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