"Fossies" - the Fresh Open Source Software Archive  

Source code changes of the file "backends/imgui_impl_glfw.cpp" between
imgui-1.86.tar.gz and imgui-1.87.tar.gz

About: Dear ImGui is a bloat-free Graphical User Interface for C++ with minimal dependencies.

imgui_impl_glfw.cpp  (imgui-1.86):imgui_impl_glfw.cpp  (imgui-1.87)
// dear imgui: Platform Backend for GLFW // dear imgui: Platform Backend for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) // 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.) // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.1+) // (Requires: GLFW 3.1+)
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support. // [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(Im GuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DIS ABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFla gs_NavEnableGamepad'. // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFla gs_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlag s |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlag s |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::Is KeyPressed(GLFW_KEY_SPACE).
// You can use unmodified imgui_impl_* files in your project. See examples/ fold er for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ fold er 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. // 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. // 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 // Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCa
llbacks() helpers to facilitate user installing callbacks after iniitializing ba
ckend.
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two wee
ks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusio
n.
// 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.AddMouseButtonEven
t(), 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_Cur
sorPosCallback().
// 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 b
ehavior of every other backend, and facilitate the use of GLFW with lettered-sho
rtcuts API.
// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to cal ling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_cal lbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback(). // 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to cal ling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_cal lbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). Mouse Pos is correctly reported when the host platform window is hovered but not focus ed. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you M UST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback(). // 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). Mouse Pos is correctly reported when the host platform window is hovered but not focus ed. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you M UST 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 faci litate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-06-29: Reorganized backend to pull data from a single structure to faci litate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors bec ause some X11 setup don't have them and it generates errors. // 2020-01-17: Inputs: Disable error callback while assigning mouse cursors bec ause 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). // 2019-12-05: 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 sh utdown. // 2019-10-18: Misc: Previously installed user callbacks are now restored on sh utdown.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-05-11: Inputs: Don't filter value from character callback before callin g AddInputCharacter(). // 2019-05-11: Inputs: Don't filter value from character callback before callin g AddInputCharacter().
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minim ized. // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minim ized.
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed i n the About Window. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed i n the About Window.
skipping to change at line 47 skipping to change at line 55
// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamep ad is set. // 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamep ad is set.
// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mou se (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). // 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mou se (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavaila ble/missing (instead of -1,-1). // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavaila ble/missing (instead of -1,-1).
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function ha ndlers. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function ha ndlers.
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_glfw.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-s
tyle cast
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit con
version changes signedness
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
#endif
#endif
// GLFW // GLFW
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#ifdef _WIN32 #ifdef _WIN32
#undef APIENTRY #undef APIENTRY
#define GLFW_EXPOSE_NATIVE_WIN32 #define GLFW_EXPOSE_NATIVE_WIN32
#include <GLFW/glfw3native.h> // for glfwGetWin32Window #include <GLFW/glfw3native.h> // for glfwGetWin32Window
#endif #endif
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_
MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_
MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_
MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_
MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_
MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
#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: Remo ve when GLFW 3.4 is released? #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: Remo ve 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, GL FW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR #define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_ MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GL FW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
#else #else
#define GLFW_HAS_NEW_CURSORS (0) #define GLFW_HAS_NEW_CURSORS (0)
#endif #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 // GLFW data
enum GlfwClientApi enum GlfwClientApi
{ {
GlfwClientApi_Unknown, GlfwClientApi_Unknown,
GlfwClientApi_OpenGL, GlfwClientApi_OpenGL,
GlfwClientApi_Vulkan GlfwClientApi_Vulkan
}; };
struct ImGui_ImplGlfw_Data struct ImGui_ImplGlfw_Data
{ {
GLFWwindow* Window; GLFWwindow* Window;
GlfwClientApi ClientApi; GlfwClientApi ClientApi;
double Time; double Time;
GLFWwindow* MouseWindow; GLFWwindow* MouseWindow;
bool MouseJustPressed[ImGuiMouseButton_COUNT];
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
ImVec2 LastValidMousePos;
bool InstalledCallbacks; bool InstalledCallbacks;
// Chain GLFW callbacks: our callbacks will call the user's previously insta lled callbacks, if any. // Chain GLFW callbacks: our callbacks will call the user's previously insta lled callbacks, if any.
GLFWwindowfocusfun PrevUserCallbackWindowFocus; GLFWwindowfocusfun PrevUserCallbackWindowFocus;
GLFWcursorposfun PrevUserCallbackCursorPos;
GLFWcursorenterfun PrevUserCallbackCursorEnter; GLFWcursorenterfun PrevUserCallbackCursorEnter;
GLFWmousebuttonfun PrevUserCallbackMousebutton; GLFWmousebuttonfun PrevUserCallbackMousebutton;
GLFWscrollfun PrevUserCallbackScroll; GLFWscrollfun PrevUserCallbackScroll;
GLFWkeyfun PrevUserCallbackKey; GLFWkeyfun PrevUserCallbackKey;
GLFWcharfun PrevUserCallbackChar; GLFWcharfun PrevUserCallbackChar;
GLFWmonitorfun PrevUserCallbackMonitor; GLFWmonitorfun PrevUserCallbackMonitor;
ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); } ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); }
}; };
skipping to change at line 118 skipping to change at line 134
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
{ {
return glfwGetClipboardString((GLFWwindow*)user_data); return glfwGetClipboardString((GLFWwindow*)user_data);
} }
static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
{ {
glfwSetClipboardString((GLFWwindow*)user_data, 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 acti on, int mods) void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int acti on, int mods)
{ {
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window) if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)
bd->PrevUserCallbackMousebutton(window, button, action, mods); bd->PrevUserCallbackMousebutton(window, button, action, mods);
if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(bd->MouseJu ImGui_ImplGlfw_UpdateKeyModifiers(mods);
stPressed))
bd->MouseJustPressed[button] = true; 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 yo ffset) void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo ffset)
{ {
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackScroll != NULL && window == bd->Window) if (bd->PrevUserCallbackScroll != NULL && window == bd->Window)
bd->PrevUserCallbackScroll(window, xoffset, yoffset); bd->PrevUserCallbackScroll(window, xoffset, yoffset);
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.MouseWheelH += (float)xoffset; io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
io.MouseWheel += (float)yoffset;
} }
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int a ction, int mods) static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
{ {
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); #if GLFW_HAS_GET_KEY_NAME && !defined(__EMSCRIPTEN__)
if (bd->PrevUserCallbackKey != NULL && window == bd->Window) // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what
bd->PrevUserCallbackKey(window, key, scancode, action, mods); 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 W
ImGuiIO& io = ImGui::GetIO(); ASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change c
if (key >= 0 && key < IM_ARRAYSIZE(io.KeysDown)) ould 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->untranslate
d->translated, likely a lossy process).
// This won't cover edge cases but this is at least going to cover common ca
ses.
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)
{ {
if (action == GLFW_PRESS) const char char_names[] = "`-=[]\\,;\'./";
io.KeysDown[key] = true; const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KE
if (action == GLFW_RELEASE) Y_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW
io.KeysDown[key] = false; _KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_S
LASH, 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, s
// Modifiers are not reliable across systems cancode, key_name);
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGH
T_CONTROL];
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT
_SHIFT];
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT
];
#ifdef _WIN32
io.KeySuper = false;
#else #else
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT _SUPER]; IM_UNUSED(scancode);
#endif #endif
return key;
}
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
nt 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) void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
{ {
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window) if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window)
bd->PrevUserCallbackWindowFocus(window, focused); bd->PrevUserCallbackWindowFocus(window, focused);
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.AddFocusEvent(focused != 0); 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->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/i
mgui/issues/4984)
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
{ {
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window) if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)
bd->PrevUserCallbackCursorEnter(window, entered); bd->PrevUserCallbackCursorEnter(window, entered);
ImGuiIO& io = ImGui::GetIO();
if (entered) if (entered)
{
bd->MouseWindow = window; bd->MouseWindow = window;
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 = NULL; bd->MouseWindow = NULL;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
} }
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
{ {
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackChar != NULL && window == bd->Window) if (bd->PrevUserCallbackChar != NULL && window == bd->Window)
bd->PrevUserCallbackChar(window, c); bd->PrevUserCallbackChar(window, c);
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.AddInputCharacter(c); io.AddInputCharacter(c);
} }
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
{ {
// Unused in 'master' branch but 'docking' branch will use this, so we de clare it ahead of it so if you have to install callbacks you can install this on e too. // Unused in 'master' branch but 'docking' branch will use this, so we de clare it ahead of it so if you have to install callbacks you can install this on e too.
} }
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_I
mplGlfw_WindowFocusCallback);
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_I
mplGlfw_CursorEnterCallback);
bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplG
lfw_CursorPosCallback);
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_I
mplGlfw_MouseButtonCallback);
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_Sc
rollCallback);
bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallb
ack);
bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCa
llback);
bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorC
allback);
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 = NULL;
bd->PrevUserCallbackCursorEnter = NULL;
bd->PrevUserCallbackCursorPos = NULL;
bd->PrevUserCallbackMousebutton = NULL;
bd->PrevUserCallbackScroll = NULL;
bd->PrevUserCallbackKey = NULL;
bd->PrevUserCallbackChar = NULL;
bd->PrevUserCallbackMonitor = NULL;
}
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw ClientApi client_api) static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw ClientApi client_api)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platf orm backend!"); IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platf orm backend!");
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)(); ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
io.BackendPlatformUserData = (void*)bd; io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_glfw"; io.BackendPlatformName = "imgui_impl_glfw";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can hono r GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can hono r GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can hono r io.WantSetMousePos requests (optional, rarely used) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can hono r io.WantSetMousePos requests (optional, rarely used)
bd->Window = window; bd->Window = window;
bd->Time = 0.0; bd->Time = 0.0;
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.K
eysDown[] array.
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
io.ClipboardUserData = bd->Window; io.ClipboardUserData = bd->Window;
// Set platform dependent data in viewport
#if defined(_WIN32) #if defined(_WIN32)
io.ImeWindowHandle = (void*)glfwGetWin32Window(bd->Window); ImGui::GetMainViewport()->PlatformHandleRaw = (void*)glfwGetWin32Window(bd-> Window);
#endif #endif
// Create mouse cursors // Create mouse cursors
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, // (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 tem porarily disable error reporting. // GLFW will emit an error which will often be printed by the app, so we tem porarily disable error reporting.
// Missing cursors will return NULL and our _UpdateMouseCursor() function wi ll use the Arrow cursor instead.) // Missing cursors will return NULL and our _UpdateMouseCursor() function wi ll use the Arrow cursor instead.)
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL); GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARR OW_CURSOR); bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARR OW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW _IBEAM_CURSOR); bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW _IBEAM_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_ VRESIZE_CURSOR); bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_ VRESIZE_CURSOR);
skipping to change at line 272 skipping to change at line 473
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLF W_NOT_ALLOWED_CURSOR); bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLF W_NOT_ALLOWED_CURSOR);
#else #else
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW _ARROW_CURSOR); bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW _ARROW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLF W_ARROW_CURSOR); bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLF W_ARROW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLF W_ARROW_CURSOR); bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLF W_ARROW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLF W_ARROW_CURSOR); bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLF W_ARROW_CURSOR);
#endif #endif
glfwSetErrorCallback(prev_error_callback); glfwSetErrorCallback(prev_error_callback);
// Chain GLFW callbacks: our callbacks will call the user's previously insta lled callbacks, if any. // Chain GLFW callbacks: our callbacks will call the user's previously insta lled 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) if (install_callbacks)
{ ImGui_ImplGlfw_InstallCallbacks(window);
bd->InstalledCallbacks = true;
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImG
ui_ImplGlfw_WindowFocusCallback);
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImG
ui_ImplGlfw_CursorEnterCallback);
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImG
ui_ImplGlfw_MouseButtonCallback);
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlf
w_ScrollCallback);
bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyC
allback);
bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_Ch
arCallback);
bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_Moni
torCallback);
}
bd->ClientApi = client_api; bd->ClientApi = client_api;
return true; return true;
} }
bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks) bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
{ {
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL); return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
} }
skipping to change at line 317 skipping to change at line 502
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown) ; return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown) ;
} }
void ImGui_ImplGlfw_Shutdown() void ImGui_ImplGlfw_Shutdown()
{ {
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdow n?"); IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdow n?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
if (bd->InstalledCallbacks) if (bd->InstalledCallbacks)
{ ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus);
glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter);
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; curso r_n++) for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; curso r_n++)
glfwDestroyCursor(bd->MouseCursors[cursor_n]); glfwDestroyCursor(bd->MouseCursors[cursor_n]);
io.BackendPlatformName = NULL; io.BackendPlatformName = NULL;
io.BackendPlatformUserData = NULL; io.BackendPlatformUserData = NULL;
IM_DELETE(bd); IM_DELETE(bd);
} }
static void ImGui_ImplGlfw_UpdateMousePosAndButtons() static void ImGui_ImplGlfw_UpdateMouseData()
{ {
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
const ImVec2 mouse_pos_prev = io.MousePos;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
// Update mouse buttons
// (if a mouse press event came, always pass it as "mouse held this frame",
so we don't miss click-release events that are shorter than 1 frame)
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
{
io.MouseDown[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Wind
ow, i) != 0;
bd->MouseJustPressed[i] = false;
}
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
const bool focused = true; const bool is_app_focused = true;
#else #else
const bool focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0; const bool is_app_focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
#endif #endif
GLFWwindow* mouse_window = (bd->MouseWindow == bd->Window || focused) ? bd-> if (is_app_focused)
Window : NULL;
// Set OS mouse position from Dear ImGui if requested (rarely used, only whe
n ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos && focused)
glfwSetCursorPos(bd->Window, (double)mouse_pos_prev.x, (double)mouse_pos
_prev.y);
// Set Dear ImGui mouse position from OS position
if (mouse_window != NULL)
{ {
double mouse_x, mouse_y; // (Optional) Set OS mouse position from Dear ImGui if requested (rarely
glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y); used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); if (io.WantSetMousePos)
glfwSetCursorPos(bd->Window, (double)io.MousePos.x, (double)io.Mouse
Pos.y);
// (Optional) Fallback to provide mouse position when focused (ImGui_Imp
lGlfw_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);
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
}
} }
} }
static void ImGui_ImplGlfw_UpdateMouseCursor() static void ImGui_ImplGlfw_UpdateMouseCursor()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputM ode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputM ode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
return; return;
skipping to change at line 393 skipping to change at line 561
} }
else else
{ {
// Show OS mouse cursor // Show OS mouse cursor
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cu rsor with GLFW 3.2, but 3.3 works here. // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cu rsor with GLFW 3.2, but 3.3 works here.
glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCurs ors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCurs ors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); 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 ? 1.0
f : v; }
static void ImGui_ImplGlfw_UpdateGamepads() static void ImGui_ImplGlfw_UpdateGamepads()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return; return;
// Update gamepad inputs io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO #if GLFW_HAS_GAMEPAD_API
&& buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } GLFWgamepadstate gamepad;
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_N if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
O) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (i return;
o.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } #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 = gamep
ad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.1
0f, Saturate(v)); } while (0)
#else
int axes_count = 0, buttons_count = 0; int axes_count = 0, buttons_count = 0;
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &butt ons_count); const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &butt ons_count);
MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A if (axes_count == 0 || buttons_count == 0)
MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B return;
MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(
MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } whil
MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left e (0)
MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes
MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up _count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalo
MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down gEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB #endif
MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START,
MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB 7);
MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK,
MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); 6);
MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A,
MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); 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_BUTTON
#undef MAP_ANALOG #undef MAP_ANALOG
if (axes_count > 0 && buttons_count > 0)
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
} }
void ImGui_ImplGlfw_NewFrame() void ImGui_ImplGlfw_NewFrame()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?"); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?");
// Setup display size (every frame to accommodate for window resizing) // Setup display size (every frame to accommodate for window resizing)
int w, h; int w, h;
int display_w, display_h; int display_w, display_h;
glfwGetWindowSize(bd->Window, &w, &h); glfwGetWindowSize(bd->Window, &w, &h);
glfwGetFramebufferSize(bd->Window, &display_w, &display_h); glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h); io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0) if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display _h / h); io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float) display_h / (float)h);
// Setup time step // Setup time step
double current_time = glfwGetTime(); double current_time = glfwGetTime();
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1 .0f / 60.0f); io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1 .0f / 60.0f);
bd->Time = current_time; bd->Time = current_time;
ImGui_ImplGlfw_UpdateMousePosAndButtons(); ImGui_ImplGlfw_UpdateMouseData();
ImGui_ImplGlfw_UpdateMouseCursor(); ImGui_ImplGlfw_UpdateMouseCursor();
// Update game controllers (if enabled and available) // Update game controllers (if enabled and available)
ImGui_ImplGlfw_UpdateGamepads(); ImGui_ImplGlfw_UpdateGamepads();
} }
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
 End of changes. 44 change blocks. 
158 lines changed or deleted 395 lines changed or added

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