorPos; - GLFWcursorenterfun PrevUserCallbackCursorEnter; - GLFWmousebuttonfun PrevUserCallbackMousebutton; - GLFWscrollfun PrevUserCallbackScroll; - GLFWkeyfun PrevUserCallbackKey; - GLFWcharfun PrevUserCallbackChar; - GLFWmonitorfun PrevUserCallbackMonitor; -#ifdef _WIN32 - WNDPROC PrevWndProc; -#endif - - ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); } -}; - -// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts -// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. -// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. -// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks -// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks. -// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it. -// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. -static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() -{ - return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; -} - -// Forward Declarations -static void ImGui_ImplGlfw_UpdateMonitors(); -static void ImGui_ImplGlfw_InitPlatformInterface(); -static void ImGui_ImplGlfw_ShutdownPlatformInterface(); - -// Functions -static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key) -{ - switch (key) - { - case GLFW_KEY_TAB: return ImGuiKey_Tab; - case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow; - case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow; - case GLFW_KEY_UP: return ImGuiKey_UpArrow; - case GLFW_KEY_DOWN: return ImGuiKey_DownArrow; - case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp; - case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown; - case GLFW_KEY_HOME: return ImGuiKey_Home; - case GLFW_KEY_END: return ImGuiKey_End; - case GLFW_KEY_INSERT: return ImGuiKey_Insert; - case GLFW_KEY_DELETE: return ImGuiKey_Delete; - case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace; - case GLFW_KEY_SPACE: return ImGuiKey_Space; - case GLFW_KEY_ENTER: return ImGuiKey_Enter; - case GLFW_KEY_ESCAPE: return ImGuiKey_Escape; - case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe; - case GLFW_KEY_COMMA: return ImGuiKey_Comma; - case GLFW_KEY_MINUS: return ImGuiKey_Minus; - case GLFW_KEY_PERIOD: return ImGuiKey_Period; - case GLFW_KEY_SLASH: return ImGuiKey_Slash; - case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon; - case GLFW_KEY_EQUAL: return ImGuiKey_Equal; - case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket; - case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash; - case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket; - case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent; - case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock; - case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock; - case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock; - case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen; - case GLFW_KEY_PAUSE: return ImGuiKey_Pause; - case GLFW_KEY_KP_0: return ImGuiKey_Keypad0; - case GLFW_KEY_KP_1: return ImGuiKey_Keypad1; - case GLFW_KEY_KP_2: return ImGuiKey_Keypad2; - case GLFW_KEY_KP_3: return ImGuiKey_Keypad3; - case GLFW_KEY_KP_4: return ImGuiKey_Keypad4; - case GLFW_KEY_KP_5: return ImGuiKey_Keypad5; - case GLFW_KEY_KP_6: return ImGuiKey_Keypad6; - case GLFW_KEY_KP_7: return ImGuiKey_Keypad7; - case GLFW_KEY_KP_8: return ImGuiKey_Keypad8; - case GLFW_KEY_KP_9: return ImGuiKey_Keypad9; - case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal; - case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide; - case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; - case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract; - case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd; - case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter; - case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual; - case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift; - case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl; - case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt; - case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper; - case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift; - case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl; - case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt; - case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper; - case GLFW_KEY_MENU: return ImGuiKey_Menu; - case GLFW_KEY_0: return ImGuiKey_0; - case GLFW_KEY_1: return ImGuiKey_1; - case GLFW_KEY_2: return ImGuiKey_2; - case GLFW_KEY_3: return ImGuiKey_3; - case GLFW_KEY_4: return ImGuiKey_4; - case GLFW_KEY_5: return ImGuiKey_5; - case GLFW_KEY_6: return ImGuiKey_6; - case GLFW_KEY_7: return ImGuiKey_7; - case GLFW_KEY_8: return ImGuiKey_8; - case GLFW_KEY_9: return ImGuiKey_9; - case GLFW_KEY_A: return ImGuiKey_A; - case GLFW_KEY_B: return ImGuiKey_B; - case GLFW_KEY_C: return ImGuiKey_C; - case GLFW_KEY_D: return ImGuiKey_D; - case GLFW_KEY_E: return ImGuiKey_E; - case GLFW_KEY_F: return ImGuiKey_F; - case GLFW_KEY_G: return ImGuiKey_G; - case GLFW_KEY_H: return ImGuiKey_H; - case GLFW_KEY_I: return ImGuiKey_I; - case GLFW_KEY_J: return ImGuiKey_J; - case GLFW_KEY_K: return ImGuiKey_K; - case GLFW_KEY_L: return ImGuiKey_L; - case GLFW_KEY_M: return ImGuiKey_M; - case GLFW_KEY_N: return ImGuiKey_N; - case GLFW_KEY_O: return ImGuiKey_O; - case GLFW_KEY_P: return ImGuiKey_P; - case GLFW_KEY_Q: return ImGuiKey_Q; - case GLFW_KEY_R: return ImGuiKey_R; - case GLFW_KEY_S: return ImGuiKey_S; - case GLFW_KEY_T: return ImGuiKey_T; - case GLFW_KEY_U: return ImGuiKey_U; - case GLFW_KEY_V: return ImGuiKey_V; - case GLFW_KEY_W: return ImGuiKey_W; - case GLFW_KEY_X: return ImGuiKey_X; - case GLFW_KEY_Y: return ImGuiKey_Y; - case GLFW_KEY_Z: return ImGuiKey_Z; - case GLFW_KEY_F1: return ImGuiKey_F1; - case GLFW_KEY_F2: return ImGuiKey_F2; - case GLFW_KEY_F3: return ImGuiKey_F3; - case GLFW_KEY_F4: return ImGuiKey_F4; - case GLFW_KEY_F5: return ImGuiKey_F5; - case GLFW_KEY_F6: return ImGuiKey_F6; - case GLFW_KEY_F7: return ImGuiKey_F7; - case GLFW_KEY_F8: return ImGuiKey_F8; - case GLFW_KEY_F9: return ImGuiKey_F9; - case GLFW_KEY_F10: return ImGuiKey_F10; - case GLFW_KEY_F11: return ImGuiKey_F11; - case GLFW_KEY_F12: return ImGuiKey_F12; - case GLFW_KEY_F13: return ImGuiKey_F13; - case GLFW_KEY_F14: return ImGuiKey_F14; - case GLFW_KEY_F15: return ImGuiKey_F15; - case GLFW_KEY_F16: return ImGuiKey_F16; - case GLFW_KEY_F17: return ImGuiKey_F17; - case GLFW_KEY_F18: return ImGuiKey_F18; - case GLFW_KEY_F19: return ImGuiKey_F19; - case GLFW_KEY_F20: return ImGuiKey_F20; - case GLFW_KEY_F21: return ImGuiKey_F21; - case GLFW_KEY_F22: return ImGuiKey_F22; - case GLFW_KEY_F23: return ImGuiKey_F23; - case GLFW_KEY_F24: return ImGuiKey_F24; - default: return ImGuiKey_None; - } -} - -// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW -// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630 -static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window) -{ - ImGuiIO& io = ImGui::GetIO(); - io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS)); - io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS)); - io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS)); - io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS)); -} - -static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - return bd->CallbacksChainForAllWindows ? true : (window == bd->Window); -} - -void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) - bd->PrevUserCallbackMousebutton(window, button, action, mods); - - ImGui_ImplGlfw_UpdateKeyModifiers(window); - - ImGuiIO& io = ImGui::GetIO(); - if (button >= 0 && button < ImGuiMouseButton_COUNT) - io.AddMouseButtonEvent(button, action == GLFW_PRESS); -} - -void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) - bd->PrevUserCallbackScroll(window, xoffset, yoffset); - -#ifdef __EMSCRIPTEN__ - // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback(). - return; -#endif - - ImGuiIO& io = ImGui::GetIO(); - io.AddMouseWheelEvent((float)xoffset, (float)yoffset); -} - -static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) -{ -#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__) - // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult. - // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently) - // See https://github.com/glfw/glfw/issues/1502 for details. - // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process). - // This won't cover edge cases but this is at least going to cover common cases. - if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL) - return key; - GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); - const char* key_name = glfwGetKeyName(key, scancode); - glfwSetErrorCallback(prev_error_callback); -#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908) - (void)glfwGetError(nullptr); -#endif - if (key_name && key_name[0] != 0 && key_name[1] == 0) - { - const char char_names[] = "`-=[]\\,;\'./"; - const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 }; - IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys)); - if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); } - else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); } - else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); } - else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; } - } - // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name); -#else - IM_UNUSED(scancode); -#endif - return key; -} - -void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) - bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); - - if (action != GLFW_PRESS && action != GLFW_RELEASE) - return; - - ImGui_ImplGlfw_UpdateKeyModifiers(window); - - if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows)) - bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr; - - keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); - - ImGuiIO& io = ImGui::GetIO(); - ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode); - io.AddKeyEvent(imgui_key, (action == GLFW_PRESS)); - io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code) -} - -void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) - bd->PrevUserCallbackWindowFocus(window, focused); - - ImGuiIO& io = ImGui::GetIO(); - io.AddFocusEvent(focused != 0); -} - -void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) - bd->PrevUserCallbackCursorPos(window, x * bd->DpiScale.x, y * bd->DpiScale.y); // fix(zig-gamedev) - - ImGuiIO& io = ImGui::GetIO(); - if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - { - int window_x, window_y; - glfwGetWindowPos(window, &window_x, &window_y); - x += window_x; - y += window_y; - } - io.AddMousePosEvent((float)x * bd->DpiScale.x, (float)y * bd->DpiScale.y); // fix(zig-gamedev) - bd->LastValidMousePos = ImVec2((float)x * bd->DpiScale.x, (float)y * bd->DpiScale.y); // fix(zig-gamedev) -} - -// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position, -// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984) -void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) - bd->PrevUserCallbackCursorEnter(window, entered); - - ImGuiIO& io = ImGui::GetIO(); - if (entered) - { - bd->MouseWindow = window; - io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y); - } - else if (!entered && bd->MouseWindow == window) - { - bd->LastValidMousePos = io.MousePos; - bd->MouseWindow = nullptr; - io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); - } -} - -void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) - bd->PrevUserCallbackChar(window, c); - - ImGuiIO& io = ImGui::GetIO(); - io.AddInputCharacter(c); -} - -void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - bd->WantUpdateMonitors = true; -} - -#ifdef __EMSCRIPTEN__ -static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*) -{ - // Mimic Emscripten_HandleWheel() in SDL. - // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096 - float multiplier = 0.0f; - if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step. - else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step. - else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps. - float wheel_x = ev->deltaX * -multiplier; - float wheel_y = ev->deltaY * -multiplier; - ImGuiIO& io = ImGui::GetIO(); - io.AddMouseWheelEvent(wheel_x, wheel_y); - //IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y); - return EM_TRUE; -} -#endif - -#ifdef _WIN32 -static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -#endif - -void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!"); - IM_ASSERT(bd->Window == window); - - bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback); - bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback); - bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback); - bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); - bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); - bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); - bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); - bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); - bd->InstalledCallbacks = true; -} - -void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!"); - IM_ASSERT(bd->Window == window); - - glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus); - glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter); - glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos); - glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton); - glfwSetScrollCallback(window, bd->PrevUserCallbackScroll); - glfwSetKeyCallback(window, bd->PrevUserCallbackKey); - glfwSetCharCallback(window, bd->PrevUserCallbackChar); - glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); - bd->InstalledCallbacks = false; - bd->PrevUserCallbackWindowFocus = nullptr; - bd->PrevUserCallbackCursorEnter = nullptr; - bd->PrevUserCallbackCursorPos = nullptr; - bd->PrevUserCallbackMousebutton = nullptr; - bd->PrevUserCallbackScroll = nullptr; - bd->PrevUserCallbackKey = nullptr; - bd->PrevUserCallbackChar = nullptr; - bd->PrevUserCallbackMonitor = nullptr; -} - -// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user. -// This is 'false' by default meaning we only chain callbacks for the main viewport. -// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback. -// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter. -void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - bd->CallbacksChainForAllWindows = chain_for_all_windows; -} - -static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) -{ - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); - //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED); - - // Setup backend capabilities flags - ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)(); - io.BackendPlatformUserData = (void*)bd; - io.BackendPlatformName = "imgui_impl_glfw"; - io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) - io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) -#ifndef __EMSCRIPTEN__ - io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) -#endif -#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED - io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) -#endif - - bd->Window = window; - bd->Time = 0.0; - bd->WantUpdateMonitors = true; - - bd->DpiScale = ImVec2{ 1.0, 1.0 }; // fix(zig-gamedev) - - io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; - io.ClipboardUserData = bd->Window; - - // Create mouse cursors - // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, - // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. - // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.) - GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); - bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); -#if GLFW_HAS_NEW_CURSORS - bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); -#else - bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); -#endif - glfwSetErrorCallback(prev_error_callback); -#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908) - (void)glfwGetError(nullptr); -#endif - - // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. - if (install_callbacks) - ImGui_ImplGlfw_InstallCallbacks(window); - // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096) - // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves. - // FIXME: May break chaining in case user registered their own Emscripten callback? -#ifdef __EMSCRIPTEN__ - emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback); -#endif - - // Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784) - ImGui_ImplGlfw_UpdateMonitors(); - glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); - - // Set platform dependent data in viewport - ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - main_viewport->PlatformHandle = (void*)bd->Window; -#ifdef _WIN32 - main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window); -#elif defined(__APPLE__) - main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window); -#else - IM_UNUSED(main_viewport); -#endif - if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - ImGui_ImplGlfw_InitPlatformInterface(); - - // Windows: register a WndProc hook so we can intercept some messages. -#ifdef _WIN32 - bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC); - IM_ASSERT(bd->PrevWndProc != nullptr); - ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); -#endif - - bd->ClientApi = client_api; - return true; -} - -bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks) -{ - return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL); -} - -bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) -{ - return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan); -} - -bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks) -{ - return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown); -} - -void ImGui_ImplGlfw_Shutdown() -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); - ImGuiIO& io = ImGui::GetIO(); - - ImGui_ImplGlfw_ShutdownPlatformInterface(); - - if (bd->InstalledCallbacks) - ImGui_ImplGlfw_RestoreCallbacks(bd->Window); -#ifdef __EMSCRIPTEN__ - emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, nullptr); -#endif - - for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) - glfwDestroyCursor(bd->MouseCursors[cursor_n]); - - // Windows: restore our WndProc hook -#ifdef _WIN32 - ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc); - bd->PrevWndProc = nullptr; -#endif - - io.BackendPlatformName = nullptr; - io.BackendPlatformUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); - IM_DELETE(bd); -} - -static void ImGui_ImplGlfw_UpdateMouseData() -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - ImGuiIO& io = ImGui::GetIO(); - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - - ImGuiID mouse_viewport_id = 0; - const ImVec2 mouse_pos_prev = io.MousePos; - for (int n = 0; n < platform_io.Viewports.Size; n++) - { - ImGuiViewport* viewport = platform_io.Viewports[n]; - GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle; - -#ifdef __EMSCRIPTEN__ - const bool is_window_focused = true; -#else - const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; -#endif - if (is_window_focused) - { - // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) - // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions. - if (io.WantSetMousePos) - glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y)); - - // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) - if (bd->MouseWindow == nullptr) - { - double mouse_x, mouse_y; - glfwGetCursorPos(window, &mouse_x, &mouse_y); - if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - { - // 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) - // 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) - int window_x, window_y; - glfwGetWindowPos(window, &window_x, &window_y); - mouse_x += window_x; - mouse_y += window_y; - } - - bd->LastValidMousePos = ImVec2((float)mouse_x * bd->DpiScale.x, (float)mouse_y * bd->DpiScale.y); // fix(zig-gamedev) - io.AddMousePosEvent((float)mouse_x * bd->DpiScale.x, (float)mouse_y * bd->DpiScale.y); // fix(zig-gamedev) - } - } - - // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. - // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. - // - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag (since we implement hit via our WndProc hook) - // On other platforms we rely on the library fallbacking to its own search when reporting a viewport with _NoInputs flag. - // - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture. - // 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 - // 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 - // by the backend, and use its flawed heuristic to guess the viewport behind. - // - [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). - // FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems. - // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature. -#if GLFW_HAS_MOUSE_PASSTHROUGH - const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0; - glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input); -#endif -#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED - if (glfwGetWindowAttrib(window, GLFW_HOVERED)) - mouse_viewport_id = viewport->ID; -#else - // We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse. -#endif - } - - if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) - io.AddMouseViewportEvent(mouse_viewport_id); -} - -static void ImGui_ImplGlfw_UpdateMouseCursor() -{ - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) - return; - - ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - for (int n = 0; n < platform_io.Viewports.Size; n++) - { - GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle; - if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) - { - // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor - glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); - } - else - { - // Show OS mouse cursor - // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. - glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); - glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); - } - } -} - -// Update gamepad inputs -static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } -static void ImGui_ImplGlfw_UpdateGamepads() -{ - ImGuiIO& io = ImGui::GetIO(); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. - return; - - io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; -#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__) - GLFWgamepadstate gamepad; - if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad)) - return; - #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0) - #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) -#else - int axes_count = 0, buttons_count = 0; - const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); - const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); - if (axes_count == 0 || buttons_count == 0) - return; - #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0) - #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) -#endif - io.BackendFlags |= ImGuiBackendFlags_HasGamepad; - MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7); - MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6); - MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square - MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle - MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle - MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross - MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13); - MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11); - MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10); - MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12); - MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4); - MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5); - MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f); - MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f); - MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8); - MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9); - MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f); - MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f); - MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f); - MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f); - MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f); - MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f); - MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f); - MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f); - #undef MAP_BUTTON - #undef MAP_ANALOG -} - -static void ImGui_ImplGlfw_UpdateMonitors() -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - bd->WantUpdateMonitors = false; - - int monitors_count = 0; - GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count); - if (monitors_count == 0) // Preserve existing monitor list if there are none. Happens on macOS sleeping (#5683) - return; - - platform_io.Monitors.resize(0); - for (int n = 0; n < monitors_count; n++) - { - ImGuiPlatformMonitor monitor; - int x, y; - glfwGetMonitorPos(glfw_monitors[n], &x, &y); - const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]); - if (vid_mode == nullptr) - continue; // Failed to get Video mode (e.g. Emscripten does not support this function) - monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y); - monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height); -#if GLFW_HAS_MONITOR_WORK_AREA - int w, h; - glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h); - if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761 - { - monitor.WorkPos = ImVec2((float)x, (float)y); - monitor.WorkSize = ImVec2((float)w, (float)h); - } -#endif -#if GLFW_HAS_PER_MONITOR_DPI - // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. - float x_scale, y_scale; - glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale); - monitor.DpiScale = x_scale; -#endif - monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes" - platform_io.Monitors.push_back(monitor); - } -} - -void ImGui_ImplGlfw_NewFrame() -{ - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?"); - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int display_w, display_h; - glfwGetWindowSize(bd->Window, &w, &h); - glfwGetFramebufferSize(bd->Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - if (w > 0 && h > 0) - io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h); - - // fix(zig-gamedev) - bd->DpiScale.x = ceil(io.DisplayFramebufferScale.x); - bd->DpiScale.y = ceil(io.DisplayFramebufferScale.y); - - if (bd->WantUpdateMonitors) - ImGui_ImplGlfw_UpdateMonitors(); - - // Setup time step - // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644) - double current_time = glfwGetTime(); - if (current_time <= bd->Time) - current_time = bd->Time + 0.00001f; - io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); - bd->Time = current_time; - - ImGui_ImplGlfw_UpdateMouseData(); - ImGui_ImplGlfw_UpdateMouseCursor(); - - // Update game controllers (if enabled and available) - ImGui_ImplGlfw_UpdateGamepads(); -} - -#ifdef __EMSCRIPTEN__ -static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data) -{ - ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; - double canvas_width, canvas_height; - emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height); - glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height); - return true; -} - -static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data) -{ - ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; - double canvas_width, canvas_height; - emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height); - glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height); - return true; -} - -// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query. -// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID. -void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) -{ - IM_ASSERT(canvas_selector != nullptr); - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?"); - - bd->CanvasSelector = canvas_selector; - emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange); - emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback); - - // Change the size of the GLFW window according to the size of the canvas - ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd); -} -#endif - - -//-------------------------------------------------------------------------------------------------------- -// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT -// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. -// 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.. -//-------------------------------------------------------------------------------------------------------- - -// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. -struct ImGui_ImplGlfw_ViewportData -{ - GLFWwindow* Window; - bool WindowOwned; - int IgnoreWindowPosEventFrame; - int IgnoreWindowSizeEventFrame; -#ifdef _WIN32 - WNDPROC PrevWndProc; -#endif - - ImGui_ImplGlfw_ViewportData() { memset(this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; } - ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); } -}; - -static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window) -{ - if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) - viewport->PlatformRequestClose = true; -} - -// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize(). -// However: depending on the platform the callback may be invoked at different time: -// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call -// - on Linux it is queued and invoked during glfwPollEvents() -// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only -// ignore recent glfwSetWindowXXX() calls. -static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int) -{ - if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) - { - if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) - { - bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1); - //data->IgnoreWindowPosEventFrame = -1; - if (ignore_event) - return; - } - viewport->PlatformRequestMove = true; - } -} - -static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int) -{ - if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) - { - if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) - { - bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1); - //data->IgnoreWindowSizeEventFrame = -1; - if (ignore_event) - return; - } - viewport->PlatformRequestResize = true; - } -} - -static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); - viewport->PlatformUserData = vd; - - // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED - // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem - glfwWindowHint(GLFW_VISIBLE, false); - glfwWindowHint(GLFW_FOCUSED, false); -#if GLFW_HAS_FOCUS_ON_SHOW - glfwWindowHint(GLFW_FOCUS_ON_SHOW, false); - #endif - glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true); -#if GLFW_HAS_WINDOW_TOPMOST - glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false); -#endif - GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr; - vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window); - vd->WindowOwned = true; - viewport->PlatformHandle = (void*)vd->Window; -#ifdef _WIN32 - viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window); -#elif defined(__APPLE__) - viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window); -#endif - glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); - - // Install GLFW callbacks for secondary viewports - glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback); - glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback); - glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback); - glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback); - glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback); - glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback); - glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback); - glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback); - glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback); - glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback); - if (bd->ClientApi == GlfwClientApi_OpenGL) - { - glfwMakeContextCurrent(vd->Window); - glfwSwapInterval(0); - } -} - -static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) - { - if (vd->WindowOwned) - { -#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) - HWND hwnd = (HWND)viewport->PlatformHandleRaw; - ::RemovePropA(hwnd, "IMGUI_VIEWPORT"); -#endif - - // Release any keys that were pressed in the window being destroyed and are still held down, - // because we will not receive any release events after window is destroyed. - for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++) - if (bd->KeyOwnerWindows[i] == vd->Window) - 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. - - glfwDestroyWindow(vd->Window); - } - vd->Window = nullptr; - IM_DELETE(vd); - } - viewport->PlatformUserData = viewport->PlatformHandle = nullptr; -} - -static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) -{ - ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; - -#if defined(_WIN32) - // GLFW hack: Hide icon from task bar - HWND hwnd = (HWND)viewport->PlatformHandleRaw; - if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) - { - LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); - ex_style &= ~WS_EX_APPWINDOW; - ex_style |= WS_EX_TOOLWINDOW; - ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); - } - - // GLFW hack: install hook for WM_NCHITTEST message handler -#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) - ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport); - vd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC); - ::SetWindowLongPtrW(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); -#endif - -#if !GLFW_HAS_FOCUS_ON_SHOW - // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window. - // 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. - // See https://github.com/glfw/glfw/issues/1189 - // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile. - if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) - { - ::ShowWindow(hwnd, SW_SHOWNA); - return; - } -#endif -#endif - - glfwShowWindow(vd->Window); -} - -static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport) -{ - ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; - int x = 0, y = 0; - glfwGetWindowPos(vd->Window, &x, &y); - return ImVec2((float)x, (float)y); -} - -static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) -{ - ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; - vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount(); - glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y); -} - -static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport) -{ - ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; - int w = 0, h = 0; - glfwGetWindowSize(vd->Window, &w, &h); - return ImVec2((float)w, (float)h); -} - -static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) -{ - ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; -#if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX - // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are - // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it - // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based - // on the upper-left corner. - int x, y, width, height; - glfwGetWindowPos(vd->Window, &x, &y); - glfwGetWindowSize(vd->Window, &width, &height); - glfwSetWindowPos(vd->Window, x, y - height + size.y); -#endif - vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount(); - glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y); -} - -static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title) -{ - ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; - glfwSetWindowTitle(vd->Window, title); -} - -static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport) -{ -#if GLFW_HAS_FOCUS_WINDOW - ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; - glfwFocusWindow(vd->Window); -#else - // 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. - (void)viewport; -#endif -} - -static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport) -{ - ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; - return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0; -} - -static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport) -{ - ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; - return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0; -} - -#if GLFW_HAS_WINDOW_ALPHA -static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha) -{ - ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; - glfwSetWindowOpacity(vd->Window, alpha); -} -#endif - -static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; - if (bd->ClientApi == GlfwClientApi_OpenGL) - glfwMakeContextCurrent(vd->Window); -} - -static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; - if (bd->ClientApi == GlfwClientApi_OpenGL) - { - glfwMakeContextCurrent(vd->Window); - glfwSwapBuffers(vd->Window); - } -} - -//-------------------------------------------------------------------------------------------------------- -// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) -//-------------------------------------------------------------------------------------------------------- - -// Avoid including <vulkan.h> so we can build without it -#if GLFW_HAS_VULKAN -#ifndef VULKAN_H_ -#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object; -#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__) -#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object; -#else -#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object; -#endif -VK_DEFINE_HANDLE(VkInstance) -VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR) -struct VkAllocationCallbacks; -enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF }; -#endif // VULKAN_H_ -extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); } -static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; - IM_UNUSED(bd); - IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan); - VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); - return (int)err; -} -#endif // GLFW_HAS_VULKAN - -static void ImGui_ImplGlfw_InitPlatformInterface() -{ - // Register platform interface (will be coupled with a renderer interface) - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow; - platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow; - platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow; - platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos; - platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos; - platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize; - platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize; - platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus; - platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus; - platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized; - platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle; - platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow; - platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers; -#if GLFW_HAS_WINDOW_ALPHA - platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha; -#endif -#if GLFW_HAS_VULKAN - platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface; -#endif - - // Register main window handle (which is owned by the main application, not by us) - // 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. - ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); - vd->Window = bd->Window; - vd->WindowOwned = false; - main_viewport->PlatformUserData = vd; - main_viewport->PlatformHandle = (void*)bd->Window; -} - -static void ImGui_ImplGlfw_ShutdownPlatformInterface() -{ - ImGui::DestroyPlatformWindows(); -} - -//----------------------------------------------------------------------------- - -// WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData) -#ifdef _WIN32 -static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() -{ - LPARAM extra_info = ::GetMessageExtraInfo(); - if ((extra_info & 0xFFFFFF80) == 0xFF515700) - return ImGuiMouseSource_Pen; - if ((extra_info & 0xFFFFFF80) == 0xFF515780) - return ImGuiMouseSource_TouchScreen; - return ImGuiMouseSource_Mouse; -} -static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - WNDPROC prev_wndproc = bd->PrevWndProc; - ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT"); - if (viewport != NULL) - if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) - prev_wndproc = vd->PrevWndProc; - - switch (msg) - { - // GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen. - // Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently. - case WM_MOUSEMOVE: case WM_NCMOUSEMOVE: - case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP: - case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP: - case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP: - case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP: - ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo()); - break; - - // We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs". - // In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!) -#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED - case WM_NCHITTEST: - { - // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL). - // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. - // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in - // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. - if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs)) - return HTTRANSPARENT; - break; - } -#endif - } - return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam); -} -#endif // #ifdef _WIN32 - -//----------------------------------------------------------------------------- - -#if defined(__clang__) -#pragma clang diagnostic pop -#endif - -#endif // #ifndef IMGUI_DISABLE |
