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// dear imgui: Platform Backend for GLFW
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
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// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
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// [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]
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// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
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# pragma once
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# include "imgui.h" // IMGUI_IMPL_API
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# ifndef IMGUI_DISABLE
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struct GLFWwindow ;
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struct GLFWmonitor ;
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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL ( GLFWwindow * window , bool install_callbacks ) ;
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan ( GLFWwindow * window , bool install_callbacks ) ;
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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther ( GLFWwindow * window , bool install_callbacks ) ;
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IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown ( ) ;
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame ( ) ;
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// Emscripten related initialization phase methods
# ifdef __EMSCRIPTEN__
IMGUI_IMPL_API void ImGui_ImplGlfw_SetEmscriptenCanvasSelector ( const char * canvas_selector ) ;
# endif
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// GLFW callbacks install
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// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks ( GLFWwindow * window ) ;
IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks ( GLFWwindow * window ) ;
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// GFLW callbacks options:
// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows ( bool chain_for_all_windows ) ;
// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)
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IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback ( GLFWwindow * window , int focused ) ; // Since 1.84
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback ( GLFWwindow * window , int entered ) ; // Since 1.84
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback ( GLFWwindow * window , double x , double y ) ; // Since 1.87
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IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback ( GLFWwindow * window , int button , int action , int mods ) ;
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback ( GLFWwindow * window , double xoffset , double yoffset ) ;
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback ( GLFWwindow * window , int key , int scancode , int action , int mods ) ;
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback ( GLFWwindow * window , unsigned int c ) ;
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IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback ( GLFWmonitor * monitor , int event ) ;
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# endif // #ifndef IMGUI_DISABLE