1 // dear imgui: Platform Binding for GLFW
2 // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
3 // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
4 // (Requires: GLFW 3.1+)
5
6 // Implemented features:
7 // [X] Platform: Clipboard support.
8 // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
9 // [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
10 // [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
11
12 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
13 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
14 // https://github.com/ocornut/imgui
15
16 // CHANGELOG
17 // (minor and older changes stripped away, please see git history for details)
18 // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
19 // 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
20 // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
21 // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
22 // 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
23 // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
24 // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
25 // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
26 // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
27 // 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
28 // 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
29 // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
30 // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
31 // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
32 // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
33
34 #include "imgui.h"
35 #include "imgui_impl_glfw.h"
36
37 // GLFW
38 #include <GLFW/glfw3.h>
39 #ifdef _WIN32
40 #undef APIENTRY
41 #define GLFW_EXPOSE_NATIVE_WIN32
42 #include <GLFW/glfw3native.h> // for glfwGetWin32Window
43 #endif
44 #define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
45 #define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
46 #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
47 #define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
48 #define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
49
50 // Data
51 enum GlfwClientApi
52 {
53 GlfwClientApi_Unknown,
54 GlfwClientApi_OpenGL,
55 GlfwClientApi_Vulkan
56 };
57 static GLFWwindow* g_Window = NULL;
58 static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
59 static double g_Time = 0.0;
60 static bool g_MouseJustPressed[5] = { false, false, false, false, false };
61 static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
62
63 // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
64 static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
65 static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
66 static GLFWkeyfun g_PrevUserCallbackKey = NULL;
67 static GLFWcharfun g_PrevUserCallbackChar = NULL;
68
ImGui_ImplGlfw_GetClipboardText(void * user_data)69 static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
70 {
71 return glfwGetClipboardString((GLFWwindow*)user_data);
72 }
73
ImGui_ImplGlfw_SetClipboardText(void * user_data,const char * text)74 static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
75 {
76 glfwSetClipboardString((GLFWwindow*)user_data, text);
77 }
78
ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow * window,int button,int action,int mods)79 void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
80 {
81 if (g_PrevUserCallbackMousebutton != NULL)
82 g_PrevUserCallbackMousebutton(window, button, action, mods);
83
84 if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
85 g_MouseJustPressed[button] = true;
86 }
87
ImGui_ImplGlfw_ScrollCallback(GLFWwindow * window,double xoffset,double yoffset)88 void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
89 {
90 if (g_PrevUserCallbackScroll != NULL)
91 g_PrevUserCallbackScroll(window, xoffset, yoffset);
92
93 ImGuiIO& io = ImGui::GetIO();
94 io.MouseWheelH += (float)xoffset;
95 io.MouseWheel += (float)yoffset;
96 }
97
ImGui_ImplGlfw_KeyCallback(GLFWwindow * window,int key,int scancode,int action,int mods)98 void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
99 {
100 if (g_PrevUserCallbackKey != NULL)
101 g_PrevUserCallbackKey(window, key, scancode, action, mods);
102
103 ImGuiIO& io = ImGui::GetIO();
104 if (action == GLFW_PRESS)
105 io.KeysDown[key] = true;
106 if (action == GLFW_RELEASE)
107 io.KeysDown[key] = false;
108
109 // Modifiers are not reliable across systems
110 io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
111 io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
112 io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
113 io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
114 }
115
ImGui_ImplGlfw_CharCallback(GLFWwindow * window,unsigned int c)116 void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
117 {
118 if (g_PrevUserCallbackChar != NULL)
119 g_PrevUserCallbackChar(window, c);
120
121 ImGuiIO& io = ImGui::GetIO();
122 if (c > 0 && c < 0x10000)
123 io.AddInputCharacter((unsigned short)c);
124 }
125
ImGui_ImplGlfw_Init(GLFWwindow * window,bool install_callbacks,GlfwClientApi client_api)126 static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
127 {
128 g_Window = window;
129 g_Time = 0.0;
130
131 // Setup back-end capabilities flags
132 ImGuiIO& io = ImGui::GetIO();
133 io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
134 io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
135 io.BackendPlatformName = "imgui_impl_glfw";
136
137 // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
138 io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
139 io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
140 io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
141 io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
142 io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
143 io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
144 io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
145 io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
146 io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
147 io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
148 io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
149 io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
150 io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
151 io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
152 io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
153 io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
154 io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
155 io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
156 io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
157 io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
158 io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
159
160 io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
161 io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
162 io.ClipboardUserData = g_Window;
163 #if defined(_WIN32)
164 io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
165 #endif
166
167 g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
168 g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
169 g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
170 g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
171 g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
172 g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
173 g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
174 g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
175
176 // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
177 g_PrevUserCallbackMousebutton = NULL;
178 g_PrevUserCallbackScroll = NULL;
179 g_PrevUserCallbackKey = NULL;
180 g_PrevUserCallbackChar = NULL;
181 if (install_callbacks)
182 {
183 g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
184 g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
185 g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
186 g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
187 }
188
189 g_ClientApi = client_api;
190 return true;
191 }
192
ImGui_ImplGlfw_InitForOpenGL(GLFWwindow * window,bool install_callbacks)193 bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
194 {
195 return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
196 }
197
ImGui_ImplGlfw_InitForVulkan(GLFWwindow * window,bool install_callbacks)198 bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
199 {
200 return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
201 }
202
ImGui_ImplGlfw_Shutdown()203 void ImGui_ImplGlfw_Shutdown()
204 {
205 for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
206 {
207 glfwDestroyCursor(g_MouseCursors[cursor_n]);
208 g_MouseCursors[cursor_n] = NULL;
209 }
210 g_ClientApi = GlfwClientApi_Unknown;
211 }
212
ImGui_ImplGlfw_UpdateMousePosAndButtons()213 static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
214 {
215 // Update buttons
216 ImGuiIO& io = ImGui::GetIO();
217 for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
218 {
219 // 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.
220 io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
221 g_MouseJustPressed[i] = false;
222 }
223
224 // Update mouse position
225 const ImVec2 mouse_pos_backup = io.MousePos;
226 io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
227 #ifdef __EMSCRIPTEN__
228 const bool focused = true; // Emscripten
229 #else
230 const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0;
231 #endif
232 if (focused)
233 {
234 if (io.WantSetMousePos)
235 {
236 glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y);
237 }
238 else
239 {
240 double mouse_x, mouse_y;
241 glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
242 io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
243 }
244 }
245 }
246
ImGui_ImplGlfw_UpdateMouseCursor()247 static void ImGui_ImplGlfw_UpdateMouseCursor()
248 {
249 ImGuiIO& io = ImGui::GetIO();
250 if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
251 return;
252
253 ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
254 if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
255 {
256 // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
257 glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
258 }
259 else
260 {
261 // Show OS mouse cursor
262 // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
263 glfwSetCursor(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
264 glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
265 }
266 }
267
ImGui_ImplGlfw_NewFrame()268 void ImGui_ImplGlfw_NewFrame()
269 {
270 ImGuiIO& io = ImGui::GetIO();
271 IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
272
273 // Setup display size (every frame to accommodate for window resizing)
274 int w, h;
275 int display_w, display_h;
276 glfwGetWindowSize(g_Window, &w, &h);
277 glfwGetFramebufferSize(g_Window, &display_w, &display_h);
278 io.DisplaySize = ImVec2((float)w, (float)h);
279 io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
280
281 // Setup time step
282 double current_time = glfwGetTime();
283 io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
284 g_Time = current_time;
285
286 ImGui_ImplGlfw_UpdateMousePosAndButtons();
287 ImGui_ImplGlfw_UpdateMouseCursor();
288
289 // Gamepad navigation mapping [BETA]
290 memset(io.NavInputs, 0, sizeof(io.NavInputs));
291 if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
292 {
293 // Update gamepad inputs
294 #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
295 #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; }
296 int axes_count = 0, buttons_count = 0;
297 const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
298 const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
299 MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
300 MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
301 MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
302 MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
303 MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
304 MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
305 MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
306 MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
307 MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
308 MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
309 MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
310 MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
311 MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
312 MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
313 MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
314 MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
315 #undef MAP_BUTTON
316 #undef MAP_ANALOG
317 if (axes_count > 0 && buttons_count > 0)
318 io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
319 else
320 io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
321 }
322 }
323