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-rw-r--r--3rdparty/imgui/backend/imgui_impl_glfw.cpp605
1 files changed, 437 insertions, 168 deletions
diff --git a/3rdparty/imgui/backend/imgui_impl_glfw.cpp b/3rdparty/imgui/backend/imgui_impl_glfw.cpp
index cd0f51d..516aa3c 100644
--- a/3rdparty/imgui/backend/imgui_impl_glfw.cpp
+++ b/3rdparty/imgui/backend/imgui_impl_glfw.cpp
@@ -5,16 +5,28 @@
// 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+).
-// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// 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.
@@ -40,6 +52,16 @@
#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
@@ -47,37 +69,58 @@
#define GLFW_EXPOSE_NATIVE_WIN32
#include <GLFW/glfw3native.h> // for glfwGetWin32Window
#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: Remove 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: 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()
-// Data
+// GLFW data
enum GlfwClientApi
{
GlfwClientApi_Unknown,
GlfwClientApi_OpenGL,
GlfwClientApi_Vulkan
};
-static GLFWwindow* g_Window = NULL; // Main window
-static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
-static double g_Time = 0.0;
-static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
-static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
-static bool g_InstalledCallbacks = false;
-// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
-static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
-static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
-static GLFWkeyfun g_PrevUserCallbackKey = NULL;
-static GLFWcharfun g_PrevUserCallbackChar = NULL;
+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);
@@ -88,96 +131,319 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
glfwSetClipboardString((GLFWwindow*)user_data, text);
}
-void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
+static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
{
- if (g_PrevUserCallbackMousebutton != NULL)
- g_PrevUserCallbackMousebutton(window, button, action, mods);
+ 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;
+ }
+}
- if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
- g_MouseJustPressed[button] = true;
+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_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
+void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{
- if (g_PrevUserCallbackScroll != NULL)
- g_PrevUserCallbackScroll(window, xoffset, yoffset);
+ 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();
- io.MouseWheelH += (float)xoffset;
- io.MouseWheel += (float)yoffset;
+ if (button >= 0 && button < ImGuiMouseButton_COUNT)
+ io.AddMouseButtonEvent(button, action == GLFW_PRESS);
}
-void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
+void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{
- if (g_PrevUserCallbackKey != NULL)
- g_PrevUserCallbackKey(window, key, scancode, action, mods);
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackScroll != NULL && window == bd->Window)
+ bd->PrevUserCallbackScroll(window, xoffset, yoffset);
ImGuiIO& io = ImGui::GetIO();
- if (action == GLFW_PRESS)
- io.KeysDown[key] = true;
- if (action == GLFW_RELEASE)
- io.KeysDown[key] = false;
+ io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
+}
- // Modifiers are not reliable across systems
- io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_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;
+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
- io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
+ 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)
{
- if (g_PrevUserCallbackChar != NULL)
- g_PrevUserCallbackChar(window, 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)
{
- g_Window = window;
- g_Time = 0.0;
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
// Setup backend capabilities flags
- ImGuiIO& io = ImGui::GetIO();
+ 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)
- io.BackendPlatformName = "imgui_impl_glfw";
- // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] 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;
+ bd->Window = window;
+ bd->Time = 0.0;
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
- io.ClipboardUserData = g_Window;
+ io.ClipboardUserData = bd->Window;
+
+ // Set platform dependent data in viewport
#if defined(_WIN32)
- io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
+ ImGui::GetMainViewport()->PlatformHandleRaw = (void*)glfwGetWin32Window(bd->Window);
#endif
// Create mouse cursors
@@ -185,39 +451,29 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
// 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);
- g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
+ 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
- g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
+ 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
- g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+ 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.
- g_PrevUserCallbackMousebutton = NULL;
- g_PrevUserCallbackScroll = NULL;
- g_PrevUserCallbackKey = NULL;
- g_PrevUserCallbackChar = NULL;
if (install_callbacks)
- {
- g_InstalledCallbacks = true;
- g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
- g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
- g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
- g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
- }
+ ImGui_ImplGlfw_InstallCallbacks(window);
- g_ClientApi = client_api;
+ bd->ClientApi = client_api;
return true;
}
@@ -238,53 +494,44 @@ bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
void ImGui_ImplGlfw_Shutdown()
{
- if (g_InstalledCallbacks)
- {
- glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton);
- glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll);
- glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey);
- glfwSetCharCallback(g_Window, g_PrevUserCallbackChar);
- g_InstalledCallbacks = false;
- }
+ 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(g_MouseCursors[cursor_n]);
- g_MouseCursors[cursor_n] = NULL;
- }
- g_ClientApi = GlfwClientApi_Unknown;
+ glfwDestroyCursor(bd->MouseCursors[cursor_n]);
+
+ io.BackendPlatformName = NULL;
+ io.BackendPlatformUserData = NULL;
+ IM_DELETE(bd);
}
-static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
+static void ImGui_ImplGlfw_UpdateMouseData()
{
- // Update buttons
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
- for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
- {
- // 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.
- io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
- g_MouseJustPressed[i] = false;
- }
- // Update mouse position
- const ImVec2 mouse_pos_backup = io.MousePos;
- io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
#ifdef __EMSCRIPTEN__
- const bool focused = true; // Emscripten
+ const bool is_app_focused = true;
#else
- const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0;
+ const bool is_app_focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
#endif
- if (focused)
+ 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(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y);
- }
- else
+ 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(g_Window, &mouse_x, &mouse_y);
- io.MousePos = ImVec2((float)mouse_x, (float)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);
}
}
}
@@ -292,83 +539,105 @@ static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
static void ImGui_ImplGlfw_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
- if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
+ 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(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+ 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(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
- glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+ 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();
- memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
- // Update gamepad inputs
- #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
- #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
+ 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);
- MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
- MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
- MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
- MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
- MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
- MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
- MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
- MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
- MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
- MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
- MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
- MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
- MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
- MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
- MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
- MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
+ 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
- if (axes_count > 0 && buttons_count > 0)
- io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
- else
- io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
}
void ImGui_ImplGlfw_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
+ 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(g_Window, &w, &h);
- glfwGetFramebufferSize(g_Window, &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 / w, (float)display_h / h);
+ io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
// Setup time step
double current_time = glfwGetTime();
- io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
- g_Time = current_time;
+ io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
+ bd->Time = current_time;
- ImGui_ImplGlfw_UpdateMousePosAndButtons();
+ ImGui_ImplGlfw_UpdateMouseData();
ImGui_ImplGlfw_UpdateMouseCursor();
// Update game controllers (if enabled and available)
ImGui_ImplGlfw_UpdateGamepads();
}
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif