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 |