// ImGui Platform Binding for: GLFW // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..) // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // Implemented features: // [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Multi-viewport windows (when ImGuiConfigFlags_EnableViewports is enabled). // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 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" // GLFW #include #ifdef _WIN32 #undef APIENTRY #define GLFW_EXPOSE_NATIVE_WIN32 #include // for glfwGetWin32Window #endif #ifdef GLFW_HOVERED #define GLFW_HAS_GLFW_HOVERED 1 #else #define GLFW_HAS_GLFW_HOVERED 0 #endif #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ #define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ // Data enum GlfwClientApi { GlfwClientApi_Unknown, GlfwClientApi_OpenGL, GlfwClientApi_Vulkan }; static GLFWwindow* g_Window = NULL; static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown; static double g_Time = 0.0f; static bool g_MouseJustPressed[5] = { false, false, false, false, false }; static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 }; // Forward Declarations static void ImGui_ImplGlfw_InitPlatformInterface(); static void ImGui_ImplGlfw_ShutdownPlatformInterface(); 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*, int button, int action, int /*mods*/) { if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed)) g_MouseJustPressed[button] = true; } void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) { ImGuiIO& io = ImGui::GetIO(); io.MouseWheelH += (float)xoffset; io.MouseWheel += (float)yoffset; } void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) { ImGuiIO& io = ImGui::GetIO(); if (action == GLFW_PRESS) io.KeysDown[key] = true; if (action == GLFW_RELEASE) io.KeysDown[key] = false; (void)mods; // 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]; io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; } void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) { ImGuiIO& io = ImGui::GetIO(); if (c > 0 && c < 0x10000) io.AddInputCharacter((unsigned short)c); } void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) { glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); } static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) { g_Window = window; // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) #if GLFW_HAS_GLFW_HOVERED io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) #endif // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] 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_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 = g_Window; #ifdef _WIN32 io.ImeWindowHandle = glfwGetWin32Window(g_Window); #endif g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. if (install_callbacks) ImGui_ImplGlfw_InstallCallbacks(window); // Our mouse update function expect PlatformHandle to be filled for the main viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->PlatformHandle = (void*)g_Window; if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports) ImGui_ImplGlfw_InitPlatformInterface(); g_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); } void ImGui_ImplGlfw_Shutdown() { ImGui_ImplGlfw_ShutdownPlatformInterface(); 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; } static void ImGui_ImplGlfw_UpdateMouse() { #if 0 // Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) if (io.WantSetMousePos) glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); #endif ImGuiIO& io = ImGui::GetIO(); io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); io.MousePosViewport = 0; io.MouseHoveredViewport = 0; // Update buttons 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; } ImGuiPlatformData* platform_data = ImGui::GetPlatformData(); for (int n = 0; n < platform_data->Viewports.Size; n++) { ImGuiViewport* viewport = platform_data->Viewports[n]; GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle; IM_ASSERT(window != NULL); if (glfwGetWindowAttrib(window, GLFW_FOCUSED)) { double mouse_x, mouse_y; glfwGetCursorPos(window, &mouse_x, &mouse_y); io.MousePos = ImVec2((float)mouse_x + viewport->Pos.x, (float)mouse_y + viewport->Pos.y); io.MousePosViewport = viewport->ID; for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0; } #if GLFW_HAS_GLFW_HOVERED io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !(viewport->Flags & ImGuiViewportFlags_NoInputs)) io.MouseHoveredViewport = viewport->ID; #endif } // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0 && glfwGetInputMode(g_Window, GLFW_CURSOR) != GLFW_CURSOR_DISABLED) { ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) { glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); } else { glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); } } } void ImGui_ImplGlfw_NewFrame() { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() // Setup display size int w, h; int display_w, display_h; glfwGetWindowSize(g_Window, &w, &h); glfwGetFramebufferSize(g_Window, &display_w, &display_h); io.DisplaySize = ImVec2((float)w, (float)h); io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); // 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; ImGui_ImplGlfw_UpdateMouse(); // Gamepad navigation mapping [BETA] memset(io.NavInputs, 0, sizeof(io.NavInputs)); if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) { // 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; } 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; } // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. ImGui::NewFrame(); } // -------------------------------------------------------------------------------------------------------- // Platform Windows // -------------------------------------------------------------------------------------------------------- struct ImGuiViewportDataGlfw { GLFWwindow* Window; bool WindowOwned; ImGuiViewportDataGlfw() { Window = NULL; WindowOwned = false; } ~ImGuiViewportDataGlfw() { IM_ASSERT(Window == NULL); } }; static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window) { if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) viewport->PlatformRequestClose = true; } static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int) { if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) viewport->PlatformRequestMove = true; } static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int) { if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) viewport->PlatformRequestResize = true; } static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) { ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)(); viewport->PlatformUserData = data; // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED glfwWindowHint(GLFW_VISIBLE, false); glfwWindowHint(GLFW_FOCUSED, false); glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true); GLFWwindow* share_window = (g_ClientApi == GlfwClientApi_OpenGL) ? g_Window : NULL; data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window); data->WindowOwned = true; viewport->PlatformHandle = (void*)data->Window; ImGui_ImplGlfw_InstallCallbacks(data->Window); glfwSetWindowCloseCallback(data->Window, ImGui_ImplGlfw_WindowCloseCallback); glfwSetWindowPosCallback(data->Window, ImGui_ImplGlfw_WindowPosCallback); glfwSetWindowSizeCallback(data->Window, ImGui_ImplGlfw_WindowSizeCallback); } static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport) { if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData) { #if GLFW_HAS_GLFW_HOVERED HWND hwnd = glfwGetWin32Window(data->Window); ::RemovePropA(hwnd, "IMGUI_VIEWPORT"); #endif if (data->Window && data->WindowOwned) glfwDestroyWindow(data->Window); data->Window = NULL; IM_DELETE(data); } viewport->PlatformUserData = viewport->PlatformHandle = NULL; } #if defined(_WIN32) && GLFW_HAS_GLFW_HOVERED static WNDPROC g_GlfwWndProc = NULL; static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (msg == WM_NCHITTEST) { // Let mouse pass-through the window. This will allow the back-end to set io.MouseHoveredViewport properly (which is OPTIONAL). // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT"); if (viewport->Flags & ImGuiViewportFlags_NoInputs) return HTTRANSPARENT; } return ::CallWindowProc(g_GlfwWndProc, hWnd, msg, wParam, lParam); } #endif static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) { ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; #if defined(_WIN32) // GLFW hack: Hide icon from task bar HWND hwnd = glfwGetWin32Window(data->Window); ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_NoTaskBarForViewports) { LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); ex_style &= ~WS_EX_APPWINDOW; ex_style |= WS_EX_TOOLWINDOW; ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); } // GLFW hack: install hook for WM_NCHITTEST message handler #if GLFW_HAS_GLFW_HOVERED ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport); if (g_GlfwWndProc == NULL) g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC); ::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs); #endif // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window. // The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3. See https://github.com/glfw/glfw/issues/1179 if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) { ::ShowWindow(hwnd, SW_SHOWNA); return; } #endif glfwShowWindow(data->Window); } static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport) { ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; int x = 0, y = 0; glfwGetWindowPos(data->Window, &x, &y); return ImVec2((float)x, (float)y); } static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) { ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; glfwSetWindowPos(data->Window, (int)pos.x, (int)pos.y); } static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport) { ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; int w = 0, h = 0; glfwGetWindowSize(data->Window, &w, &h); return ImVec2((float)w, (float)h); } static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; glfwSetWindowSize(data->Window, (int)size.x, (int)size.y); } static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title) { ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; glfwSetWindowTitle(data->Window, title); } #if GLFW_HAS_WINDOW_ALPHA static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha) { ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; glfwSetWindowOpacity(data->Window, alpha); } #endif static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*) { ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; if (g_ClientApi == GlfwClientApi_OpenGL) glfwMakeContextCurrent(data->Window); } static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) { ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; if (g_ClientApi == GlfwClientApi_OpenGL) glfwSwapBuffers(data->Window); } // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) // Avoid including so we can build without it #if GLFW_HAS_VULKAN #ifndef VULKAN_H_ #define VK_DEFINE_HANDLE(object) typedef struct object##_T* object; #if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__) #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object; #else #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object; #endif VK_DEFINE_HANDLE(VkInstance) VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR) struct VkAllocationCallbacks; enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF }; #endif // VULKAN_H_ extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); } static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) { ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; IM_ASSERT(g_ClientApi == GlfwClientApi_Vulkan); VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, data->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); return (int)err; } #endif // GLFW_HAS_VULKAN static void ImGui_ImplGlfw_InitPlatformInterface() { // Register platform interface (will be coupled with a renderer interface) ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow; platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow; platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow; platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos; platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos; platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize; platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize; platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle; platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow; platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers; #if GLFW_HAS_WINDOW_ALPHA platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha; #endif #if GLFW_HAS_VULKAN platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface; #endif // Register main window handle ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)(); data->Window = g_Window; data->WindowOwned = false; main_viewport->PlatformUserData = data; } static void ImGui_ImplGlfw_ShutdownPlatformInterface() { }