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/imgui.h"
35 #include "imgui_impl_glfw.h"
36
37 // GLFW
38 #define GLFW_INCLUDE_NONE
39 #include "glad/gl.h"
40 #include "GLFW/glfw3.h"
41 #ifdef _WIN32
42 #undef APIENTRY
43 #define GLFW_EXPOSE_NATIVE_WIN32
44 #include "GLFW/glfw3native.h" // for glfwGetWin32Window
45 #endif
46 #define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
47 #define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
48 #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
49 #define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
50 #define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
51
52 // Data
53 enum GlfwClientApi
54 {
55 GlfwClientApi_Unknown,
56 GlfwClientApi_OpenGL,
57 GlfwClientApi_Vulkan
58 };
59 static GLFWwindow* g_Window = NULL;
60 static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
61 static double g_Time = 0.0;
62 static bool g_MouseJustPressed[5] = { false, false, false, false, false };
63 static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
64
65 // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
66 static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
67 static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
68 static GLFWkeyfun g_PrevUserCallbackKey = NULL;
69 static GLFWcharfun g_PrevUserCallbackChar = NULL;
70
ImGui_ImplGlfw_GetClipboardText(void * user_data)71 static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
72 {
73 return glfwGetClipboardString((GLFWwindow*)user_data);
74 }
75
ImGui_ImplGlfw_SetClipboardText(void * user_data,const char * text)76 static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
77 {
78 glfwSetClipboardString((GLFWwindow*)user_data, text);
79 }
80
ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow * window,int button,int action,int mods)81 void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
82 {
83 if (g_PrevUserCallbackMousebutton != NULL)
84 g_PrevUserCallbackMousebutton(window, button, action, mods);
85
86 if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
87 g_MouseJustPressed[button] = true;
88 }
89
ImGui_ImplGlfw_ScrollCallback(GLFWwindow * window,double xoffset,double yoffset)90 void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
91 {
92 if (g_PrevUserCallbackScroll != NULL)
93 g_PrevUserCallbackScroll(window, xoffset, yoffset);
94
95 ImGuiIO& io = ImGui::GetIO();
96 io.MouseWheelH += (float)xoffset;
97 io.MouseWheel += (float)yoffset;
98 }
99
ImGui_ImplGlfw_KeyCallback(GLFWwindow * window,int key,int scancode,int action,int mods)100 void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
101 {
102 if (g_PrevUserCallbackKey != NULL)
103 g_PrevUserCallbackKey(window, key, scancode, action, mods);
104
105 ImGuiIO& io = ImGui::GetIO();
106 if (action == GLFW_PRESS)
107 io.KeysDown[key] = true;
108 if (action == GLFW_RELEASE)
109 io.KeysDown[key] = false;
110
111 // Modifiers are not reliable across systems
112 io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
113 io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
114 io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
115 io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
116 }
117
ImGui_ImplGlfw_CharCallback(GLFWwindow * window,unsigned int c)118 void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
119 {
120 if (g_PrevUserCallbackChar != NULL)
121 g_PrevUserCallbackChar(window, c);
122
123 ImGuiIO& io = ImGui::GetIO();
124 if (c > 0 && c < 0x10000)
125 io.AddInputCharacter((unsigned short)c);
126 }
127
ImGui_ImplGlfw_Init(GLFWwindow * window,bool install_callbacks,GlfwClientApi client_api)128 static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
129 {
130 g_Window = window;
131 g_Time = 0.0;
132
133 // Setup back-end capabilities flags
134 ImGuiIO& io = ImGui::GetIO();
135 io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
136 io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
137 io.BackendPlatformName = "imgui_impl_glfw";
138
139 // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
140 io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
141 io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
142 io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
143 io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
144 io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
145 io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
146 io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
147 io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
148 io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
149 io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
150 io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
151 io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
152 io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
153 io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
154 io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
155 io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
156 io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
157 io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
158 io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
159 io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
160 io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
161
162 io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
163 io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
164 io.ClipboardUserData = g_Window;
165 #if defined(_WIN32)
166 io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
167 #endif
168
169 g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
170 g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
171 g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
172 g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
173 g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
174 g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
175 g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
176 g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
177
178 // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
179 g_PrevUserCallbackMousebutton = NULL;
180 g_PrevUserCallbackScroll = NULL;
181 g_PrevUserCallbackKey = NULL;
182 g_PrevUserCallbackChar = NULL;
183 if (install_callbacks)
184 {
185 g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
186 g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
187 g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
188 g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
189 }
190
191 g_ClientApi = client_api;
192 return true;
193 }
194
ImGui_ImplGlfw_InitForOpenGL(GLFWwindow * window,bool install_callbacks)195 bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
196 {
197 return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
198 }
199
ImGui_ImplGlfw_InitForVulkan(GLFWwindow * window,bool install_callbacks)200 bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
201 {
202 return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
203 }
204
ImGui_ImplGlfw_Shutdown()205 void ImGui_ImplGlfw_Shutdown()
206 {
207 for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
208 {
209 glfwDestroyCursor(g_MouseCursors[cursor_n]);
210 g_MouseCursors[cursor_n] = NULL;
211 }
212 g_ClientApi = GlfwClientApi_Unknown;
213 }
214
ImGui_ImplGlfw_UpdateMousePosAndButtons()215 static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
216 {
217 // Update buttons
218 ImGuiIO& io = ImGui::GetIO();
219 for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
220 {
221 // 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.
222 io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
223 g_MouseJustPressed[i] = false;
224 }
225
226 // Update mouse position
227 const ImVec2 mouse_pos_backup = io.MousePos;
228 io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
229 #ifdef __EMSCRIPTEN__
230 const bool focused = true; // Emscripten
231 #else
232 const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0;
233 #endif
234 if (focused)
235 {
236 if (io.WantSetMousePos)
237 {
238 glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y);
239 }
240 else
241 {
242 double mouse_x, mouse_y;
243 glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
244 io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
245 }
246 }
247 }
248
ImGui_ImplGlfw_UpdateMouseCursor()249 static void ImGui_ImplGlfw_UpdateMouseCursor()
250 {
251 ImGuiIO& io = ImGui::GetIO();
252 if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
253 return;
254
255 ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
256 if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
257 {
258 // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
259 glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
260 }
261 else
262 {
263 // Show OS mouse cursor
264 // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
265 glfwSetCursor(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
266 glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
267 }
268 }
269
ImGui_ImplGlfw_NewFrame()270 void ImGui_ImplGlfw_NewFrame()
271 {
272 ImGuiIO& io = ImGui::GetIO();
273 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().");
274
275 // Setup display size (every frame to accommodate for window resizing)
276 int w, h;
277 int display_w, display_h;
278 glfwGetWindowSize(g_Window, &w, &h);
279 glfwGetFramebufferSize(g_Window, &display_w, &display_h);
280 io.DisplaySize = ImVec2((float)w, (float)h);
281 io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
282
283 // Setup time step
284 double current_time = glfwGetTime();
285 io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
286 g_Time = current_time;
287
288 ImGui_ImplGlfw_UpdateMousePosAndButtons();
289 ImGui_ImplGlfw_UpdateMouseCursor();
290
291 // Gamepad navigation mapping [BETA]
292 memset(io.NavInputs, 0, sizeof(io.NavInputs));
293 if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
294 {
295 // Update gamepad inputs
296 #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
297 #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; }
298 int axes_count = 0, buttons_count = 0;
299 const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
300 const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
301 MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
302 MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
303 MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
304 MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
305 MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
306 MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
307 MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
308 MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
309 MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
310 MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
311 MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
312 MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
313 MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
314 MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
315 MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
316 MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
317 #undef MAP_BUTTON
318 #undef MAP_ANALOG
319 if (axes_count > 0 && buttons_count > 0)
320 io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
321 else
322 io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
323 }
324 }
325