aboutsummaryrefslogtreecommitdiff
path: root/3rdparty/imgui/backends/imgui_impl_glfw.cpp
diff options
context:
space:
mode:
Diffstat (limited to '3rdparty/imgui/backends/imgui_impl_glfw.cpp')
-rw-r--r--3rdparty/imgui/backends/imgui_impl_glfw.cpp643
1 files changed, 0 insertions, 643 deletions
diff --git a/3rdparty/imgui/backends/imgui_impl_glfw.cpp b/3rdparty/imgui/backends/imgui_impl_glfw.cpp
deleted file mode 100644
index 516aa3c..0000000
--- a/3rdparty/imgui/backends/imgui_impl_glfw.cpp
+++ /dev/null
@@ -1,643 +0,0 @@
-// dear imgui: Platform Backend for GLFW
-// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
-// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
-// (Requires: GLFW 3.1+)
-
-// Implemented features:
-// [X] Platform: Clipboard support.
-// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
-// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
-
-// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
-// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
-// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
-// Read online: https://github.com/ocornut/imgui/tree/master/docs
-
-// CHANGELOG
-// (minor and older changes stripped away, please see git history for details)
-// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after iniitializing backend.
-// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
-// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
-// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
-// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
-// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
-// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
-// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
-// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
-// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
-// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
-// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
-// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
-// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
-// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
-// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
-// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
-// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
-// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
-// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
-// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
-// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
-// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
-// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
-// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
-// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
-// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
-// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
-// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
-// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
-// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
-// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
-
-#include "imgui.h"
-#include "imgui_impl_glfw.h"
-
-// Clang warnings with -Weverything
-#if defined(__clang__)
-#pragma clang diagnostic push
-#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
-#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
-#if __has_warning("-Wzero-as-null-pointer-constant")
-#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
-#endif
-#endif
-
-// GLFW
-#include <GLFW/glfw3.h>
-#ifdef _WIN32
-#undef APIENTRY
-#define GLFW_EXPOSE_NATIVE_WIN32
-#include <GLFW/glfw3native.h> // for glfwGetWin32Window
-#endif
-#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
-#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
-#else
-#define GLFW_HAS_NEW_CURSORS (0)
-#endif
-#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetGamepadState() new api
-#define GLFW_HAS_GET_KEY_NAME (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwGetKeyName()
-
-// GLFW data
-enum GlfwClientApi
-{
- GlfwClientApi_Unknown,
- GlfwClientApi_OpenGL,
- GlfwClientApi_Vulkan
-};
-
-struct ImGui_ImplGlfw_Data
-{
- GLFWwindow* Window;
- GlfwClientApi ClientApi;
- double Time;
- GLFWwindow* MouseWindow;
- GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
- ImVec2 LastValidMousePos;
- bool InstalledCallbacks;
-
- // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
- GLFWwindowfocusfun PrevUserCallbackWindowFocus;
- GLFWcursorposfun PrevUserCallbackCursorPos;
- GLFWcursorenterfun PrevUserCallbackCursorEnter;
- GLFWmousebuttonfun PrevUserCallbackMousebutton;
- GLFWscrollfun PrevUserCallbackScroll;
- GLFWkeyfun PrevUserCallbackKey;
- GLFWcharfun PrevUserCallbackChar;
- GLFWmonitorfun PrevUserCallbackMonitor;
-
- ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); }
-};
-
-// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
-// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
-// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
-// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
-// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
-// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
-// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
-static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
-{
- return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
-}
-
-// Functions
-static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
-{
- return glfwGetClipboardString((GLFWwindow*)user_data);
-}
-
-static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
-{
- glfwSetClipboardString((GLFWwindow*)user_data, text);
-}
-
-static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
-{
- switch (key)
- {
- case GLFW_KEY_TAB: return ImGuiKey_Tab;
- case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
- case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
- case GLFW_KEY_UP: return ImGuiKey_UpArrow;
- case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
- case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
- case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
- case GLFW_KEY_HOME: return ImGuiKey_Home;
- case GLFW_KEY_END: return ImGuiKey_End;
- case GLFW_KEY_INSERT: return ImGuiKey_Insert;
- case GLFW_KEY_DELETE: return ImGuiKey_Delete;
- case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
- case GLFW_KEY_SPACE: return ImGuiKey_Space;
- case GLFW_KEY_ENTER: return ImGuiKey_Enter;
- case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
- case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
- case GLFW_KEY_COMMA: return ImGuiKey_Comma;
- case GLFW_KEY_MINUS: return ImGuiKey_Minus;
- case GLFW_KEY_PERIOD: return ImGuiKey_Period;
- case GLFW_KEY_SLASH: return ImGuiKey_Slash;
- case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
- case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
- case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
- case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
- case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
- case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
- case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
- case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
- case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
- case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
- case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
- case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
- case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
- case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
- case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
- case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
- case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
- case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
- case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
- case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
- case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
- case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
- case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
- case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
- case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
- case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
- case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
- case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
- case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
- case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
- case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
- case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
- case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
- case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
- case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
- case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
- case GLFW_KEY_MENU: return ImGuiKey_Menu;
- case GLFW_KEY_0: return ImGuiKey_0;
- case GLFW_KEY_1: return ImGuiKey_1;
- case GLFW_KEY_2: return ImGuiKey_2;
- case GLFW_KEY_3: return ImGuiKey_3;
- case GLFW_KEY_4: return ImGuiKey_4;
- case GLFW_KEY_5: return ImGuiKey_5;
- case GLFW_KEY_6: return ImGuiKey_6;
- case GLFW_KEY_7: return ImGuiKey_7;
- case GLFW_KEY_8: return ImGuiKey_8;
- case GLFW_KEY_9: return ImGuiKey_9;
- case GLFW_KEY_A: return ImGuiKey_A;
- case GLFW_KEY_B: return ImGuiKey_B;
- case GLFW_KEY_C: return ImGuiKey_C;
- case GLFW_KEY_D: return ImGuiKey_D;
- case GLFW_KEY_E: return ImGuiKey_E;
- case GLFW_KEY_F: return ImGuiKey_F;
- case GLFW_KEY_G: return ImGuiKey_G;
- case GLFW_KEY_H: return ImGuiKey_H;
- case GLFW_KEY_I: return ImGuiKey_I;
- case GLFW_KEY_J: return ImGuiKey_J;
- case GLFW_KEY_K: return ImGuiKey_K;
- case GLFW_KEY_L: return ImGuiKey_L;
- case GLFW_KEY_M: return ImGuiKey_M;
- case GLFW_KEY_N: return ImGuiKey_N;
- case GLFW_KEY_O: return ImGuiKey_O;
- case GLFW_KEY_P: return ImGuiKey_P;
- case GLFW_KEY_Q: return ImGuiKey_Q;
- case GLFW_KEY_R: return ImGuiKey_R;
- case GLFW_KEY_S: return ImGuiKey_S;
- case GLFW_KEY_T: return ImGuiKey_T;
- case GLFW_KEY_U: return ImGuiKey_U;
- case GLFW_KEY_V: return ImGuiKey_V;
- case GLFW_KEY_W: return ImGuiKey_W;
- case GLFW_KEY_X: return ImGuiKey_X;
- case GLFW_KEY_Y: return ImGuiKey_Y;
- case GLFW_KEY_Z: return ImGuiKey_Z;
- case GLFW_KEY_F1: return ImGuiKey_F1;
- case GLFW_KEY_F2: return ImGuiKey_F2;
- case GLFW_KEY_F3: return ImGuiKey_F3;
- case GLFW_KEY_F4: return ImGuiKey_F4;
- case GLFW_KEY_F5: return ImGuiKey_F5;
- case GLFW_KEY_F6: return ImGuiKey_F6;
- case GLFW_KEY_F7: return ImGuiKey_F7;
- case GLFW_KEY_F8: return ImGuiKey_F8;
- case GLFW_KEY_F9: return ImGuiKey_F9;
- case GLFW_KEY_F10: return ImGuiKey_F10;
- case GLFW_KEY_F11: return ImGuiKey_F11;
- case GLFW_KEY_F12: return ImGuiKey_F12;
- default: return ImGuiKey_None;
- }
-}
-
-static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods)
-{
- ImGuiIO& io = ImGui::GetIO();
- io.AddKeyEvent(ImGuiKey_ModCtrl, (mods & GLFW_MOD_CONTROL) != 0);
- io.AddKeyEvent(ImGuiKey_ModShift, (mods & GLFW_MOD_SHIFT) != 0);
- io.AddKeyEvent(ImGuiKey_ModAlt, (mods & GLFW_MOD_ALT) != 0);
- io.AddKeyEvent(ImGuiKey_ModSuper, (mods & GLFW_MOD_SUPER) != 0);
-}
-
-void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)
- bd->PrevUserCallbackMousebutton(window, button, action, mods);
-
- ImGui_ImplGlfw_UpdateKeyModifiers(mods);
-
- ImGuiIO& io = ImGui::GetIO();
- if (button >= 0 && button < ImGuiMouseButton_COUNT)
- io.AddMouseButtonEvent(button, action == GLFW_PRESS);
-}
-
-void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackScroll != NULL && window == bd->Window)
- bd->PrevUserCallbackScroll(window, xoffset, yoffset);
-
- ImGuiIO& io = ImGui::GetIO();
- io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
-}
-
-static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
-{
-#if GLFW_HAS_GET_KEY_NAME && !defined(__EMSCRIPTEN__)
- // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
- // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
- // See https://github.com/glfw/glfw/issues/1502 for details.
- // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
- // This won't cover edge cases but this is at least going to cover common cases.
- if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
- return key;
- const char* key_name = glfwGetKeyName(key, scancode);
- if (key_name && key_name[0] != 0 && key_name[1] == 0)
- {
- const char char_names[] = "`-=[]\\,;\'./";
- const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
- IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
- if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
- else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
- else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
- }
- // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
-#else
- IM_UNUSED(scancode);
-#endif
- return key;
-}
-
-void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackKey != NULL && window == bd->Window)
- bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
-
- if (action != GLFW_PRESS && action != GLFW_RELEASE)
- return;
-
- ImGui_ImplGlfw_UpdateKeyModifiers(mods);
-
- keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
-
- ImGuiIO& io = ImGui::GetIO();
- ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
- io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
- io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
-}
-
-void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window)
- bd->PrevUserCallbackWindowFocus(window, focused);
-
- ImGuiIO& io = ImGui::GetIO();
- io.AddFocusEvent(focused != 0);
-}
-
-void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackCursorPos != NULL && window == bd->Window)
- bd->PrevUserCallbackCursorPos(window, x, y);
-
- ImGuiIO& io = ImGui::GetIO();
- io.AddMousePosEvent((float)x, (float)y);
- bd->LastValidMousePos = ImVec2((float)x, (float)y);
-}
-
-// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
-// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
-void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)
- bd->PrevUserCallbackCursorEnter(window, entered);
-
- ImGuiIO& io = ImGui::GetIO();
- if (entered)
- {
- bd->MouseWindow = window;
- io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
- }
- else if (!entered && bd->MouseWindow == window)
- {
- bd->LastValidMousePos = io.MousePos;
- bd->MouseWindow = NULL;
- io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
- }
-}
-
-void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackChar != NULL && window == bd->Window)
- bd->PrevUserCallbackChar(window, c);
-
- ImGuiIO& io = ImGui::GetIO();
- io.AddInputCharacter(c);
-}
-
-void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
-{
- // Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
-}
-
-void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
- IM_ASSERT(bd->Window == window);
-
- bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
- bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
- bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
- bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
- bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
- bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
- bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
- bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
- bd->InstalledCallbacks = true;
-}
-
-void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
- IM_ASSERT(bd->Window == window);
-
- glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
- glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
- glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
- glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
- glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
- glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
- glfwSetCharCallback(window, bd->PrevUserCallbackChar);
- glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
- bd->InstalledCallbacks = false;
- bd->PrevUserCallbackWindowFocus = 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, GlfwClientApi client_api)
-{
- ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
-
- // Setup backend capabilities flags
- ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
- io.BackendPlatformUserData = (void*)bd;
- io.BackendPlatformName = "imgui_impl_glfw";
- io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
- io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
-
- bd->Window = window;
- bd->Time = 0.0;
-
- io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
- io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
- io.ClipboardUserData = bd->Window;
-
- // Set platform dependent data in viewport
-#if defined(_WIN32)
- ImGui::GetMainViewport()->PlatformHandleRaw = (void*)glfwGetWin32Window(bd->Window);
-#endif
-
- // Create mouse cursors
- // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
- // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
- // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
- GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
- bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
-#if GLFW_HAS_NEW_CURSORS
- bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
-#else
- bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
-#endif
- glfwSetErrorCallback(prev_error_callback);
-
- // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
- if (install_callbacks)
- ImGui_ImplGlfw_InstallCallbacks(window);
-
- bd->ClientApi = client_api;
- return true;
-}
-
-bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
-{
- return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
-}
-
-bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
-{
- return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
-}
-
-bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
-{
- return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
-}
-
-void ImGui_ImplGlfw_Shutdown()
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
- ImGuiIO& io = ImGui::GetIO();
-
- if (bd->InstalledCallbacks)
- ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
-
- for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
- glfwDestroyCursor(bd->MouseCursors[cursor_n]);
-
- io.BackendPlatformName = NULL;
- io.BackendPlatformUserData = NULL;
- IM_DELETE(bd);
-}
-
-static void ImGui_ImplGlfw_UpdateMouseData()
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- ImGuiIO& io = ImGui::GetIO();
-
-#ifdef __EMSCRIPTEN__
- const bool is_app_focused = true;
-#else
- const bool is_app_focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
-#endif
- if (is_app_focused)
- {
- // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
- if (io.WantSetMousePos)
- glfwSetCursorPos(bd->Window, (double)io.MousePos.x, (double)io.MousePos.y);
-
- // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
- if (is_app_focused && bd->MouseWindow == NULL)
- {
- double mouse_x, mouse_y;
- glfwGetCursorPos(bd->Window, &mouse_x, &mouse_y);
- io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
- bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
- }
- }
-}
-
-static void ImGui_ImplGlfw_UpdateMouseCursor()
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
- return;
-
- ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
- if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
- {
- // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
- glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
- }
- else
- {
- // Show OS mouse cursor
- // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
- glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
- glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
- }
-}
-
-// Update gamepad inputs
-static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
-static void ImGui_ImplGlfw_UpdateGamepads()
-{
- ImGuiIO& io = ImGui::GetIO();
- if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
- return;
-
- io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
-#if GLFW_HAS_GAMEPAD_API
- GLFWgamepadstate gamepad;
- if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
- return;
- #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
- #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
-#else
- int axes_count = 0, buttons_count = 0;
- const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
- const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
- if (axes_count == 0 || buttons_count == 0)
- return;
- #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
- #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
-#endif
- io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
- MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
- MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
- MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
- MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
- MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
- MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
- MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
- MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
- MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
- MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);
- MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);
- MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);
- MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);
- MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);
- MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);
- MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);
- MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);
- MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);
- MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);
- MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);
- MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);
- MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);
- MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);
- MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);
- #undef MAP_BUTTON
- #undef MAP_ANALOG
-}
-
-void ImGui_ImplGlfw_NewFrame()
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?");
-
- // Setup display size (every frame to accommodate for window resizing)
- int w, h;
- int display_w, display_h;
- glfwGetWindowSize(bd->Window, &w, &h);
- glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
- io.DisplaySize = ImVec2((float)w, (float)h);
- if (w > 0 && h > 0)
- io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
-
- // Setup time step
- double current_time = glfwGetTime();
- io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
- bd->Time = current_time;
-
- ImGui_ImplGlfw_UpdateMouseData();
- ImGui_ImplGlfw_UpdateMouseCursor();
-
- // Update game controllers (if enabled and available)
- ImGui_ImplGlfw_UpdateGamepads();
-}
-
-#if defined(__clang__)
-#pragma clang diagnostic pop
-#endif