mirror of
https://github.com/Drezil/imgui.git
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042a3b01d2
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx10.h # backends/imgui_impl_vulkan.h # backends/imgui_impl_win32.cpp # docs/CHANGELOG.txt # examples/README.txt # examples/example_glfw_opengl2/main.cpp # examples/example_glfw_opengl3/main.cpp # examples/example_glfw_vulkan/main.cpp # examples/example_sdl_directx11/main.cpp # examples/example_sdl_opengl2/main.cpp # examples/example_sdl_opengl3/main.cpp # examples/example_sdl_vulkan/main.cpp # examples/example_win32_directx10/main.cpp # examples/example_win32_directx11/main.cpp # examples/example_win32_directx12/main.cpp # examples/example_win32_directx9/main.cpp # imgui.cpp # imgui.h # imgui_demo.cpp # imgui_internal.h
859 lines
41 KiB
C++
859 lines
41 KiB
C++
// dear imgui: Platform Backend for GLFW
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
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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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// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.)
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// Implemented features:
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// [X] Platform: Clipboard support.
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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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// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// Issues:
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// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
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// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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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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// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
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// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
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// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
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// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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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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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
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// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
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// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
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// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
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// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
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// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
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// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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// GLFW
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#include <GLFW/glfw3.h>
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#ifdef _WIN32
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#undef APIENTRY
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#define GLFW_EXPOSE_NATIVE_WIN32
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#include <GLFW/glfw3native.h> // for glfwGetWin32Window
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#endif
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#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
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#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
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#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
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#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
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#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
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#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow
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#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
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#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorWorkarea
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#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION * 10 >= 3310) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
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#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?
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#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
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#else
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#define GLFW_HAS_NEW_CURSORS (0)
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#endif
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#ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough)
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#define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH
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#else
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#define GLFW_HAS_MOUSE_PASSTHROUGH (0)
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#endif
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// Data
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enum GlfwClientApi
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{
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GlfwClientApi_Unknown,
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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; // Main window
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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[ImGuiMouseButton_COUNT] = {};
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static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
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static bool g_InstalledCallbacks = false;
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static bool g_WantUpdateMonitors = true;
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// Chain GLFW callbacks for main viewport: 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 GLFWmonitorfun g_PrevUserCallbackMonitor = NULL;
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// Forward Declarations
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static void ImGui_ImplGlfw_UpdateMonitors();
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static void ImGui_ImplGlfw_InitPlatformInterface();
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static void ImGui_ImplGlfw_ShutdownPlatformInterface();
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static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
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{
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return glfwGetClipboardString((GLFWwindow*)user_data);
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}
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static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
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{
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glfwSetClipboardString((GLFWwindow*)user_data, text);
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}
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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 && window == g_Window)
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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* window, double xoffset, double yoffset)
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{
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if (g_PrevUserCallbackScroll != NULL && window == g_Window)
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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* window, int key, int scancode, int action, int mods)
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{
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if (g_PrevUserCallbackKey != NULL && window == g_Window)
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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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// 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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#ifdef _WIN32
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io.KeySuper = false;
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#else
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io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
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#endif
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}
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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 && window == g_Window)
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g_PrevUserCallbackChar(window, c);
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ImGuiIO& io = ImGui::GetIO();
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io.AddInputCharacter(c);
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}
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void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
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{
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g_WantUpdateMonitors = true;
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}
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static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
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{
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g_Window = window;
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g_Time = 0.0;
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// Setup backend capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
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#endif
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io.BackendPlatformName = "imgui_impl_glfw";
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
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io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
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io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
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io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
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io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
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io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
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io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
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io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
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io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
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io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
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io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
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io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
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io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
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io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
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io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
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io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
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io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
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io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
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io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
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io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
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io.ClipboardUserData = g_Window;
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// Create mouse cursors
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// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
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// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
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// Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
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GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
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g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
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#if GLFW_HAS_NEW_CURSORS
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g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
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#else
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g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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#endif
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glfwSetErrorCallback(prev_error_callback);
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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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g_PrevUserCallbackMonitor = NULL;
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if (install_callbacks)
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{
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g_InstalledCallbacks = true;
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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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g_PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
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}
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// Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
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ImGui_ImplGlfw_UpdateMonitors();
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glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)g_Window;
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#ifdef _WIN32
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main_viewport->PlatformHandleRaw = glfwGetWin32Window(g_Window);
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#endif
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplGlfw_InitPlatformInterface();
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g_ClientApi = client_api;
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return true;
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}
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bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
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{
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return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
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}
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bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
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{
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return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
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}
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void ImGui_ImplGlfw_Shutdown()
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{
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ImGui_ImplGlfw_ShutdownPlatformInterface();
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if (g_InstalledCallbacks)
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{
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glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton);
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glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll);
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glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey);
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glfwSetCharCallback(g_Window, g_PrevUserCallbackChar);
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g_InstalledCallbacks = false;
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}
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
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{
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glfwDestroyCursor(g_MouseCursors[cursor_n]);
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g_MouseCursors[cursor_n] = NULL;
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}
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g_ClientApi = GlfwClientApi_Unknown;
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}
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static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
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{
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// Update buttons
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ImGuiIO& io = ImGui::GetIO();
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for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
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{
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// 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.
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io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
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g_MouseJustPressed[i] = false;
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}
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// Update mouse position
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const ImVec2 mouse_pos_backup = io.MousePos;
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MouseHoveredViewport = 0;
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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for (int n = 0; n < platform_io.Viewports.Size; n++)
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{
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ImGuiViewport* viewport = platform_io.Viewports[n];
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GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
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IM_ASSERT(window != NULL);
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#ifdef __EMSCRIPTEN__
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const bool focused = true;
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IM_ASSERT(platform_io.Viewports.Size == 1);
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#else
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const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
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#endif
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if (focused)
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{
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if (io.WantSetMousePos)
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{
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glfwSetCursorPos(window, (double)(mouse_pos_backup.x - viewport->Pos.x), (double)(mouse_pos_backup.y - viewport->Pos.y));
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}
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else
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{
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double mouse_x, mouse_y;
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
|
{
|
|
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
|
|
int window_x, window_y;
|
|
glfwGetWindowPos(window, &window_x, &window_y);
|
|
io.MousePos = ImVec2((float)mouse_x + window_x, (float)mouse_y + window_y);
|
|
}
|
|
else
|
|
{
|
|
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
|
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
|
}
|
|
}
|
|
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
|
|
io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
|
|
}
|
|
|
|
// (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
|
|
// Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because
|
|
// - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
|
|
// - This is _regardless_ of whether another viewport is focused or being dragged from.
|
|
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, imgui will ignore this field and infer the information by relying on the
|
|
// rectangles and last focused time of every viewports it knows about. It will be unaware of other windows that may be sitting between or over your windows.
|
|
// [GLFW] FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
|
|
// See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
|
|
#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
|
|
const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
|
|
#if GLFW_HAS_MOUSE_PASSTHROUGH
|
|
glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
|
|
#endif
|
|
if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input)
|
|
io.MouseHoveredViewport = viewport->ID;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_UpdateMouseCursor()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
|
|
return;
|
|
|
|
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
for (int n = 0; n < platform_io.Viewports.Size; n++)
|
|
{
|
|
GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
|
|
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
|
{
|
|
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
|
glfwSetInputMode(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(window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
|
|
glfwSetInputMode(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) { 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;
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_UpdateMonitors()
|
|
{
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
int monitors_count = 0;
|
|
GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
|
|
platform_io.Monitors.resize(0);
|
|
for (int n = 0; n < monitors_count; n++)
|
|
{
|
|
ImGuiPlatformMonitor monitor;
|
|
int x, y;
|
|
glfwGetMonitorPos(glfw_monitors[n], &x, &y);
|
|
const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
|
|
monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
|
|
monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
|
|
#if GLFW_HAS_MONITOR_WORK_AREA
|
|
int w, h;
|
|
glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
|
|
if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761
|
|
{
|
|
monitor.WorkPos = ImVec2((float)x, (float)y);
|
|
monitor.WorkSize = ImVec2((float)w, (float)h);
|
|
}
|
|
#endif
|
|
#if GLFW_HAS_PER_MONITOR_DPI
|
|
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
|
|
float x_scale, y_scale;
|
|
glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
|
|
monitor.DpiScale = x_scale;
|
|
#endif
|
|
platform_io.Monitors.push_back(monitor);
|
|
}
|
|
g_WantUpdateMonitors = false;
|
|
}
|
|
|
|
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().");
|
|
|
|
// 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);
|
|
io.DisplaySize = ImVec2((float)w, (float)h);
|
|
if (w > 0 && h > 0)
|
|
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
|
if (g_WantUpdateMonitors)
|
|
ImGui_ImplGlfw_UpdateMonitors();
|
|
|
|
// 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_UpdateMousePosAndButtons();
|
|
ImGui_ImplGlfw_UpdateMouseCursor();
|
|
|
|
// Update game controllers (if enabled and available)
|
|
ImGui_ImplGlfw_UpdateGamepads();
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
|
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
|
|
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
|
//--------------------------------------------------------------------------------------------------------
|
|
|
|
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
|
|
struct ImGuiViewportDataGlfw
|
|
{
|
|
GLFWwindow* Window;
|
|
bool WindowOwned;
|
|
int IgnoreWindowPosEventFrame;
|
|
int IgnoreWindowSizeEventFrame;
|
|
|
|
ImGuiViewportDataGlfw() { Window = NULL; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
|
|
~ImGuiViewportDataGlfw() { IM_ASSERT(Window == NULL); }
|
|
};
|
|
|
|
static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
|
|
{
|
|
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
|
|
viewport->PlatformRequestClose = true;
|
|
}
|
|
|
|
// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize().
|
|
// However: depending on the platform the callback may be invoked at different time:
|
|
// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call
|
|
// - on Linux it is queued and invoked during glfwPollEvents()
|
|
// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only
|
|
// ignore recent glfwSetWindowXXX() calls.
|
|
static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)
|
|
{
|
|
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
|
|
{
|
|
if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
|
|
{
|
|
bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowPosEventFrame + 1);
|
|
//data->IgnoreWindowPosEventFrame = -1;
|
|
if (ignore_event)
|
|
return;
|
|
}
|
|
viewport->PlatformRequestMove = true;
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
|
|
{
|
|
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
|
|
{
|
|
if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
|
|
{
|
|
bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowSizeEventFrame + 1);
|
|
//data->IgnoreWindowSizeEventFrame = -1;
|
|
if (ignore_event)
|
|
return;
|
|
}
|
|
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
|
|
// With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
|
|
glfwWindowHint(GLFW_VISIBLE, false);
|
|
glfwWindowHint(GLFW_FOCUSED, false);
|
|
#if GLFW_HAS_FOCUS_ON_SHOW
|
|
glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
|
|
#endif
|
|
glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
|
|
#if GLFW_HAS_WINDOW_TOPMOST
|
|
glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
|
|
#endif
|
|
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;
|
|
#ifdef _WIN32
|
|
viewport->PlatformHandleRaw = glfwGetWin32Window(data->Window);
|
|
#endif
|
|
glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
|
|
|
|
// Install GLFW callbacks for secondary viewports
|
|
glfwSetMouseButtonCallback(data->Window, ImGui_ImplGlfw_MouseButtonCallback);
|
|
glfwSetScrollCallback(data->Window, ImGui_ImplGlfw_ScrollCallback);
|
|
glfwSetKeyCallback(data->Window, ImGui_ImplGlfw_KeyCallback);
|
|
glfwSetCharCallback(data->Window, ImGui_ImplGlfw_CharCallback);
|
|
glfwSetWindowCloseCallback(data->Window, ImGui_ImplGlfw_WindowCloseCallback);
|
|
glfwSetWindowPosCallback(data->Window, ImGui_ImplGlfw_WindowPosCallback);
|
|
glfwSetWindowSizeCallback(data->Window, ImGui_ImplGlfw_WindowSizeCallback);
|
|
if (g_ClientApi == GlfwClientApi_OpenGL)
|
|
{
|
|
glfwMakeContextCurrent(data->Window);
|
|
glfwSwapInterval(0);
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
|
|
{
|
|
if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
|
|
{
|
|
if (data->WindowOwned)
|
|
{
|
|
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
|
|
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
|
|
::RemovePropA(hwnd, "IMGUI_VIEWPORT");
|
|
#endif
|
|
glfwDestroyWindow(data->Window);
|
|
}
|
|
data->Window = NULL;
|
|
IM_DELETE(data);
|
|
}
|
|
viewport->PlatformUserData = viewport->PlatformHandle = NULL;
|
|
}
|
|
|
|
// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
|
|
// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
|
|
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
|
|
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 backend 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 = (HWND)viewport->PlatformHandleRaw;
|
|
if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
|
|
{
|
|
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_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
|
|
::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
|
|
if (g_GlfwWndProc == NULL)
|
|
g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC);
|
|
::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs);
|
|
#endif
|
|
|
|
#if !GLFW_HAS_FOCUS_ON_SHOW
|
|
// 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 via a GLFW_FOCUS_ON_SHOW window attribute.
|
|
// See https://github.com/glfw/glfw/issues/1189
|
|
// FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
|
|
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
|
|
{
|
|
::ShowWindow(hwnd, SW_SHOWNA);
|
|
return;
|
|
}
|
|
#endif
|
|
#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;
|
|
data->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();
|
|
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;
|
|
#if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX
|
|
// Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are
|
|
// positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it
|
|
// doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based
|
|
// on the upper-left corner.
|
|
int x, y, width, height;
|
|
glfwGetWindowPos(data->Window, &x, &y);
|
|
glfwGetWindowSize(data->Window, &width, &height);
|
|
glfwSetWindowPos(data->Window, x, y - height + size.y);
|
|
#endif
|
|
data->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
|
|
glfwSetWindowSize(data->Window, (int)size.x, (int)size.y);
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
|
|
{
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|
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
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|
glfwSetWindowTitle(data->Window, title);
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|
}
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|
|
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static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
|
|
{
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|
#if GLFW_HAS_FOCUS_WINDOW
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|
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
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|
glfwFocusWindow(data->Window);
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|
#else
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|
// FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later.
|
|
(void)viewport;
|
|
#endif
|
|
}
|
|
|
|
static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
|
|
{
|
|
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
|
return glfwGetWindowAttrib(data->Window, GLFW_FOCUSED) != 0;
|
|
}
|
|
|
|
static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
|
|
{
|
|
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
|
return glfwGetWindowAttrib(data->Window, GLFW_ICONIFIED) != 0;
|
|
}
|
|
|
|
#if GLFW_HAS_WINDOW_ALPHA
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|
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)
|
|
{
|
|
glfwMakeContextCurrent(data->Window);
|
|
glfwSwapBuffers(data->Window);
|
|
}
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
// IME (Input Method Editor) basic support for e.g. Asian language users
|
|
//--------------------------------------------------------------------------------------------------------
|
|
|
|
// We provide a Win32 implementation because this is such a common issue for IME users
|
|
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__)
|
|
#define HAS_WIN32_IME 1
|
|
#include <imm.h>
|
|
#ifdef _MSC_VER
|
|
#pragma comment(lib, "imm32")
|
|
#endif
|
|
static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
|
|
{
|
|
COMPOSITIONFORM cf = { CFS_FORCE_POSITION, { (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) }, { 0, 0, 0, 0 } };
|
|
if (HWND hwnd = (HWND)viewport->PlatformHandleRaw)
|
|
if (HIMC himc = ::ImmGetContext(hwnd))
|
|
{
|
|
::ImmSetCompositionWindow(himc, &cf);
|
|
::ImmReleaseContext(hwnd, himc);
|
|
}
|
|
}
|
|
#else
|
|
#define HAS_WIN32_IME 0
|
|
#endif
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
|
|
//--------------------------------------------------------------------------------------------------------
|
|
|
|
// Avoid including <vulkan.h> 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_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
|
|
platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
|
|
platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
|
|
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
|
|
#if HAS_WIN32_IME
|
|
platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
|
|
#endif
|
|
|
|
// Register main window handle (which is owned by the main application, not by us)
|
|
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
|
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
|
ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
|
|
data->Window = g_Window;
|
|
data->WindowOwned = false;
|
|
main_viewport->PlatformUserData = data;
|
|
main_viewport->PlatformHandle = (void*)g_Window;
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_ShutdownPlatformInterface()
|
|
{
|
|
}
|