// 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+)
// Implemented features:
// [X] Platform: Clipboard support.
// [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+).
// 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 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"
# 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
# if __has_warning("-Wzero-as-null-pointer-constant")
# pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
# endif
# endif
// GLFW
# include <GLFW/glfw3.h>
# ifdef _WIN32
# undef APIENTRY
# define GLFW_EXPOSE_NATIVE_WIN32
# include <GLFW/glfw3native.h> // for glfwGetWin32Window
# endif
# 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_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
# else
# define GLFW_HAS_NEW_CURSORS (0)
# endif
# define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetGamepadState() new api
# define GLFW_HAS_GET_KEY_NAME (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwGetKeyName()
// 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 LastMousePos ;
bool InstalledCallbacks ;
// 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 ;
ImGui_ImplGlfw_Data ( ) { memset ( 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 : NULL ;
}
// 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 ;
default : return ImGuiKey_None ;
}
}
static void ImGui_ImplGlfw_UpdateKeyModifiers ( int mods )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . AddKeyEvent ( ImGuiKey_ModCtrl , ( mods & GLFW_MOD_CONTROL ) ! = 0 ) ;
io . AddKeyEvent ( ImGuiKey_ModShift , ( mods & GLFW_MOD_SHIFT ) ! = 0 ) ;
io . AddKeyEvent ( ImGuiKey_ModAlt , ( mods & GLFW_MOD_ALT ) ! = 0 ) ;
io . AddKeyEvent ( ImGuiKey_ModSuper , ( mods & GLFW_MOD_SUPER ) ! = 0 ) ;
}
void ImGui_ImplGlfw_MouseButtonCallback ( GLFWwindow * window , int button , int action , int mods )
{
ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
if ( bd - > PrevUserCallbackMousebutton ! = NULL & & window = = bd - > Window )
bd - > PrevUserCallbackMousebutton ( window , button , action , mods ) ;
ImGui_ImplGlfw_UpdateKeyModifiers ( mods ) ;
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 ! = NULL & & window = = bd - > Window )
bd - > PrevUserCallbackScroll ( window , xoffset , yoffset ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . AddMouseWheelEvent ( ( float ) xoffset , ( float ) yoffset ) ;
}
static int ImGui_ImplGlfw_TranslateUntranslatedKey ( int key , int scancode )
{
# if GLFW_HAS_GET_KEY_NAME && !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 ;
const char * key_name = glfwGetKeyName ( key , scancode ) ;
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 ( 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 ! = NULL & & window = = bd - > Window )
bd - > PrevUserCallbackKey ( window , keycode , scancode , action , mods ) ;
if ( action ! = GLFW_PRESS & & action ! = GLFW_RELEASE )
return ;
ImGui_ImplGlfw_UpdateKeyModifiers ( mods ) ;
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 ! = NULL & & window = = bd - > 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 ! = NULL & & window = = bd - > Window )
bd - > PrevUserCallbackCursorPos ( window , x , y ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . AddMousePosEvent ( ( float ) x , ( float ) y ) ;
bd - > LastMousePos = ImVec2 ( ( float ) x , ( float ) y ) ;
}
// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
void ImGui_ImplGlfw_CursorEnterCallback ( GLFWwindow * window , int entered )
{
ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
if ( bd - > PrevUserCallbackCursorEnter ! = NULL & & window = = bd - > Window )
bd - > PrevUserCallbackCursorEnter ( window , entered ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
if ( entered )
{
bd - > MouseWindow = window ;
io . AddMousePosEvent ( bd - > LastMousePos . x , bd - > LastMousePos . y ) ;
}
else if ( ! entered & & bd - > MouseWindow = = window )
{
bd - > LastMousePos = io . MousePos ;
bd - > MouseWindow = NULL ;
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 ! = NULL & & window = = bd - > Window )
bd - > PrevUserCallbackChar ( window , c ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . AddInputCharacter ( c ) ;
}
void ImGui_ImplGlfw_MonitorCallback ( GLFWmonitor * , int )
{
// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
}
static bool ImGui_ImplGlfw_Init ( GLFWwindow * window , bool install_callbacks , GlfwClientApi client_api )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
IM_ASSERT ( io . BackendPlatformUserData = = NULL & & " Already initialized a platform backend! " ) ;
// Setup backend capabilities flags
ImGui_ImplGlfw_Data * bd = IM_NEW ( ImGui_ImplGlfw_Data ) ( ) ;
io . BackendPlatformUserData = ( void * ) bd ;
io . BackendPlatformName = " imgui_impl_glfw " ;
io . BackendFlags | = ImGuiBackendFlags_HasMouseCursors ; // We can honor GetMouseCursor() values (optional)
io . BackendFlags | = ImGuiBackendFlags_HasSetMousePos ; // We can honor io.WantSetMousePos requests (optional, rarely used)
bd - > Window = window ;
bd - > Time = 0.0 ;
io . SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText ;
io . GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText ;
io . ClipboardUserData = bd - > Window ;
// Set platform dependent data in viewport
# if defined(_WIN32)
ImGui : : GetMainViewport ( ) - > PlatformHandleRaw = ( void * ) glfwGetWin32Window ( bd - > Window ) ;
# endif
// Create mouse cursors
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
// Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
GLFWerrorfun prev_error_callback = glfwSetErrorCallback ( NULL ) ;
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 ) ;
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
bd - > PrevUserCallbackWindowFocus = NULL ;
bd - > PrevUserCallbackCursorEnter = NULL ;
bd - > PrevUserCallbackMousebutton = NULL ;
bd - > PrevUserCallbackScroll = NULL ;
bd - > PrevUserCallbackKey = NULL ;
bd - > PrevUserCallbackChar = NULL ;
bd - > PrevUserCallbackMonitor = NULL ;
if ( install_callbacks )
{
bd - > InstalledCallbacks = true ;
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 - > 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 ! = NULL & & " No platform backend to shutdown, or already shutdown? " ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
if ( bd - > InstalledCallbacks )
{
glfwSetWindowFocusCallback ( bd - > Window , bd - > PrevUserCallbackWindowFocus ) ;
glfwSetCursorEnterCallback ( bd - > Window , bd - > PrevUserCallbackCursorEnter ) ;
glfwSetCursorPosCallback ( bd - > Window , bd - > PrevUserCallbackCursorPos ) ;
glfwSetMouseButtonCallback ( bd - > Window , bd - > PrevUserCallbackMousebutton ) ;
glfwSetScrollCallback ( bd - > Window , bd - > PrevUserCallbackScroll ) ;
glfwSetKeyCallback ( bd - > Window , bd - > PrevUserCallbackKey ) ;
glfwSetCharCallback ( bd - > Window , bd - > PrevUserCallbackChar ) ;
glfwSetMonitorCallback ( bd - > PrevUserCallbackMonitor ) ;
}
for ( ImGuiMouseCursor cursor_n = 0 ; cursor_n < ImGuiMouseCursor_COUNT ; cursor_n + + )
glfwDestroyCursor ( bd - > MouseCursors [ cursor_n ] ) ;
io . BackendPlatformName = NULL ;
io . BackendPlatformUserData = NULL ;
IM_DELETE ( bd ) ;
}
static void ImGui_ImplGlfw_UpdateMouseData ( )
{
ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
# ifdef __EMSCRIPTEN__
const bool is_app_focused = true ;
# else
const bool is_app_focused = glfwGetWindowAttrib ( bd - > Window , GLFW_FOCUSED ) ! = 0 ;
# endif
if ( is_app_focused )
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if ( io . WantSetMousePos )
glfwSetCursorPos ( bd - > Window , ( double ) io . MousePos . x , ( double ) io . MousePos . y ) ;
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
if ( is_app_focused & & bd - > MouseWindow = = NULL )
{
double mouse_x , mouse_y ;
glfwGetCursorPos ( bd - > Window , & mouse_x , & mouse_y ) ;
io . AddMousePosEvent ( ( float ) mouse_x , ( float ) mouse_y ) ;
}
}
}
static void ImGui_ImplGlfw_UpdateMouseCursor ( )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
if ( ( io . ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange ) | | glfwGetInputMode ( bd - > Window , GLFW_CURSOR ) = = GLFW_CURSOR_DISABLED )
return ;
ImGuiMouseCursor imgui_cursor = ImGui : : GetMouseCursor ( ) ;
if ( imgui_cursor = = ImGuiMouseCursor_None | | io . MouseDrawCursor )
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
glfwSetInputMode ( bd - > 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 ( bd - > Window , bd - > MouseCursors [ imgui_cursor ] ? bd - > MouseCursors [ imgui_cursor ] : bd - > MouseCursors [ ImGuiMouseCursor_Arrow ] ) ;
glfwSetInputMode ( bd - > 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 )
return ;
io . BackendFlags & = ~ ImGuiBackendFlags_HasGamepad ;
# if GLFW_HAS_GAMEPAD_API
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_GamepadFaceDown , GLFW_GAMEPAD_BUTTON_A , 0 ) ; // Xbox A, PS Cross
MAP_BUTTON ( ImGuiKey_GamepadFaceRight , GLFW_GAMEPAD_BUTTON_B , 1 ) ; // Xbox B, PS Circle
MAP_BUTTON ( ImGuiKey_GamepadFaceLeft , GLFW_GAMEPAD_BUTTON_X , 2 ) ; // Xbox X, PS Square
MAP_BUTTON ( ImGuiKey_GamepadFaceUp , GLFW_GAMEPAD_BUTTON_Y , 3 ) ; // Xbox Y, PS Triangle
MAP_BUTTON ( ImGuiKey_GamepadDpadLeft , GLFW_GAMEPAD_BUTTON_DPAD_LEFT , 13 ) ;
MAP_BUTTON ( ImGuiKey_GamepadDpadRight , GLFW_GAMEPAD_BUTTON_DPAD_RIGHT , 11 ) ;
MAP_BUTTON ( ImGuiKey_GamepadDpadUp , GLFW_GAMEPAD_BUTTON_DPAD_UP , 10 ) ;
MAP_BUTTON ( ImGuiKey_GamepadDpadDown , GLFW_GAMEPAD_BUTTON_DPAD_DOWN , 12 ) ;
MAP_BUTTON ( ImGuiKey_GamepadL1 , GLFW_GAMEPAD_BUTTON_LEFT_BUMPER , 4 ) ;
MAP_BUTTON ( ImGuiKey_GamepadR1 , GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER , 5 ) ;
MAP_ANALOG ( ImGuiKey_GamepadL2 , GLFW_GAMEPAD_AXIS_LEFT_TRIGGER , 4 , - 0.75f , + 1.0f ) ;
MAP_ANALOG ( ImGuiKey_GamepadR2 , GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER , 5 , - 0.75f , + 1.0f ) ;
MAP_BUTTON ( ImGuiKey_GamepadL3 , GLFW_GAMEPAD_BUTTON_LEFT_THUMB , 8 ) ;
MAP_BUTTON ( ImGuiKey_GamepadR3 , GLFW_GAMEPAD_BUTTON_RIGHT_THUMB , 9 ) ;
MAP_ANALOG ( ImGuiKey_GamepadLStickLeft , GLFW_GAMEPAD_AXIS_LEFT_X , 0 , - 0.25f , - 1.0f ) ;
MAP_ANALOG ( ImGuiKey_GamepadLStickRight , GLFW_GAMEPAD_AXIS_LEFT_X , 0 , + 0.25f , + 1.0f ) ;
MAP_ANALOG ( ImGuiKey_GamepadLStickUp , GLFW_GAMEPAD_AXIS_LEFT_Y , 1 , - 0.25f , - 1.0f ) ;
MAP_ANALOG ( ImGuiKey_GamepadLStickDown , GLFW_GAMEPAD_AXIS_LEFT_Y , 1 , + 0.25f , + 1.0f ) ;
MAP_ANALOG ( ImGuiKey_GamepadRStickLeft , GLFW_GAMEPAD_AXIS_RIGHT_X , 2 , - 0.25f , - 1.0f ) ;
MAP_ANALOG ( ImGuiKey_GamepadRStickRight , GLFW_GAMEPAD_AXIS_RIGHT_X , 2 , + 0.25f , + 1.0f ) ;
MAP_ANALOG ( ImGuiKey_GamepadRStickUp , GLFW_GAMEPAD_AXIS_RIGHT_Y , 3 , - 0.25f , - 1.0f ) ;
MAP_ANALOG ( ImGuiKey_GamepadRStickDown , GLFW_GAMEPAD_AXIS_RIGHT_Y , 3 , + 0.25f , + 1.0f ) ;
# undef MAP_BUTTON
# undef MAP_ANALOG
}
void ImGui_ImplGlfw_NewFrame ( )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
IM_ASSERT ( bd ! = NULL & & " Did you call ImGui_ImplGlfw_InitForXXX()? " ) ;
// Setup display size (every frame to accommodate for window resizing)
int w , h ;
int display_w , display_h ;
glfwGetWindowSize ( bd - > Window , & w , & h ) ;
glfwGetFramebufferSize ( bd - > Window , & display_w , & display_h ) ;
io . DisplaySize = ImVec2 ( ( float ) w , ( float ) h ) ;
if ( w > 0 & & h > 0 )
io . DisplayFramebufferScale = ImVec2 ( ( float ) display_w / ( float ) w , ( float ) display_h / ( float ) h ) ;
// Setup time step
double current_time = glfwGetTime ( ) ;
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 ( ) ;
}
# if defined(__clang__)
# pragma clang diagnostic pop
# endif