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Examples: GLFW: User previously installed GLFW callbacks are now saved and chain-called by the default callbacks. (#1759)
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@ -78,6 +78,7 @@ Other Changes:
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in particular, points_count==0 could lead to a memory stomp if the draw list was previously empty.
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- Examples: DirectX10, DirectX11: Removed seemingly unnecessary calls to invalidate and recreate device objects
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in the WM_SIZE handler. (#2088) [@ice1000]
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- Examples: GLFW: User previously installed GLFW callbacks are now saved and chain-called by the default callbacks. (#1759)
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- Examples: OpenGL3+GLFW: Fixed error condition when using the GLAD loader. (#2157) [@blackball]
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- Examples: OpenGL3+GLFW/SDL: Made main.cpp compile with IMGUI_IMPL_OPENGL_LOADER_CUSTOM (may be missing init). (#2178) [@doug-moen]
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@ -44,7 +44,6 @@ int main(int, char**)
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Platform/Renderer bindings
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// If you have already installed GLFW callbacks in your app, call ImGui_ImplGlfw_InitForOpenGL() with install_callbacks=false and call them yourself.
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL2_Init();
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@ -90,7 +90,6 @@ int main(int, char**)
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Platform/Renderer bindings
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// If you have already installed GLFW callbacks in your app, call ImGui_ImplGlfw_InitForOpenGL() with install_callbacks=false and call them yourself.
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init(glsl_version);
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@ -358,7 +358,6 @@ int main(int, char**)
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Platform/Renderer bindings
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// If you have already installed GLFW callbacks in your app, call ImGui_ImplGlfw_InitForVulkan() with install_callbacks=false and call the functions yourself.
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ImGui_ImplGlfw_InitForVulkan(window, true);
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ImGui_ImplVulkan_InitInfo init_info = {};
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init_info.Instance = g_Instance;
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@ -14,6 +14,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
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// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
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// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
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// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
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@ -51,11 +52,17 @@ enum GlfwClientApi
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GlfwClientApi_OpenGL,
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GlfwClientApi_Vulkan
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};
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static GLFWwindow* g_Window = NULL;
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static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
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static double g_Time = 0.0;
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static bool g_MouseJustPressed[5] = { false, false, false, false, false };
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static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
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static GLFWwindow* g_Window = NULL;
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static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
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static double g_Time = 0.0;
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static bool g_MouseJustPressed[5] = { false, false, false, false, false };
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static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
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// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
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static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
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static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
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static GLFWkeyfun g_PrevUserCallbackKey = NULL;
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static GLFWcharfun g_PrevUserCallbackChar = NULL;
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static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
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{
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@ -67,36 +74,48 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
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glfwSetClipboardString((GLFWwindow*)user_data, text);
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}
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void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
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void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
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{
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if (g_PrevUserCallbackMousebutton != NULL)
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g_PrevUserCallbackMousebutton(window, button, action, mods);
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if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
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g_MouseJustPressed[button] = true;
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}
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void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
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void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
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{
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if (g_PrevUserCallbackScroll != NULL)
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g_PrevUserCallbackScroll(window, xoffset, yoffset);
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ImGuiIO& io = ImGui::GetIO();
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io.MouseWheelH += (float)xoffset;
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io.MouseWheel += (float)yoffset;
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}
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void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
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void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (g_PrevUserCallbackKey != NULL)
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g_PrevUserCallbackKey(window, key, scancode, action, mods);
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ImGuiIO& io = ImGui::GetIO();
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if (action == GLFW_PRESS)
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io.KeysDown[key] = true;
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if (action == GLFW_RELEASE)
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io.KeysDown[key] = false;
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(void)mods; // Modifiers are not reliable across systems
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// Modifiers are not reliable across systems
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io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
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io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
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io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
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io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
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}
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void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
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void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
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{
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if (g_PrevUserCallbackChar != NULL)
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g_PrevUserCallbackChar(window, c);
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ImGuiIO& io = ImGui::GetIO();
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if (c > 0 && c < 0x10000)
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io.AddInputCharacter((unsigned short)c);
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@ -151,12 +170,17 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
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g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
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// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
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g_PrevUserCallbackMousebutton = NULL;
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g_PrevUserCallbackScroll = NULL;
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g_PrevUserCallbackKey = NULL;
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g_PrevUserCallbackChar = NULL;
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if (install_callbacks)
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{
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glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
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glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
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glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
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glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
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g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
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g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
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g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
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g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
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}
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g_ClientApi = client_api;
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@ -25,10 +25,8 @@ IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool in
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IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
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// GLFW callbacks are installed by default if you call the InitXXX function with 'install_callbacks=true'.
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// If you already have GLFW callbacks installed by your application, call the InitXXX function with install_callbacks=false,
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// then call the functions yourselves from your own GLFW callbacks.
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// You may also handle inputs yourself and use those as a reference.
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// InitXXX function with 'install_callbacks=true': install GLFW callbacks. They will call user's previously installed callbacks, if any.
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// InitXXX function with 'install_callbacks=false': do not install GLFW callbacks. You will need to call them yourself from your own GLFW callbacks.
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IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
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IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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