b8ca49f7dc
5c1d2d1e4c5 Version 1.91.7 9f8481a842e (Breaking) TreeNode: renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth. (#6937) 21902e2f536 Backends: SDL_GPU: fixed SDL_GPUViewport initialisation. (#8163, #7998, #7988) c38c18c1a07 Avoid using 1<<31 for ImGuiWindowFlags_NavFlattened as it seems to confuse some binding generators. c5f60942bdd Demo: tweak demo for ImGuiTreeNodeFlags_LabelSpanAllColumns. (#8318, #3565) 290e402a020 TreeNode, Tables: added ImGuiTreeNodeFlags_LabelSpanAllColumns. (#8318, #3565) 6fb7d442559 Backends: SDL2/SDL3: Comments. (#7672, #7670) 32cea853317 Debug Tools: Item Picker: Always available in menu. Tweak Demo Debug Options. (#2673, #1651) 00f12b9a09d InputText: Fixed not calling CallbackEdit on revert/clear with Escape key. (#8273) + rework comments. a604d4f717b Fixed IsItemDeactivated(), IsItemDeactivatedAfterEdit() to work when interrupted before/after the active id is submitted. (#5184, #5904, #6766, #8303, #8004) a28ffa81c4a Docs: added more references to IsKeyDown(), InFlags. (#8317) 1d962820d8b Error Handling: Turned common EndTable() and other TableXXX functions fail cases into recoverable errors. (#1651, #8314) 0b8ff4b2382 Backends, Examples: Vulkan: add IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE. use in descriptor pools sizes. (#6642) e7fb97208a8 Backends: Metal: Added missing IM_UNUSED (#8302) 596e09770d3 Backends: SDL3: Added ImGui_ImplSDL3_InitForSDLGPU() for consistency. (#8163, #7998, #7988) e7998492726 Backends: SDLGPU3: Added sdl_gpu backend (amends). (#8163, #7998, #7988) 8bbccf7a977 Backends: SDLGPU3: Added sdl_gpu backend. (#8163, #7998, #7988) 940d9540f3f Fixed MinGW builds uses UTF-8 friendly _wfopen(). (#8300) c7983115e9f Fonts: Further tweaks for Ellipsis ("...") character width when automatically created from a single comma character: use AdvanceX as min. 90094a871a5 Fonts: Fixed miscalculation of Ellipsis ("...") character width when automatically created from a single comma character. 1c67a3412e1 BeginChild: also caller to manually set ImGuiNextWindowDataFlags_HasChildFlags / ChildFlags. (#8280) 2b8545684ca Refactor: moved Window Focus related functions to a dedicated section. bbbdc70f26b Refactor: moved FindBlockingModal() in its section. e6a7c7689f5 Backends: Metal: Fixed memory leaks. (#8276, #8166) 0514332474f Avoid clang/gcc warnings: -Wnontrivial-memaccess in backends. (#8295, #8129, #8135) 3115ae08159 Demo: Font selector combo sets default focus. cec8ff1885d Backends: Vulkan: Fixed building with using VK_NO_PROTOTYPES. (#8180) f04d3cbdaaf Backends: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. (#6969, #5834, #7468, #3590) af271e73303 Backends: DX11: Expose vertex constant buffer in ImGui_ImplDX11_RenderState. 93a93071a27 Examples: Add Win32+Vulkan example, amends. (#8180) 38e606a153b Examples: Add Win32+Vulkan example. (#8180) a2e21727c01 Backends: Vulkan: moved helpers to backend: ImGui_ImplVulkanH_SelectPhysicalDevice(), ImGui_ImplVulkanH_SelectQueueFamilyIndex(). (#8180) dbf76f62f9e Update issue_template.yml e7e898ea179 Tables: Fixed TableAngledHeadersRow() creating an infinite horizontal scrolling region when the table is hosted in a viewport with negative coordinates. d0021e16215 Backends: Metal: Fixed resource leak when using multiple contexts. (#7419) 2f1194a2961 Demo: Added label edition to Property Editor demo + fix an ID issue. (#8266) 80aafbc81b0 Data types: moved ImGuiDataType_String to public API as a convenience enum value only. (#8266) f169102c8ea Misc: fixed misc/cpp/imgui_stdlib.h/.cpp not supporting IMGUI_DISABLE. (#8294) a0f907933d8 Happy new year! c147a59bb0e Clarified alternative for ImGuiButtonFlags_Repeat being ImGuiItemFlags_ButtonRepeat. (#8293) 2d2c7d3f955 Backends: Allegro5: Avoid calling al_set_mouse_cursor() repeatedly since it appears to leak on on X11 (#8256). 87f3109c1af Fix capitalization of ImGuiID in comment. (#8283) 6982ce43f5b InputText: fixed badly broken clipboard copy/bug (#8254, #8242) 18929bd6d6c Internals: merge ScaleWindowsInViewport() from docking branch. 2a600bddcbe ImGuiDebugLogFlags_EventFont should not be set by default (had no effect on master tho) 006721fbd6b Added ImFontAtlas section index in comments + minor tweaks to DX12 backends. 7219fa65c02 Revert "Fonts: Allowing PushFont()/PopFont() to be called outside the imgui frame scope. (#3621)" 61d4bf95dc5 Fonts: Allowing PushFont()/PopFont() to be called outside the imgui frame scope. (#3621) d30e102f3ad Scrollbar, TestEngine: for consistency, scrollbars are registered in _Menu layer. 91e8f2b0feb Debug Tools: Debug Log: hovering 0xXXXXXXXX values in log is allowed even if a popup is blocking mouse access to the debug log window. (#5855) eed95027956 Error Handling: Fixed bugs recovering from within a table that created a child window, and from nested child windows. (#1651) fd932297703 Tables, MultiSelect: Fixed an issue where column width may be mismeasured when calling BeginMultiSelect() while inside a table. (#8250) 9b0e61aaaa7 InputText: sanity checks to e.g. detect non zero-terminated buffers + removed a redundant strlen() call during activation. ae839620b96 Docs: Updated EXAMPLES.md (#8246) 457fae24e7a Silence more zealous GCC warning. (#8241) cd6c83cdccb Fixes GCC warnings (#8241) 32f11402f96 InputText: use TextSrc more consistently to facilitate accessing user buffer in text processing code. (#8242) e900571ac24 InputText: Fixed issue when activating a ReadOnly field when the underlying value is being modified. (#8242) f31d53093b5 TestEngine: for consistency, title bar / window items are registered in _Menu layer. 13c4084362b Nav: Fixed an issue where Alt key would clear current active item on windows with the ImGuiWindowFlags_NoNavInputs flag. (#8231) f5f11e94be3 InputText: Fixed a bug where character replacements performed from a callback were not applied when pasting from clipbard. (#8229) 324d4bb1402 InputText: calling ReloadUserBuf doesn't clear undo stack. (#2890) 8237ab450e3 Drags, Sliders: store initial value on activation, as a convenience for some mods. (#8223) 4ad5496474b Drags: Added ImGuiSliderFlags_NoSpeedTweaks flag to disable keyboard modifiers altering the tweak speed. (#8223) f9f4e22f6f7 InputText: some tidying up. (#7925) 4cc464eadc1 BeginListBox(): Comments (#8220) 1d069cf4352 Fonts: store 0 for unset EllipsisChar/FallbackChar. Pull config in BuildLookupTable(). e487eb9da08 Backends: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222) f25665f3600 Version 1.91.7 WIP 993fa347495 Version 1.91.6 2ca83f0bc72 Fixed missing symbols when using IMGUI_DISABLE_DEMO_WINDOWS (e.g. with ImPlot) (#8221) c3ffd4c53e9 Misc: Added IMGUI_USE_LEGACY_CRC32_ADLER to use old tables. (#8169, #4933) d78e823449f InputText: added ImGuiInputTextFlags_ElideLeft. (#1442, #1440, #4391, #7208, #8216) d2645423de8 InputText: reactivating last activated InputText() doesn't restore horizontal scrolling. f3147f446a7 Backends: OpenGL3: call glGetString(GL_VERSION) even in GS ES 2.0 path. (#8197) 921c22f5adc Examples: GLFW+OpenGL3, SDL3+OpenGL3: Provide ES3 context creation code + failure handling. (#8197) 6b348622bb8 Examples: SDL2+OpenGL3: Provide ES3 context creation code + failure handling. (#8197) fce07bb1cb4 Don't enable SSE4 under Emscripten - Fix. (#8213, #8169, #4933) 53dd7552dcb Backends: DX12: let the user specifies the DepthStencilView format. (#8217) 2671f68f7f8 Don't enable SSE4 under Emscripten (#8213, #8169, #4933) 3f3c62a3c99 ScrollbarEx: clarify use of flags and make them optional. (#8215) 18e5d769fd7 Backends: DX10: create sampler outside of ImGui_ImplDX11_CreateFontsTexture(). 43fbd7ce840 Backends: standardized top of file comments. 566558b17c5 Replacing NULL with nullptr in examples/backends when they creeped back. (#6313, #7071, #4537) 6f6ac84228a Demo: Assets Browser: use correct axis for layout computation, to allow making items non-square. (#8207) 70b6ba42402 Clarify that IMGUI_USE_BGRA_PACKED_COLOR requires backend support. (#8201) 923ca4765a8 Backends: OpenGL3: Fix compile error with IMGUI_IMPL_OPENGL_ES2 and IMGUI_IMPL_OPENGL_DEBUG (#8197) 43c51eb12d1 Tables: fixed SetNextWindowScroll() value being ignored by BeginTable() during the first frame or when scrolling flags have changed. (#8196) ee2119d7cbe imgui_freetype: Fix build broken by 19a1f2a (#8107) 19a1f2a5d2c Fonts: fixed AddCustomRect() not being packed with TexGlyphPadding + not accounted in surface area. (#8107) 9b26743c6b3 SliderAngle: only write back to value v_rad on value_changed. (#8193) dda7672008e Backends: Vulkan: removed sizeof(ImTextureID) check. c1123fd8d05 Backends: Vulkan: small refactor to use a texture struct. 90dd510df1e Backends: DX11: create sampler outside of ImGui_ImplDX11_CreateFontsTexture(). 96877eb9c30 Backends: Vulkan: fixed build with VK_NO_PROTOTYPES. (#8172, #4867) 2d660108b27 Misc: amend crc32 to use _mm_crc32_u32. (#8169, #4933) 326dc95f9c7 Misc: use native crc32 instructions on SEE 4.2 targets. (#8169, #4933) e6dd8f626a1 Misc: changed CRC32 table to use crc32c polynomial in order to be compatible with SSE 4.2 instructions. (#8169, #4933) 61ab94d5534 Backends: Vulkan: Make descriptor pool optional (#8172, #4867) 9b273294377 Comments on ImageButton(). (#8165) + comments on Emscripten -sSINGLE_FILE option. (#8153) 5b7feebfd8f Backends: DX9: extract RGBA convert loop as we are going to need it more often. dfbf1b4f6b1 Backends: DX9: cache result of ImGui_ImplDX9_CheckFormatSupport() as we are going to need it more often. 20360e00ceb Merge miscellaneous small changes to reduce drift with texture update branch. 551b6c4d662 Tools: binary_to_compressed_c: added -u8/-u32/-base85 export options. d0e870aad2c Misc: changed embedded ProggyClean encoding to save a bit of binary space (~12kb to 9.5kb). (#8161) 5ae3dd52a07 Fonts: added IMGUI_DISABLE_DEFAULT_FONT macro. (#8161) eb0ad66d88d Demo: example tree used by Property Editor & Selection demos properly freed on app closure. (#8158) 142827f7d86 Backends: DX12: rework legacy path for handling ImGui_ImplDX12_Init() being called with space for a single descriptor. 08400f5be7f Backends: DX12: tidying up, added a ImGui_ImplDX12_Texture helper struct. 40b2286d16e (Breaking) Backends: DX12: changed ImGui_ImplDX12_Init() signature. Added ImGui_ImplDX12_InitInfo. Added support for Srv allocators. 3260ea69545 Examples: Win32+DX12: Tweaks. 8be0723fb7a Amend Changelog to better document how changing button behavior of InputInt/InputFloat step buttons affected some mis-uses (#8149) e97b97467e4 Error Handling: fixed cases where recoverable error handling would crash. (#1651) 3381ab423b3 Version 1.91.6 WIP + fixed typo in tooltip. f401021d5a5 Version 1.91.5 31b967f098d Fix 01d27a4 (sorry I cherry-picked from wrong branch) 01d27a4acde Internals: added IM_LIKELY(), IM_UNLIKELY() helper macros (yet unused). Added ImFontGetCharAdvanceX() macro. 419a9ada16e Ignore clang warning Wnontrivial-memaccess (#8129, #8135) 17bd417a3d1 AddCustomRectFontGlyph: added storage for Colored bool in ImFontAtlasCustomRect. (#8133) 3b683927ee6 imgui_freetype: Fixed a crash in build font atlas when using merged fonts and the first font in a merged set has no loaded glyph. (#8081) 3543dfda953 Docs: document removal of ImFont const qualifier as potentially breaking. d97bbf19042 Tabs, Style: made ImGuiCol_TabDimmedSelectedOverline alpha 0 (not visible) in default styles. df0776e931d (Breaking) Removed ImGuiKey_COUNT. (#4921) 738d6db3e6b (Breaking) Removed used of ImGuiKey_KeysData_SIZE, ImGuiKey_KeysData_OFFSET. (#4921) 6f287dd16d5 (Breaking) Removed pre-1.87 obsolete io.KeyMap[], io.KeysDown[], io.NavInputs[]. Remove IMGUI_DISABLE_OBSOLETE_KEYIO. (#4921) 57ab2b42260 Fixed unused function warning (#8130) ec2f1d69c8d Docs: word-wrap some the older changelogs. 63234f8dd0a InputText: Internals: rename CurLenA->TextLen, InitialTextA->TextToRevertTo. be2d006e2e7 Align warning blocks. Removed -Wunused-function, -Wmissing-prototypes from imgui_internal.h 88e232739bc Ignore clang warning Wnontrivial-memaccess (#8129) d4791f1bbef Fixed a comment typo. (#8128) 82d0584e7bb InputText: using CurLenA instead of TextA.Size for correctness. (#7925) 75f83de52ab InputText: fixed a bug (regression in 1.91.2) where modifying text buffer within a callback would sometimes prevents further appending to the buffer. (#7925) f77d22837c0 Examples: Android+OpenGL: Using ALooper_pollOnce() instead of ALooper_pollAll(). (#8013) 71c77c081ac Demo: added a "Windows" section. 772ca9e9a9d Log/Capture: added experimental io.ConfigWindowsCopyContentsWithCtrlC config option. f37a9a27e58 Log/Capture: reworked scope + decorating menus, tabs. a4fcc93f4af Log/Capture: renaming ImGuiLogType to ImGuiLogFlags 9a0dff1bc56 Buttons: using ImGuiItemFlags_ButtonRepeat makes default button behavior use PressedOnClick instead of PressedOnClickRelease when unspecified. 0bde57c25a9 Font, Misc: remove qualifier from most font functions. 3b8c7d0326d Backends: Win32: rework to add ImGui_ImplWin32_WndProcHandlerEx() not using current context (experimental). (#8069, #6293, #5856, #586) d67e2eea1a0 Backends: Win32: internal rename. 81b689b9693 Backends: OpenGL3: added additional debug GL_CALL enclosure for glCreateShader() calls. (#8104) 81cfe096578 Selectable, Style: selected Selectable() use _Header color instead of an arbitrary lerp between _Header and _HeaderHovered. (#8106, #1861) ccb6646baea Examples: added SDL3+Vulkan example. (#8084, #8085) 1039b7f543c Examples: added more build_win64.bat helpers. a908d73c16a Backends: avoid missing -Wmissing-declaration warning. (#8087, #7997) b4033b37ad7 Backends: WGPU: update for Dawn WGPU String usage. (#8082, #8083) a855bd8df3c Backends: SDL2: Replace SDL_Vulkan_GetDrawableSize() forward declaration with the actual include. (#8095, #7967, #3190) 06092a9756b Backends: SDL2, SDL3: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten. (#4019, #6096, #1463) 062e580436e Fixed copy/paste error in DebugModeWindow() (#8094) 4994e75852a Backends: DX12: Unmap() call specify written range. 41f02825fc5 Version 1.91.5 WIP 99109c0b3b0 Amend Changelog, oops didn't get it in the previous commit. 83b64b8be22 Version 1.91.4 ab9ce2a927a Nav: added io.ConfigNavCursorVisibleAuto, io.ConfigNavCursorVisibleAlways. (#1074, #2048, #7237, #8059, #3200, #787) 3982cb35dcf Nav, Docs: consistently use "keyboard/gamepad" instead of sometimes "gamepad/keyboard". 1ff9768aa30 Nav: (Breaking) renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor. (#1074, #2048, #7237, #8059, #1712, #7370, #787) 634a7ed9886 Nav: added SetNavCursorVisible(). (#1074, #2048, #7237, #8059) 0bae2db77fd Internals: (Breaking) renamed NavDisableMouseHover to NavHighlightItemUnderNav. 0536ace2b6c Internals: (Breaking) renamed RenderNavHighlight() to RenderNavCursor(), ImGuiNavHighlightFlags to ImGuiNavRenderCursorFlags. (#1074, #2048, #7237, #8059, #1712, #7370, #787) 23b655f8e3a Internals: (Breaking) changed g.NavDisableHighlight to g.NavCursorVisible : same logic but inverted value. (#1074, #2048, #7237, #8059, #1712, #7370, #787) 7a56b411247 Nav: added io.ConfigNavEscapeClearFocusItem. (#8059, #2048, #1074, #3200) db26fe7ca8d Debug Tools: Metrics: Fixed a crash when browsing "InputText" section before using one. (#8071) 604f2fa84aa InputScalar: added an assert to clarify that ImGuiInputTextFlags_EnterReturnsTrue is not supported by InputFloat, InputInt etc. (#8065) 38617a5ad34 Internals: remove ImGuiInputTextFlags_NoMarkEdited and g.LockMarkEdited n favor of ImGuiItemFlags_NoMarkEdited. 0f6a463fae5 Internals: rename ImGuiTreeNodeStackData::InFlags and ImGuiNavItemData::InFlags to ItemFlags too. e6b5cafe65f Internals: rename ImGuiLastItemData::InFlags -> ItemFlags. ImGuiNextItemData::Flags -> HasFlags to avoid mistakes. 706438a43c3 Disabled: clicking a disabled item focuses parent window. Fix/amend 83ecc84. (#8064) 04d9a045570 imgui_freetype: Added support for plutosvg to render OpenType SVG fonts. (#7927, #7187 + #6591, #6607) 83ecc846dc4 Disabled: clicking a disabled item focuses parent window. (#8064) 67e5f3505d4 InvisibleButton: disable navigation properly + added ImGuiButtonFlags_EnableNav to enable navigation. (#8057) 971d243a872 Fixed typo (#8063) 49a9eee33f2 Commented out obsolete internals's SetItemUsingMouseWheel() (#2891), TreeNodeBehaviorIsOpen() (#4814, #5423, #282, #2958, #924) 50de550ecdd Tooltips: fixed incorrect tooltip positioning when using keyboard/gamepad navigation (1.91.3 regression). (#8036) 42f47590f98 Fixed ad37b79 breaking IsItemHovered()->IsItemFocused() passthrough for navigation. 97da66209cf Internals: removing ImGuiButtonFlags_Repeat (in favor of ImGuiItemFlags_ButtonRepeat), ImGuiButtonFlags_DontClosePopups (unused) 462d1674568 Nav: rectangle highlight not rendered for items with ImGuiItemFlags_NoNav. (#8057) ad37b79bca2 Nav: shallow tidying up. 626d358e55e Nav: fixed Ctrl+Tab so when starting with no focused window it starts from the top-most window. (#3200) b0010389011 Nav: added io.ConfigNavEscapeClearFocusWindow to clear focused window on Escape. (#3200) ba5161740ea Amend d885fe4, fixes default value of ConfigNavCaptureKeyboard. (#2517, #2009) d885fe4dd0c (Breaking) moved ImGuiConfigFlags_NavEnableSetMousePos -> io.ConfigNavMoveSetMousePos, ImGuiConfigFlags_NavNoCaptureKeyboard -> ConfigNavCaptureKeyboard. (#2517, #2009) 349af8766cb InputText: ensure mouse cursor is set regardless of whether keyboard mode is enabled or not. (#6417) 20ae8bd4c32 Error Handling: turned IsItemHovered()/IsWindowHovered() checks into IM_ASSERT_USER_ERROR. (#1651) c4bc6744824 IO: WantCaptureKeyboard is never set when ImGuiConfigFlags_NoKeyboard is enabled. (#4921) 98d52b7b26c DrawList: AddCallback() added an optional size parameter allowing to copy and store any amount of user data for usage by callbacks: (#6969, #4770, #7665) f29e505d94e CI: remove --disableLicenseExpirationCheck. a0b811dd373 Backends: SDLRenderer2/3: expose selected state in ImGui_ImplXXXX_RenderState structures during render loop. (#6969, #5834, #7468, #3590 + #7616) 9fbc3134591 InputText: amend 661bba0. (#8048) 661bba09ce1 InputText: fixed an issue with not declaring ownership of Delete/Backspace/Arrow keys. (#8048) f3d242a90d6 Tables: fixed initial auto-sizing issue with synched-instances. (#8045, #7218) c3629adbeb2 Backends: Metal: fixed ImTextureID cast. (#1641) 6b8accbfa1b Fixed building when defining ImTextureID to a multi-token name. (#1641) 92b94980c69 (Breaking) Default ImTextureID to use a Im64 instead of void* (#1641) 19b494df89f Examples: DirectX12: update Windows SDK version. f890d853816 Backends: Fixed typo in comments from old wip work 'io.BackendRendererRenderState' -> 'platform_io.Renderer_RenderState'. (#6969, #5834, #7468, #3590 42206b3d513 Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler to Clamp instead of Repeat/Wrap. (#7468, #7511, #5999, #5502) 74dd38d27c9 Backends: Vulkan: fixed warnings when building in 32-bit mode. e94f95d82b9 Backends: DX11, DX12, Vulkan, WGPU: Expose some backend-specific render state usable for callbacks. (#6969, #5834, #7468, #3590) 9bd5d8a2405 Backends: misc renaming of locals. Use 'draw_list' instead of 'cmd_list'. Avoid using 'ctx'. 1dde20ff4a1 Version 1.91.4 WIP git-subtree-dir: external/imgui/imgui git-subtree-split: 5c1d2d1e4c562a2ed3efbc64476e703a655b45fd
926 lines
50 KiB
C++
926 lines
50 KiB
C++
// 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 are obsolete since 1.87 and not supported since 1.91.5]
|
|
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
|
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
|
|
|
// 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
|
|
|
|
// About Emscripten support:
|
|
// - Emscripten provides its own GLFW (3.2.1) implementation (syntax: "-sUSE_GLFW=3"), but Joystick is broken and several features are not supported (multiple windows, clipboard, timer, etc.)
|
|
// - A third-party Emscripten GLFW (3.4.0) implementation (syntax: "--use-port=contrib.glfw3") fixes the Joystick issue and implements all relevant features for the browser.
|
|
// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details.
|
|
|
|
// CHANGELOG
|
|
// (minor and older changes stripped away, please see git history for details)
|
|
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
|
|
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
|
|
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
|
|
// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
|
|
// 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one.
|
|
// 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.
|
|
// 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw)
|
|
// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
|
|
// 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)
|
|
// 2023-01-04: 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
|
|
#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
|
|
#include <GLFW/glfw3.h>
|
|
|
|
#ifdef _WIN32
|
|
#undef APIENTRY
|
|
#ifndef GLFW_EXPOSE_NATIVE_WIN32
|
|
#define GLFW_EXPOSE_NATIVE_WIN32
|
|
#endif
|
|
#include <GLFW/glfw3native.h> // for glfwGetWin32Window()
|
|
#endif
|
|
#ifdef __APPLE__
|
|
#ifndef GLFW_EXPOSE_NATIVE_COCOA
|
|
#define GLFW_EXPOSE_NATIVE_COCOA
|
|
#endif
|
|
#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
|
|
#endif
|
|
#ifndef _WIN32
|
|
#include <unistd.h> // for usleep()
|
|
#endif
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
#include <emscripten.h>
|
|
#include <emscripten/html5.h>
|
|
#ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
|
|
#include <GLFW/emscripten_glfw3.h>
|
|
#else
|
|
#define EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
|
#endif
|
|
#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)
|
|
#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
|
|
#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()
|
|
|
|
// 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;
|
|
bool InstalledCallbacks;
|
|
bool CallbacksChainForAllWindows;
|
|
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
|
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;
|
|
}
|
|
|
|
// Functions
|
|
|
|
// Not static to allow third-party code to use that if they want to (but undocumented)
|
|
ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode);
|
|
ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
|
|
{
|
|
IM_UNUSED(scancode);
|
|
switch (keycode)
|
|
{
|
|
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_USE_EMBEDDED_GLFW3
|
|
// Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
|
|
return;
|
|
#endif
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
|
|
}
|
|
|
|
// FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()?
|
|
static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
|
|
{
|
|
#if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
|
|
// 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_USE_EMBEDDED_GLFW3) // 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);
|
|
|
|
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode);
|
|
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, y);
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.AddMousePosEvent((float)x, (float)y);
|
|
bd->LastValidMousePos = 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 != 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)
|
|
{
|
|
// 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.
|
|
}
|
|
|
|
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
|
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
|
|
// 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.
|
|
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();
|
|
switch (msg)
|
|
{
|
|
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;
|
|
}
|
|
return ::CallWindowProcW(bd->PrevWndProc, hWnd, msg, wParam, 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;
|
|
}
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
|
|
void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); }
|
|
#else
|
|
EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
|
|
#endif
|
|
#endif
|
|
|
|
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IMGUI_CHECKVERSION();
|
|
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)
|
|
|
|
bd->Window = window;
|
|
bd->Time = 0.0;
|
|
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); };
|
|
platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); };
|
|
#ifdef __EMSCRIPTEN__
|
|
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
|
|
#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 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);
|
|
|
|
// 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
|
|
|
|
// 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
|
|
|
|
// Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime
|
|
// to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten).
|
|
#ifdef __EMSCRIPTEN__
|
|
#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
|
|
if (emscripten::glfw3::IsRuntimePlatformApple())
|
|
{
|
|
ImGui::GetIO().ConfigMacOSXBehaviors = true;
|
|
|
|
// Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used.
|
|
// This means that Meta + V only registers a single key-press, even if the keys are held.
|
|
// This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself.
|
|
// See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key
|
|
emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10);
|
|
}
|
|
#endif
|
|
#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();
|
|
|
|
if (bd->InstalledCallbacks)
|
|
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
|
|
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
|
if (bd->CanvasSelector)
|
|
emscripten_set_wheel_callback(bd->CanvasSelector, 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);
|
|
IM_DELETE(bd);
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_UpdateMouseData()
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
|
|
{
|
|
GLFWwindow* window = bd->Window;
|
|
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
|
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 io.ConfigNavMoveSetMousePos is enabled by user)
|
|
if (io.WantSetMousePos)
|
|
glfwSetCursorPos(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 (bd->MouseWindow == nullptr)
|
|
{
|
|
double mouse_x, mouse_y;
|
|
glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
|
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)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();
|
|
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
|
|
{
|
|
GLFWwindow* window = bd->Window;
|
|
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_USE_EMBEDDED_GLFW3)
|
|
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
|
|
}
|
|
|
|
void ImGui_ImplGlfw_NewFrame()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "Context or backend not initialized! 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
|
|
// (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();
|
|
}
|
|
|
|
// GLFW doesn't provide a portable sleep function
|
|
void ImGui_ImplGlfw_Sleep(int milliseconds)
|
|
{
|
|
#ifdef _WIN32
|
|
::Sleep(milliseconds);
|
|
#else
|
|
usleep(milliseconds * 1000);
|
|
#endif
|
|
}
|
|
|
|
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
|
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_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector)
|
|
{
|
|
IM_ASSERT(canvas_selector != nullptr);
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "Context or backend not initialized! 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);
|
|
|
|
// 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?
|
|
emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
|
|
}
|
|
#elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)
|
|
// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call
|
|
// by invoking emscripten_glfw_make_canvas_resizable afterward.
|
|
// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation
|
|
void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector)
|
|
{
|
|
GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector));
|
|
IM_ASSERT(window == w); // Sanity check
|
|
IM_UNUSED(w);
|
|
emscripten_glfw_make_canvas_resizable(window, "window", nullptr);
|
|
}
|
|
#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#if defined(__clang__)
|
|
#pragma clang diagnostic pop
|
|
#endif
|
|
|
|
#endif // #ifndef IMGUI_DISABLE
|