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			1134 lines
		
	
	
		
			61 KiB
		
	
	
	
		
			C++
		
	
| // 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+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)
 | |
| 
 | |
| // Implemented features:
 | |
| //  [X] Platform: Clipboard support.
 | |
| //  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
 | |
| //  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
 | |
| //  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
 | |
| //  [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
 | |
| //  [X] Multiple Dear ImGui contexts support.
 | |
| // Missing features or Issues:
 | |
| //  [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
 | |
| //  [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
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| 
 | |
| // 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.
 | |
| // Learn about Dear ImGui:
 | |
| // - FAQ                  https://dearimgui.com/faq
 | |
| // - Getting Started      https://dearimgui.com/getting-started
 | |
| // - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
 | |
| // - Introduction, links and more at the top of imgui.cpp
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| 
 | |
| // About Emscripten support:
 | |
| // - Emscripten provides its own GLFW (3.2.1) implementation (syntax: "-sUSE_GLFW=3"), but Joystick is broken and several features are not supported (multiple windows, clipboard, timer, etc.)
 | |
| // - A third-party Emscripten GLFW (3.4.0) implementation (syntax: "--use-port=contrib.glfw3") fixes the Joystick issue and implements all relevant features for the browser.
 | |
| // See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details.
 | |
| 
 | |
| // CHANGELOG
 | |
| // (minor and older changes stripped away, please see git history for details)
 | |
| //  2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
 | |
| //  2025-09-15: Content Scales are always reported as 1.0 on Wayland. FramebufferScale are always reported as 1.0 on X11. (#8920, #8921)
 | |
| //  2025-07-08: Made ImGui_ImplGlfw_GetContentScaleForWindow(), ImGui_ImplGlfw_GetContentScaleForMonitor() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733)
 | |
| //  2025-06-18: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069)
 | |
| //  2025-06-11: Added ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) and ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) helper to facilitate making DPI-aware apps.
 | |
| //  2025-03-10: Map GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 into ImGuiKey_Oem102.
 | |
| //  2025-03-03: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled.
 | |
| //  2024-08-22: Moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
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| //               - io.GetClipboardTextFn    -> platform_io.Platform_GetClipboardTextFn
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| //               - io.SetClipboardTextFn    -> platform_io.Platform_SetClipboardTextFn
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| //               - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
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| //  2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one.
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| //  2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.
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| //  2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw)
 | |
| //  2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
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| //  2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.
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| //  2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
 | |
| //  2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
 | |
| //  2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491)
 | |
| //  2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
 | |
| //  2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
 | |
| //  2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
 | |
| //  2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
 | |
| //  2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
 | |
| //  2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
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| //  2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
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| //  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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| //  2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
 | |
| //  2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18.
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| //  2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
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| //  2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
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| //  2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
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| //  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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| //  2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
 | |
| //  2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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| //  2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
 | |
| //  2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
 | |
| //  2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
 | |
| //  2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
 | |
| //  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).
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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().
 | |
| //  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.
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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.
 | |
| //  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.
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| //  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.
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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).
 | |
| //  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
 | |
| 
 | |
| #include "imgui.h"
 | |
| #ifndef IMGUI_DISABLE
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| #include "imgui_impl_glfw.h"
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| 
 | |
| // Clang warnings with -Weverything
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| #if defined(__clang__)
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| #pragma clang diagnostic push
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| #pragma clang diagnostic ignored "-Wold-style-cast"     // warning: use of old-style cast
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| #pragma clang diagnostic ignored "-Wsign-conversion"    // warning: implicit conversion changes signedness
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| #endif
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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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| #ifndef GLFW_EXPOSE_NATIVE_WIN32    // for glfwGetWin32Window()
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| #define GLFW_EXPOSE_NATIVE_WIN32
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| #endif
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| #include <GLFW/glfw3native.h>
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| #elif defined(__APPLE__)
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| #ifndef GLFW_EXPOSE_NATIVE_COCOA    // for glfwGetCocoaWindow()
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| #define GLFW_EXPOSE_NATIVE_COCOA
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| #endif
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| #include <GLFW/glfw3native.h>
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| #ifdef IMGUI_IMPL_WEBGPU_BACKEND_WGPU
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| #include <Foundation/Foundation.h>
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| #include <QuartzCore/CAMetalLayer.h>
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| #endif
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| #elif !defined(__EMSCRIPTEN__)
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| #ifndef GLFW_EXPOSE_NATIVE_X11      // for glfwGetX11Window() on Freedesktop (Linux, BSD, etc.)
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| #define GLFW_EXPOSE_NATIVE_X11
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| #endif
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| #ifndef GLFW_EXPOSE_NATIVE_WAYLAND
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| #define GLFW_EXPOSE_NATIVE_WAYLAND
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| #endif
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| #include <GLFW/glfw3native.h>
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| #endif
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| #undef Status                   // X11 headers are leaking this.
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| #ifndef _WIN32
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| #include <unistd.h>             // for usleep()
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| #endif
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| #include <stdio.h>              // for snprintf()
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| 
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| #ifdef __EMSCRIPTEN__
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| #include <emscripten.h>
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| #include <emscripten/html5.h>
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| #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
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| #include <GLFW/emscripten_glfw3.h>
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| #else
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| #define EMSCRIPTEN_USE_EMBEDDED_GLFW3
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| #endif
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| #endif
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| 
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| // We gather version tests as define in order to easily see which features are version-dependent.
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| #define GLFW_VERSION_COMBINED           (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
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| #define GLFW_HAS_PER_MONITOR_DPI        (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
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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_COMBINED >= 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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| #define GLFW_HAS_GAMEPAD_API            (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
 | |
| #define GLFW_HAS_GETKEYNAME             (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
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| #define GLFW_HAS_GETERROR               (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
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| #define GLFW_HAS_GETPLATFORM            (GLFW_VERSION_COMBINED >= 3400) // 3.4+ glfwGetPlatform()
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| #if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__)
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| #define GLFW_HAS_X11_OR_WAYLAND          1
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| #else
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| #define GLFW_HAS_X11_OR_WAYLAND          0
 | |
| #endif
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| 
 | |
| // Map GLFWWindow* to ImGuiContext*.
 | |
| // - Would be simpler if we could use glfwSetWindowUserPointer()/glfwGetWindowUserPointer(), but this is a single and shared resource.
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| // - Would be simpler if we could use e.g. std::map<> as well. But we don't.
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| // - This is not particularly optimized as we expect size to be small and queries to be rare.
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| struct ImGui_ImplGlfw_WindowToContext { GLFWwindow* Window; ImGuiContext* Context; };
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| static ImVector<ImGui_ImplGlfw_WindowToContext> g_ContextMap;
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| static void ImGui_ImplGlfw_ContextMap_Add(GLFWwindow* window, ImGuiContext* ctx) { g_ContextMap.push_back(ImGui_ImplGlfw_WindowToContext{ window, ctx }); }
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| static void ImGui_ImplGlfw_ContextMap_Remove(GLFWwindow* window)                 { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) { g_ContextMap.erase_unsorted(&entry); return; } }
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| static ImGuiContext* ImGui_ImplGlfw_ContextMap_Get(GLFWwindow* window)           { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) return entry.Context; return nullptr; }
 | |
| 
 | |
| enum GlfwClientApi
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| {
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|     GlfwClientApi_OpenGL,
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|     GlfwClientApi_Vulkan,
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|     GlfwClientApi_Unknown,  // Anything else fits here.
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| };
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| 
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| // GLFW data
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| struct ImGui_ImplGlfw_Data
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| {
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|     ImGuiContext*           Context;
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|     GLFWwindow*             Window;
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|     GlfwClientApi           ClientApi;
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|     double                  Time;
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|     GLFWwindow*             MouseWindow;
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|     GLFWcursor*             MouseCursors[ImGuiMouseCursor_COUNT];
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|     ImVec2                  LastValidMousePos;
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|     bool                    IsWayland;
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|     bool                    InstalledCallbacks;
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|     bool                    CallbacksChainForAllWindows;
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|     char                    BackendPlatformName[32];
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| #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
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|     const char*             CanvasSelector;
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| #endif
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| 
 | |
|     // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
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|     GLFWwindowfocusfun      PrevUserCallbackWindowFocus;
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|     GLFWcursorposfun        PrevUserCallbackCursorPos;
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|     GLFWcursorenterfun      PrevUserCallbackCursorEnter;
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|     GLFWmousebuttonfun      PrevUserCallbackMousebutton;
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|     GLFWscrollfun           PrevUserCallbackScroll;
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|     GLFWkeyfun              PrevUserCallbackKey;
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|     GLFWcharfun             PrevUserCallbackChar;
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|     GLFWmonitorfun          PrevUserCallbackMonitor;
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| #ifdef _WIN32
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|     WNDPROC                 PrevWndProc;
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| #endif
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| 
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|     ImGui_ImplGlfw_Data()   { memset((void*)this, 0, sizeof(*this)); }
 | |
| };
 | |
| 
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| // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
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| // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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| // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
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| // - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
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| //   (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.
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| // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
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| namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); }
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| static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
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| {
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|     // Get data for current context
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|     return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
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| }
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| static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData(GLFWwindow* window)
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| {
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|     // Get data for a given GLFW window, regardless of current context (since GLFW events are sent together)
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|     ImGuiContext* ctx = ImGui_ImplGlfw_ContextMap_Get(window);
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|     return (ImGui_ImplGlfw_Data*)ImGui::GetIO(ctx).BackendPlatformUserData;
 | |
| }
 | |
| 
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| // Functions
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| static bool ImGui_ImplGlfw_IsWayland()
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| {
 | |
| #if !GLFW_HAS_X11_OR_WAYLAND
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|     return false;
 | |
| #elif GLFW_HAS_GETPLATFORM
 | |
|     return glfwGetPlatform() == GLFW_PLATFORM_WAYLAND;
 | |
| #else
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|     const char* version = glfwGetVersionString();
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|     if (strstr(version, "Wayland") == NULL) // e.g. Ubuntu 22.04 ships with GLFW 3.3.6 compiled without Wayland
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|         return false;
 | |
| #ifdef GLFW_EXPOSE_NATIVE_X11
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|     if (glfwGetX11Display() != NULL)
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|         return false;
 | |
| #endif
 | |
|     return true;
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Not static to allow third-party code to use that if they want to (but undocumented)
 | |
| ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode);
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| ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
 | |
| {
 | |
|     IM_UNUSED(scancode);
 | |
|     switch (keycode)
 | |
|     {
 | |
|         case GLFW_KEY_TAB: return ImGuiKey_Tab;
 | |
|         case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
 | |
|         case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
 | |
|         case GLFW_KEY_UP: return ImGuiKey_UpArrow;
 | |
|         case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
 | |
|         case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
 | |
|         case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
 | |
|         case GLFW_KEY_HOME: return ImGuiKey_Home;
 | |
|         case GLFW_KEY_END: return ImGuiKey_End;
 | |
|         case GLFW_KEY_INSERT: return ImGuiKey_Insert;
 | |
|         case GLFW_KEY_DELETE: return ImGuiKey_Delete;
 | |
|         case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
 | |
|         case GLFW_KEY_SPACE: return ImGuiKey_Space;
 | |
|         case GLFW_KEY_ENTER: return ImGuiKey_Enter;
 | |
|         case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
 | |
|         case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
 | |
|         case GLFW_KEY_COMMA: return ImGuiKey_Comma;
 | |
|         case GLFW_KEY_MINUS: return ImGuiKey_Minus;
 | |
|         case GLFW_KEY_PERIOD: return ImGuiKey_Period;
 | |
|         case GLFW_KEY_SLASH: return ImGuiKey_Slash;
 | |
|         case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
 | |
|         case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
 | |
|         case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
 | |
|         case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
 | |
|         case GLFW_KEY_WORLD_1: return ImGuiKey_Oem102;
 | |
|         case GLFW_KEY_WORLD_2: return ImGuiKey_Oem102;
 | |
|         case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
 | |
|         case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
 | |
|         case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
 | |
|         case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
 | |
|         case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
 | |
|         case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
 | |
|         case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
 | |
|         case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
 | |
|         case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
 | |
|         case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
 | |
|         case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
 | |
|         case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
 | |
|         case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
 | |
|         case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
 | |
|         case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
 | |
|         case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
 | |
|         case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
 | |
|         case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
 | |
|         case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
 | |
|         case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
 | |
|         case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
 | |
|         case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
 | |
|         case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
 | |
|         case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
 | |
|         case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
 | |
|         case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
 | |
|         case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
 | |
|         case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
 | |
|         case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
 | |
|         case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
 | |
|         case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
 | |
|         case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
 | |
|         case GLFW_KEY_MENU: return ImGuiKey_Menu;
 | |
|         case GLFW_KEY_0: return ImGuiKey_0;
 | |
|         case GLFW_KEY_1: return ImGuiKey_1;
 | |
|         case GLFW_KEY_2: return ImGuiKey_2;
 | |
|         case GLFW_KEY_3: return ImGuiKey_3;
 | |
|         case GLFW_KEY_4: return ImGuiKey_4;
 | |
|         case GLFW_KEY_5: return ImGuiKey_5;
 | |
|         case GLFW_KEY_6: return ImGuiKey_6;
 | |
|         case GLFW_KEY_7: return ImGuiKey_7;
 | |
|         case GLFW_KEY_8: return ImGuiKey_8;
 | |
|         case GLFW_KEY_9: return ImGuiKey_9;
 | |
|         case GLFW_KEY_A: return ImGuiKey_A;
 | |
|         case GLFW_KEY_B: return ImGuiKey_B;
 | |
|         case GLFW_KEY_C: return ImGuiKey_C;
 | |
|         case GLFW_KEY_D: return ImGuiKey_D;
 | |
|         case GLFW_KEY_E: return ImGuiKey_E;
 | |
|         case GLFW_KEY_F: return ImGuiKey_F;
 | |
|         case GLFW_KEY_G: return ImGuiKey_G;
 | |
|         case GLFW_KEY_H: return ImGuiKey_H;
 | |
|         case GLFW_KEY_I: return ImGuiKey_I;
 | |
|         case GLFW_KEY_J: return ImGuiKey_J;
 | |
|         case GLFW_KEY_K: return ImGuiKey_K;
 | |
|         case GLFW_KEY_L: return ImGuiKey_L;
 | |
|         case GLFW_KEY_M: return ImGuiKey_M;
 | |
|         case GLFW_KEY_N: return ImGuiKey_N;
 | |
|         case GLFW_KEY_O: return ImGuiKey_O;
 | |
|         case GLFW_KEY_P: return ImGuiKey_P;
 | |
|         case GLFW_KEY_Q: return ImGuiKey_Q;
 | |
|         case GLFW_KEY_R: return ImGuiKey_R;
 | |
|         case GLFW_KEY_S: return ImGuiKey_S;
 | |
|         case GLFW_KEY_T: return ImGuiKey_T;
 | |
|         case GLFW_KEY_U: return ImGuiKey_U;
 | |
|         case GLFW_KEY_V: return ImGuiKey_V;
 | |
|         case GLFW_KEY_W: return ImGuiKey_W;
 | |
|         case GLFW_KEY_X: return ImGuiKey_X;
 | |
|         case GLFW_KEY_Y: return ImGuiKey_Y;
 | |
|         case GLFW_KEY_Z: return ImGuiKey_Z;
 | |
|         case GLFW_KEY_F1: return ImGuiKey_F1;
 | |
|         case GLFW_KEY_F2: return ImGuiKey_F2;
 | |
|         case GLFW_KEY_F3: return ImGuiKey_F3;
 | |
|         case GLFW_KEY_F4: return ImGuiKey_F4;
 | |
|         case GLFW_KEY_F5: return ImGuiKey_F5;
 | |
|         case GLFW_KEY_F6: return ImGuiKey_F6;
 | |
|         case GLFW_KEY_F7: return ImGuiKey_F7;
 | |
|         case GLFW_KEY_F8: return ImGuiKey_F8;
 | |
|         case GLFW_KEY_F9: return ImGuiKey_F9;
 | |
|         case GLFW_KEY_F10: return ImGuiKey_F10;
 | |
|         case GLFW_KEY_F11: return ImGuiKey_F11;
 | |
|         case GLFW_KEY_F12: return ImGuiKey_F12;
 | |
|         case GLFW_KEY_F13: return ImGuiKey_F13;
 | |
|         case GLFW_KEY_F14: return ImGuiKey_F14;
 | |
|         case GLFW_KEY_F15: return ImGuiKey_F15;
 | |
|         case GLFW_KEY_F16: return ImGuiKey_F16;
 | |
|         case GLFW_KEY_F17: return ImGuiKey_F17;
 | |
|         case GLFW_KEY_F18: return ImGuiKey_F18;
 | |
|         case GLFW_KEY_F19: return ImGuiKey_F19;
 | |
|         case GLFW_KEY_F20: return ImGuiKey_F20;
 | |
|         case GLFW_KEY_F21: return ImGuiKey_F21;
 | |
|         case GLFW_KEY_F22: return ImGuiKey_F22;
 | |
|         case GLFW_KEY_F23: return ImGuiKey_F23;
 | |
|         case GLFW_KEY_F24: return ImGuiKey_F24;
 | |
|         default: return ImGuiKey_None;
 | |
|     }
 | |
| }
 | |
| 
 | |
| // X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
 | |
| // See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
 | |
| static void ImGui_ImplGlfw_UpdateKeyModifiers(ImGuiIO& io, GLFWwindow* window)
 | |
| {
 | |
|     io.AddKeyEvent(ImGuiMod_Ctrl,  (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
 | |
|     io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT)   == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT)   == GLFW_PRESS));
 | |
|     io.AddKeyEvent(ImGuiMod_Alt,   (glfwGetKey(window, GLFW_KEY_LEFT_ALT)     == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT)     == GLFW_PRESS));
 | |
|     io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER)   == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER)   == GLFW_PRESS));
 | |
| }
 | |
| 
 | |
| static bool ImGui_ImplGlfw_ShouldChainCallback(ImGui_ImplGlfw_Data* bd, GLFWwindow* window)
 | |
| {
 | |
|     return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
 | |
| }
 | |
| 
 | |
| void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
 | |
| {
 | |
|     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
 | |
|     if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
 | |
|         bd->PrevUserCallbackMousebutton(window, button, action, mods);
 | |
| 
 | |
|     ImGuiIO& io = ImGui::GetIO(bd->Context);
 | |
|     ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
 | |
|     if (button >= 0 && button < ImGuiMouseButton_COUNT)
 | |
|         io.AddMouseButtonEvent(button, action == GLFW_PRESS);
 | |
| }
 | |
| 
 | |
| void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
 | |
| {
 | |
|     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
 | |
|     if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
 | |
|         bd->PrevUserCallbackScroll(window, xoffset, yoffset);
 | |
| 
 | |
| #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
 | |
|     // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
 | |
|     return;
 | |
| #endif
 | |
| 
 | |
|     ImGuiIO& io = ImGui::GetIO(bd->Context);
 | |
|     io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
 | |
| }
 | |
| 
 | |
| // FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()?
 | |
| static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
 | |
| {
 | |
| #if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
 | |
|     // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
 | |
|     // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
 | |
|     // See https://github.com/glfw/glfw/issues/1502 for details.
 | |
|     // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
 | |
|     // This won't cover edge cases but this is at least going to cover common cases.
 | |
|     if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
 | |
|         return key;
 | |
|     GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
 | |
|     const char* key_name = glfwGetKeyName(key, scancode);
 | |
|     glfwSetErrorCallback(prev_error_callback);
 | |
| #if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908)
 | |
|     (void)glfwGetError(nullptr);
 | |
| #endif
 | |
|     if (key_name && key_name[0] != 0 && key_name[1] == 0)
 | |
|     {
 | |
|         const char char_names[] = "`-=[]\\,;\'./";
 | |
|         const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
 | |
|         IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
 | |
|         if (key_name[0] >= '0' && key_name[0] <= '9')               { key = GLFW_KEY_0 + (key_name[0] - '0'); }
 | |
|         else if (key_name[0] >= 'A' && key_name[0] <= 'Z')          { key = GLFW_KEY_A + (key_name[0] - 'A'); }
 | |
|         else if (key_name[0] >= 'a' && key_name[0] <= 'z')          { key = GLFW_KEY_A + (key_name[0] - 'a'); }
 | |
|         else if (const char* p = strchr(char_names, key_name[0]))   { key = char_keys[p - char_names]; }
 | |
|     }
 | |
|     // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
 | |
| #else
 | |
|     IM_UNUSED(scancode);
 | |
| #endif
 | |
|     return key;
 | |
| }
 | |
| 
 | |
| void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
 | |
| {
 | |
|     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
 | |
|     if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
 | |
|         bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
 | |
| 
 | |
|     if (action != GLFW_PRESS && action != GLFW_RELEASE)
 | |
|         return;
 | |
| 
 | |
|     ImGuiIO& io = ImGui::GetIO(bd->Context);
 | |
|     ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
 | |
| 
 | |
|     keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
 | |
| 
 | |
|     ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode);
 | |
|     io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
 | |
|     io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
 | |
| }
 | |
| 
 | |
| void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
 | |
| {
 | |
|     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
 | |
|     if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
 | |
|         bd->PrevUserCallbackWindowFocus(window, focused);
 | |
| 
 | |
|     ImGuiIO& io = ImGui::GetIO(bd->Context);
 | |
|     io.AddFocusEvent(focused != 0);
 | |
| }
 | |
| 
 | |
| void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
 | |
| {
 | |
|     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
 | |
|     if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
 | |
|         bd->PrevUserCallbackCursorPos(window, x, y);
 | |
| 
 | |
|     ImGuiIO& io = ImGui::GetIO(bd->Context);
 | |
|     io.AddMousePosEvent((float)x, (float)y);
 | |
|     bd->LastValidMousePos = ImVec2((float)x, (float)y);
 | |
| }
 | |
| 
 | |
| // Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
 | |
| // so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
 | |
| void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
 | |
| {
 | |
|     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
 | |
|     if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
 | |
|         bd->PrevUserCallbackCursorEnter(window, entered);
 | |
| 
 | |
|     ImGuiIO& io = ImGui::GetIO(bd->Context);
 | |
|     if (entered)
 | |
|     {
 | |
|         bd->MouseWindow = window;
 | |
|         io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
 | |
|     }
 | |
|     else if (!entered && bd->MouseWindow == window)
 | |
|     {
 | |
|         bd->LastValidMousePos = io.MousePos;
 | |
|         bd->MouseWindow = nullptr;
 | |
|         io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
 | |
|     }
 | |
| }
 | |
| 
 | |
| void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
 | |
| {
 | |
|     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
 | |
|     if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
 | |
|         bd->PrevUserCallbackChar(window, c);
 | |
| 
 | |
|     ImGuiIO& io = ImGui::GetIO(bd->Context);
 | |
|     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.
 | |
| }
 | |
| 
 | |
| #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
 | |
| static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void* user_data)
 | |
| {
 | |
|     // Mimic Emscripten_HandleWheel() in SDL.
 | |
|     // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
 | |
|     ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
 | |
|     float multiplier = 0.0f;
 | |
|     if (ev->deltaMode == DOM_DELTA_PIXEL)       { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.
 | |
|     else if (ev->deltaMode == DOM_DELTA_LINE)   { multiplier = 1.0f / 3.0f; }   // 3 lines make up a step.
 | |
|     else if (ev->deltaMode == DOM_DELTA_PAGE)   { multiplier = 80.0f; }         // A page makes up 80 steps.
 | |
|     float wheel_x = ev->deltaX * -multiplier;
 | |
|     float wheel_y = ev->deltaY * -multiplier;
 | |
|     ImGuiIO& io = ImGui::GetIO(bd->Context);
 | |
|     io.AddMouseWheelEvent(wheel_x, wheel_y);
 | |
|     //IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y);
 | |
|     return EM_TRUE;
 | |
| }
 | |
| #endif
 | |
| 
 | |
| #ifdef _WIN32
 | |
| // GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
 | |
| // Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
 | |
| static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
 | |
| {
 | |
|     LPARAM extra_info = ::GetMessageExtraInfo();
 | |
|     if ((extra_info & 0xFFFFFF80) == 0xFF515700)
 | |
|         return ImGuiMouseSource_Pen;
 | |
|     if ((extra_info & 0xFFFFFF80) == 0xFF515780)
 | |
|         return ImGuiMouseSource_TouchScreen;
 | |
|     return ImGuiMouseSource_Mouse;
 | |
| }
 | |
| static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
 | |
| {
 | |
|     ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)::GetPropA(hWnd, "IMGUI_BACKEND_DATA");
 | |
|     ImGuiIO& io = ImGui::GetIO(bd->Context);
 | |
| 
 | |
|     switch (msg)
 | |
|     {
 | |
|     case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
 | |
|     case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
 | |
|     case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
 | |
|     case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
 | |
|     case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
 | |
|         io.AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
 | |
|         break;
 | |
|     default: break;
 | |
|     }
 | |
|     return ::CallWindowProcW(bd->PrevWndProc, hWnd, msg, wParam, lParam);
 | |
| }
 | |
| #endif
 | |
| 
 | |
| void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
 | |
| {
 | |
|     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
 | |
|     IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
 | |
|     IM_ASSERT(bd->Window == window);
 | |
| 
 | |
|     bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
 | |
|     bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
 | |
|     bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
 | |
|     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->InstalledCallbacks = true;
 | |
| }
 | |
| 
 | |
| void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
 | |
| {
 | |
|     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
 | |
|     IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
 | |
|     IM_ASSERT(bd->Window == window);
 | |
| 
 | |
|     glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
 | |
|     glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
 | |
|     glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
 | |
|     glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
 | |
|     glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
 | |
|     glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
 | |
|     glfwSetCharCallback(window, bd->PrevUserCallbackChar);
 | |
|     glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
 | |
|     bd->InstalledCallbacks = false;
 | |
|     bd->PrevUserCallbackWindowFocus = nullptr;
 | |
|     bd->PrevUserCallbackCursorEnter = nullptr;
 | |
|     bd->PrevUserCallbackCursorPos = nullptr;
 | |
|     bd->PrevUserCallbackMousebutton = nullptr;
 | |
|     bd->PrevUserCallbackScroll = nullptr;
 | |
|     bd->PrevUserCallbackKey = nullptr;
 | |
|     bd->PrevUserCallbackChar = nullptr;
 | |
|     bd->PrevUserCallbackMonitor = nullptr;
 | |
| }
 | |
| 
 | |
| // Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user).
 | |
| // This is 'false' by default meaning we only chain callbacks for the main viewport.
 | |
| // We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.
 | |
| // If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.
 | |
| void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
 | |
| {
 | |
|     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
 | |
|     bd->CallbacksChainForAllWindows = chain_for_all_windows;
 | |
| }
 | |
| 
 | |
| #ifdef __EMSCRIPTEN__
 | |
| #if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
 | |
| void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); }
 | |
| #else
 | |
| EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
 | |
| #endif
 | |
| #endif
 | |
| 
 | |
| static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
 | |
| {
 | |
|     ImGuiIO& io = ImGui::GetIO();
 | |
|     IMGUI_CHECKVERSION();
 | |
|     IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
 | |
|     //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
 | |
| 
 | |
|     // Setup backend capabilities flags
 | |
|     ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
 | |
|     snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_glfw (%d)", GLFW_VERSION_COMBINED);
 | |
|     io.BackendPlatformUserData = (void*)bd;
 | |
|     io.BackendPlatformName = bd->BackendPlatformName;
 | |
|     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional)
 | |
|     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)
 | |
| 
 | |
|     bd->Context = ImGui::GetCurrentContext();
 | |
|     bd->Window = window;
 | |
|     bd->Time = 0.0;
 | |
|     bd->IsWayland = ImGui_ImplGlfw_IsWayland();
 | |
|     ImGui_ImplGlfw_ContextMap_Add(window, bd->Context);
 | |
| 
 | |
|     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
 | |
| #if GLFW_VERSION_COMBINED < 3300
 | |
|     platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window, text); };
 | |
|     platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window); };
 | |
| #else
 | |
|     platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); };
 | |
|     platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); };
 | |
| #endif
 | |
| 
 | |
| #ifdef __EMSCRIPTEN__
 | |
|     platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
 | |
| #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 nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
 | |
|     GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
 | |
|     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);
 | |
| #if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
 | |
|     (void)glfwGetError(nullptr);
 | |
| #endif
 | |
| 
 | |
|     // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
 | |
|     if (install_callbacks)
 | |
|         ImGui_ImplGlfw_InstallCallbacks(window);
 | |
| 
 | |
|     // Set platform dependent data in viewport
 | |
|     ImGuiViewport* main_viewport = ImGui::GetMainViewport();
 | |
|     main_viewport->PlatformHandle = (void*)bd->Window;
 | |
| #ifdef _WIN32
 | |
|     main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
 | |
| #elif defined(__APPLE__)
 | |
|     main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
 | |
| #else
 | |
|     IM_UNUSED(main_viewport);
 | |
| #endif
 | |
| 
 | |
|     // Windows: register a WndProc hook so we can intercept some messages.
 | |
| #ifdef _WIN32
 | |
|     HWND hwnd = (HWND)main_viewport->PlatformHandleRaw;
 | |
|     ::SetPropA(hwnd, "IMGUI_BACKEND_DATA", bd);
 | |
|     bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
 | |
|     IM_ASSERT(bd->PrevWndProc != nullptr);
 | |
|     ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
 | |
| #endif
 | |
| 
 | |
|     // Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime
 | |
|     // to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten).
 | |
| #ifdef __EMSCRIPTEN__
 | |
| #if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
 | |
|     if (emscripten::glfw3::IsRuntimePlatformApple())
 | |
|     {
 | |
|         io.ConfigMacOSXBehaviors = true;
 | |
| 
 | |
|         // Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used.
 | |
|         // This means that Meta + V only registers a single key-press, even if the keys are held.
 | |
|         // This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself.
 | |
|         // See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key
 | |
|         emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10);
 | |
|     }
 | |
| #endif
 | |
| #endif
 | |
| 
 | |
|     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 != nullptr && "No platform backend to shutdown, or already shutdown?");
 | |
| 
 | |
|     ImGuiIO& io = ImGui::GetIO();
 | |
|     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
 | |
| 
 | |
|     if (bd->InstalledCallbacks)
 | |
|         ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
 | |
| #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
 | |
|     if (bd->CanvasSelector)
 | |
|         emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr);
 | |
| #endif
 | |
| 
 | |
|     for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
 | |
|         glfwDestroyCursor(bd->MouseCursors[cursor_n]);
 | |
| 
 | |
|     // Windows: restore our WndProc hook
 | |
| #ifdef _WIN32
 | |
|     ImGuiViewport* main_viewport = ImGui::GetMainViewport();
 | |
|     ::SetPropA((HWND)main_viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", nullptr);
 | |
|     ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
 | |
|     bd->PrevWndProc = nullptr;
 | |
| #endif
 | |
| 
 | |
|     io.BackendPlatformName = nullptr;
 | |
|     io.BackendPlatformUserData = nullptr;
 | |
|     io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
 | |
|     platform_io.ClearPlatformHandlers();
 | |
|     ImGui_ImplGlfw_ContextMap_Remove(bd->Window);
 | |
|     IM_DELETE(bd);
 | |
| }
 | |
| 
 | |
| static void ImGui_ImplGlfw_UpdateMouseData()
 | |
| {
 | |
|     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
 | |
|     ImGuiIO& io = ImGui::GetIO();
 | |
| 
 | |
|     // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
 | |
|     {
 | |
|         GLFWwindow* window = bd->Window;
 | |
| #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
 | |
|         const bool is_window_focused = true;
 | |
| #else
 | |
|         const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
 | |
| #endif
 | |
|         if (is_window_focused)
 | |
|         {
 | |
|             // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
 | |
|             if (io.WantSetMousePos)
 | |
|                 glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y);
 | |
| 
 | |
|             // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
 | |
|             if (bd->MouseWindow == nullptr)
 | |
|             {
 | |
|                 double mouse_x, mouse_y;
 | |
|                 glfwGetCursorPos(window, &mouse_x, &mouse_y);
 | |
|                 bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
 | |
|                 io.AddMousePosEvent((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();
 | |
|     // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
 | |
|     {
 | |
|         GLFWwindow* window = bd->Window;
 | |
|         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, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
 | |
|             glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| // Update gamepad inputs
 | |
| static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v  > 1.0f ? 1.0f : v; }
 | |
| static void ImGui_ImplGlfw_UpdateGamepads()
 | |
| {
 | |
|     ImGuiIO& io = ImGui::GetIO();
 | |
|     if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs, but see #8075
 | |
|         return;
 | |
| 
 | |
|     io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
 | |
| #if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
 | |
|     GLFWgamepadstate gamepad;
 | |
|     if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
 | |
|         return;
 | |
|     #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED)          do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
 | |
|     #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1)    do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
 | |
| #else
 | |
|     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);
 | |
|     if (axes_count == 0 || buttons_count == 0)
 | |
|         return;
 | |
|     #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO)          do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
 | |
|     #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1)    do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
 | |
| #endif
 | |
|     io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
 | |
|     MAP_BUTTON(ImGuiKey_GamepadStart,       GLFW_GAMEPAD_BUTTON_START,          7);
 | |
|     MAP_BUTTON(ImGuiKey_GamepadBack,        GLFW_GAMEPAD_BUTTON_BACK,           6);
 | |
|     MAP_BUTTON(ImGuiKey_GamepadFaceLeft,    GLFW_GAMEPAD_BUTTON_X,              2);     // Xbox X, PS Square
 | |
|     MAP_BUTTON(ImGuiKey_GamepadFaceRight,   GLFW_GAMEPAD_BUTTON_B,              1);     // Xbox B, PS Circle
 | |
|     MAP_BUTTON(ImGuiKey_GamepadFaceUp,      GLFW_GAMEPAD_BUTTON_Y,              3);     // Xbox Y, PS Triangle
 | |
|     MAP_BUTTON(ImGuiKey_GamepadFaceDown,    GLFW_GAMEPAD_BUTTON_A,              0);     // Xbox A, PS Cross
 | |
|     MAP_BUTTON(ImGuiKey_GamepadDpadLeft,    GLFW_GAMEPAD_BUTTON_DPAD_LEFT,      13);
 | |
|     MAP_BUTTON(ImGuiKey_GamepadDpadRight,   GLFW_GAMEPAD_BUTTON_DPAD_RIGHT,     11);
 | |
|     MAP_BUTTON(ImGuiKey_GamepadDpadUp,      GLFW_GAMEPAD_BUTTON_DPAD_UP,        10);
 | |
|     MAP_BUTTON(ImGuiKey_GamepadDpadDown,    GLFW_GAMEPAD_BUTTON_DPAD_DOWN,      12);
 | |
|     MAP_BUTTON(ImGuiKey_GamepadL1,          GLFW_GAMEPAD_BUTTON_LEFT_BUMPER,    4);
 | |
|     MAP_BUTTON(ImGuiKey_GamepadR1,          GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER,   5);
 | |
|     MAP_ANALOG(ImGuiKey_GamepadL2,          GLFW_GAMEPAD_AXIS_LEFT_TRIGGER,     4,      -0.75f,  +1.0f);
 | |
|     MAP_ANALOG(ImGuiKey_GamepadR2,          GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER,    5,      -0.75f,  +1.0f);
 | |
|     MAP_BUTTON(ImGuiKey_GamepadL3,          GLFW_GAMEPAD_BUTTON_LEFT_THUMB,     8);
 | |
|     MAP_BUTTON(ImGuiKey_GamepadR3,          GLFW_GAMEPAD_BUTTON_RIGHT_THUMB,    9);
 | |
|     MAP_ANALOG(ImGuiKey_GamepadLStickLeft,  GLFW_GAMEPAD_AXIS_LEFT_X,           0,      -0.25f,  -1.0f);
 | |
|     MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X,           0,      +0.25f,  +1.0f);
 | |
|     MAP_ANALOG(ImGuiKey_GamepadLStickUp,    GLFW_GAMEPAD_AXIS_LEFT_Y,           1,      -0.25f,  -1.0f);
 | |
|     MAP_ANALOG(ImGuiKey_GamepadLStickDown,  GLFW_GAMEPAD_AXIS_LEFT_Y,           1,      +0.25f,  +1.0f);
 | |
|     MAP_ANALOG(ImGuiKey_GamepadRStickLeft,  GLFW_GAMEPAD_AXIS_RIGHT_X,          2,      -0.25f,  -1.0f);
 | |
|     MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X,          2,      +0.25f,  +1.0f);
 | |
|     MAP_ANALOG(ImGuiKey_GamepadRStickUp,    GLFW_GAMEPAD_AXIS_RIGHT_Y,          3,      -0.25f,  -1.0f);
 | |
|     MAP_ANALOG(ImGuiKey_GamepadRStickDown,  GLFW_GAMEPAD_AXIS_RIGHT_Y,          3,      +0.25f,  +1.0f);
 | |
|     #undef MAP_BUTTON
 | |
|     #undef MAP_ANALOG
 | |
| }
 | |
| 
 | |
| // - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend.
 | |
| // - Apple platforms use FramebufferScale so we always return 1.0f.
 | |
| // - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle.
 | |
| float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window)
 | |
| {
 | |
| #if GLFW_HAS_X11_OR_WAYLAND
 | |
|     if (ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window))
 | |
|         if (bd->IsWayland)
 | |
|             return 1.0f;
 | |
| #endif
 | |
| #if GLFW_HAS_PER_MONITOR_DPI && !(defined(__APPLE__) || defined(__EMSCRIPTEN__) || defined(__ANDROID__))
 | |
|     float x_scale, y_scale;
 | |
|     glfwGetWindowContentScale(window, &x_scale, &y_scale);
 | |
|     return x_scale;
 | |
| #else
 | |
|     IM_UNUSED(window);
 | |
|     return 1.0f;
 | |
| #endif
 | |
| }
 | |
| 
 | |
| float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor)
 | |
| {
 | |
| #if GLFW_HAS_X11_OR_WAYLAND
 | |
|     if (ImGui_ImplGlfw_IsWayland()) // We can't access our bd->IsWayland cache for a monitor.
 | |
|         return 1.0f;
 | |
| #endif
 | |
| #if GLFW_HAS_PER_MONITOR_DPI && !(defined(__APPLE__) || defined(__EMSCRIPTEN__) || defined(__ANDROID__))
 | |
|     float x_scale, y_scale;
 | |
|     glfwGetMonitorContentScale(monitor, &x_scale, &y_scale);
 | |
|     return x_scale;
 | |
| #else
 | |
|     IM_UNUSED(monitor);
 | |
|     return 1.0f;
 | |
| #endif
 | |
| }
 | |
| 
 | |
| static void ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(GLFWwindow* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
 | |
| {
 | |
|     int w, h;
 | |
|     int display_w, display_h;
 | |
|     glfwGetWindowSize(window, &w, &h);
 | |
|     glfwGetFramebufferSize(window, &display_w, &display_h);
 | |
|     float fb_scale_x = (w > 0) ? (float)display_w / w : 1.0f;
 | |
|     float fb_scale_y = (h > 0) ? (float)display_h / h : 1.0f;
 | |
| #if GLFW_HAS_X11_OR_WAYLAND
 | |
|     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
 | |
|     if (!bd->IsWayland)
 | |
|         fb_scale_x = fb_scale_y = 1.0f;
 | |
| #endif
 | |
|     if (out_size != nullptr)
 | |
|         *out_size = ImVec2((float)w, (float)h);
 | |
|     if (out_framebuffer_scale != nullptr)
 | |
|         *out_framebuffer_scale = ImVec2(fb_scale_x, fb_scale_y);
 | |
| }
 | |
| 
 | |
| void ImGui_ImplGlfw_NewFrame()
 | |
| {
 | |
|     ImGuiIO& io = ImGui::GetIO();
 | |
|     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
 | |
|     IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
 | |
| 
 | |
|     // Setup main viewport size (every frame to accommodate for window resizing)
 | |
|     ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
 | |
| 
 | |
|     // Setup time step
 | |
|     // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
 | |
|     double current_time = glfwGetTime();
 | |
|     if (current_time <= bd->Time)
 | |
|         current_time = bd->Time + 0.00001f;
 | |
|     io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
 | |
|     bd->Time = current_time;
 | |
| 
 | |
|     ImGui_ImplGlfw_UpdateMouseData();
 | |
|     ImGui_ImplGlfw_UpdateMouseCursor();
 | |
| 
 | |
|     // Update game controllers (if enabled and available)
 | |
|     ImGui_ImplGlfw_UpdateGamepads();
 | |
| }
 | |
| 
 | |
| // GLFW doesn't provide a portable sleep function
 | |
| void ImGui_ImplGlfw_Sleep(int milliseconds)
 | |
| {
 | |
| #ifdef _WIN32
 | |
|     ::Sleep(milliseconds);
 | |
| #else
 | |
|     usleep(milliseconds * 1000);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
 | |
| static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
 | |
| {
 | |
|     ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
 | |
|     double canvas_width, canvas_height;
 | |
|     emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
 | |
|     glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
 | |
|     return true;
 | |
| }
 | |
| 
 | |
| static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data)
 | |
| {
 | |
|     ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
 | |
|     double canvas_width, canvas_height;
 | |
|     emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
 | |
|     glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
 | |
|     return true;
 | |
| }
 | |
| 
 | |
| // 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query.
 | |
| // STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID.
 | |
| void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector)
 | |
| {
 | |
|     IM_ASSERT(canvas_selector != nullptr);
 | |
|     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
 | |
|     IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
 | |
| 
 | |
|     bd->CanvasSelector = canvas_selector;
 | |
|     emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);
 | |
|     emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback);
 | |
| 
 | |
|     // Change the size of the GLFW window according to the size of the canvas
 | |
|     ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd);
 | |
| 
 | |
|     // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
 | |
|     // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
 | |
|     // FIXME: May break chaining in case user registered their own Emscripten callback?
 | |
|     emscripten_set_wheel_callback(bd->CanvasSelector, bd, false, ImGui_ImplEmscripten_WheelCallback);
 | |
| }
 | |
| #elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)
 | |
| // When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call
 | |
| // by invoking emscripten_glfw_make_canvas_resizable afterward.
 | |
| // See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation
 | |
| void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector)
 | |
| {
 | |
|   GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector));
 | |
|   IM_ASSERT(window == w); // Sanity check
 | |
|   IM_UNUSED(w);
 | |
|   emscripten_glfw_make_canvas_resizable(window, "window", nullptr);
 | |
| }
 | |
| #endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
 | |
| 
 | |
| // GLFW helper to create a WebGPU surface, used only in WGPU-Native. DAWN-Native already has a built-in function
 | |
| // At current date (jun/2025) there is no "official" support in GLFW to create a surface for WebGPU backend
 | |
| // This stub uses "low level" GLFW calls to acquire information from a specific Window Manager.
 | |
| // Currently supported platforms: Windows / Linux (X11 and Wayland) / MacOS. Not necessary/available with EMSCRIPTEN
 | |
| // MacOS specific: need to compile with "-x objective-c++" flags
 | |
| // (e.g. using cmake: set_source_files_properties(${IMGUI_DIR}/backends/imgui_impl_glfw.cpp PROPERTIES COMPILE_FLAGS "-x objective-c++") )
 | |
| #if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) && !defined(__EMSCRIPTEN__)
 | |
| WGPUSurface ImGui_ImplGLFW_CreateWGPUSurface(WGPUInstance instance, GLFWwindow* window)
 | |
| {
 | |
|     WGPUSurfaceDescriptor surfaceDescriptor = {};
 | |
|     WGPUChainedStruct chainedStruct = {};
 | |
|     WGPUSurface surface = {};
 | |
| 
 | |
| #if defined(GLFW_EXPOSE_NATIVE_COCOA)
 | |
|     {
 | |
|         id metal_layer = NULL;
 | |
|         NSWindow* ns_window = glfwGetCocoaWindow(window);
 | |
|         [ns_window.contentView setWantsLayer:YES];
 | |
|         metal_layer = [CAMetalLayer layer];
 | |
|         [ns_window.contentView setLayer:metal_layer];
 | |
|         chainedStruct.sType = WGPUSType_SurfaceSourceMetalLayer;
 | |
|         WGPUSurfaceSourceMetalLayer surfaceMetal = {};
 | |
|         surfaceMetal.chain = chainedStruct;
 | |
|         surfaceMetal.layer = metal_layer;
 | |
|         surfaceDescriptor.nextInChain = &surfaceMetal.chain;
 | |
|         surface = wgpuInstanceCreateSurface(instance, &surfaceDescriptor);
 | |
|     }
 | |
| #elif defined(GLFW_EXPOSE_NATIVE_WAYLAND) && defined(GLFW_EXPOSE_NATIVE_X11)
 | |
|     if (glfwGetPlatform() == GLFW_PLATFORM_X11)
 | |
|     {
 | |
|         Display* x11_display = glfwGetX11Display();
 | |
|         Window x11_window = glfwGetX11Window(window);
 | |
|         chainedStruct.sType = WGPUSType_SurfaceSourceXlibWindow;
 | |
|         WGPUSurfaceSourceXlibWindow surfaceXlib = {};
 | |
|         surfaceXlib.chain = chainedStruct;
 | |
|         surfaceXlib.display = x11_display;
 | |
|         surfaceXlib.window = x11_window;
 | |
|         surfaceDescriptor.nextInChain = &surfaceXlib.chain;
 | |
|         surface = wgpuInstanceCreateSurface(instance, &surfaceDescriptor);
 | |
|     }
 | |
|     if (glfwGetPlatform() == GLFW_PLATFORM_WAYLAND)
 | |
|     {
 | |
|         struct wl_display* wayland_display = glfwGetWaylandDisplay();
 | |
|         struct wl_surface* wayland_surface = glfwGetWaylandWindow(window);
 | |
|         chainedStruct.sType = WGPUSType_SurfaceSourceWaylandSurface;
 | |
|         WGPUSurfaceSourceWaylandSurface surfaceWayland = {};
 | |
|         surfaceWayland.chain = chainedStruct;
 | |
|         surfaceWayland.display = wayland_display;
 | |
|         surfaceWayland.surface = wayland_surface;
 | |
|         surfaceDescriptor.nextInChain = &surfaceWayland.chain;
 | |
|         surface = wgpuInstanceCreateSurface(instance, &surfaceDescriptor);
 | |
|     }
 | |
| #elif defined(GLFW_EXPOSE_NATIVE_WIN32)
 | |
|     {
 | |
|         HWND hwnd = glfwGetWin32Window(window);
 | |
|         HINSTANCE hinstance = ::GetModuleHandle(NULL);
 | |
|         chainedStruct.sType = WGPUSType_SurfaceSourceWindowsHWND;
 | |
|         WGPUSurfaceSourceWindowsHWND surfaceHWND = {};
 | |
|         surfaceHWND.chain = chainedStruct;
 | |
|         surfaceHWND.hinstance = hinstance;
 | |
|         surfaceHWND.hwnd = hwnd;
 | |
|         surfaceDescriptor.nextInChain = &surfaceHWND.chain;
 | |
|         surface = wgpuInstanceCreateSurface(instance, &surfaceDescriptor);
 | |
|     }
 | |
| #elif
 | |
| #error "Unsupported GLFW+WebGPU native platform"
 | |
| #endif
 | |
|     return surface;
 | |
| }
 | |
| #endif // defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) && !defined(__EMSCRIPTEN__)
 | |
| 
 | |
| //-----------------------------------------------------------------------------
 | |
| 
 | |
| #if defined(__clang__)
 | |
| #pragma clang diagnostic pop
 | |
| #endif
 | |
| 
 | |
| #endif // #ifndef IMGUI_DISABLE
 |