// 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: 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 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) // 2022-01-05: 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 #ifdef _WIN32 #undef APIENTRY #define GLFW_EXPOSE_NATIVE_WIN32 #include // 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_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; bool MouseJustPressed[ImGuiMouseButton_COUNT]; GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; bool InstalledCallbacks; // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. GLFWwindowfocusfun PrevUserCallbackWindowFocus; 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); } 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); if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(bd->MouseJustPressed)) bd->MouseJustPressed[button] = true; } 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.MouseWheelH += (float)xoffset; io.MouseWheel += (float)yoffset; } void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if (bd->PrevUserCallbackKey != NULL && window == bd->Window) bd->PrevUserCallbackKey(window, key, scancode, action, mods); #if GLFW_HAS_GET_KEY_NAME // 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. 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); #endif ImGuiIO& io = ImGui::GetIO(); if (key >= 0 && key < IM_ARRAYSIZE(io.KeysDown)) { if (action == GLFW_PRESS) io.KeysDown[key] = true; if (action == GLFW_RELEASE) io.KeysDown[key] = false; } // 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; #else io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; #endif } 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_CursorEnterCallback(GLFWwindow* window, int entered) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window) bd->PrevUserCallbackCursorEnter(window, entered); if (entered) bd->MouseWindow = window; if (!entered && bd->MouseWindow == window) bd->MouseWindow = NULL; } 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. } 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; // 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; 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. bd->PrevUserCallbackWindowFocus = NULL; bd->PrevUserCallbackCursorEnter = NULL; bd->PrevUserCallbackMousebutton = NULL; bd->PrevUserCallbackScroll = NULL; bd->PrevUserCallbackKey = NULL; bd->PrevUserCallbackChar = NULL; bd->PrevUserCallbackMonitor = NULL; if (install_callbacks) { bd->InstalledCallbacks = true; bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback); bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback); 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->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) { glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus); glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter); glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton); glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll); glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey); glfwSetCharCallback(bd->Window, bd->PrevUserCallbackChar); glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); } for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) glfwDestroyCursor(bd->MouseCursors[cursor_n]); io.BackendPlatformName = NULL; io.BackendPlatformUserData = NULL; IM_DELETE(bd); } static void ImGui_ImplGlfw_UpdateMousePosAndButtons() { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); const ImVec2 mouse_pos_prev = io.MousePos; io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); // Update mouse buttons // (if a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame) for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) { io.MouseDown[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Window, i) != 0; bd->MouseJustPressed[i] = false; } #ifdef __EMSCRIPTEN__ const bool focused = true; #else const bool focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0; #endif GLFWwindow* mouse_window = (bd->MouseWindow == bd->Window || focused) ? bd->Window : NULL; // Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) if (io.WantSetMousePos && focused) glfwSetCursorPos(bd->Window, (double)mouse_pos_prev.x, (double)mouse_pos_prev.y); // Set Dear ImGui mouse position from OS position if (mouse_window != NULL) { double mouse_x, mouse_y; glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y); io.MousePos = 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); } } 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) do { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } while (0) #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) do { 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; } while (0) 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); #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(); 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_UpdateMousePosAndButtons(); ImGui_ImplGlfw_UpdateMouseCursor(); // Update game controllers (if enabled and available) ImGui_ImplGlfw_UpdateGamepads(); } #if defined(__clang__) #pragma clang diagnostic pop #endif