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- // 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)
- // 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"
- // GLFW
- #include <GLFW/glfw3.h>
- #ifdef _WIN32
- #undef APIENTRY
- #define GLFW_EXPOSE_NATIVE_WIN32
- #include <GLFW/glfw3native.h> // for glfwGetWin32Window
- #endif
- #define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
- #define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
- #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
- #define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
- #define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
- #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
- // 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);
- 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;
- #if defined(_WIN32)
- io.ImeWindowHandle = (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->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) { 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;
- }
- 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 / w, (float)display_h / 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();
- }
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