imgui

FORK: Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
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imgui_impl_glfw.cpp (18053B)


      1 // dear imgui: Platform Backend for GLFW
      2 // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
      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' (note: the resizing cursors requires GLFW 3.4+).
     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 examples/ folder for examples of using this.
     13 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
     14 // Read online: https://github.com/ocornut/imgui/tree/master/docs
     15 
     16 // CHANGELOG
     17 // (minor and older changes stripped away, please see git history for details)
     18 //  2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
     19 //  2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
     20 //  2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
     21 //  2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
     22 //  2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
     23 //  2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
     24 //  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
     25 //  2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
     26 //  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
     27 //  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
     28 //  2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
     29 //  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
     30 //  2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
     31 //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
     32 //  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
     33 //  2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
     34 //  2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
     35 //  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
     36 //  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
     37 //  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
     38 //  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
     39 
     40 #include "imgui.h"
     41 #include "imgui_impl_glfw.h"
     42 
     43 // GLFW
     44 #include <GLFW/glfw3.h>
     45 #ifdef _WIN32
     46 #undef APIENTRY
     47 #define GLFW_EXPOSE_NATIVE_WIN32
     48 #include <GLFW/glfw3native.h>   // for glfwGetWin32Window
     49 #endif
     50 #define GLFW_HAS_WINDOW_TOPMOST       (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
     51 #define GLFW_HAS_WINDOW_HOVERED       (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
     52 #define GLFW_HAS_WINDOW_ALPHA         (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
     53 #define GLFW_HAS_PER_MONITOR_DPI      (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
     54 #define GLFW_HAS_VULKAN               (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
     55 #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?
     56 #define GLFW_HAS_NEW_CURSORS          (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
     57 #else
     58 #define GLFW_HAS_NEW_CURSORS          (0)
     59 #endif
     60 
     61 // Data
     62 enum GlfwClientApi
     63 {
     64     GlfwClientApi_Unknown,
     65     GlfwClientApi_OpenGL,
     66     GlfwClientApi_Vulkan
     67 };
     68 static GLFWwindow*          g_Window = NULL;    // Main window
     69 static GlfwClientApi        g_ClientApi = GlfwClientApi_Unknown;
     70 static double               g_Time = 0.0;
     71 static bool                 g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
     72 static GLFWcursor*          g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
     73 static bool                 g_InstalledCallbacks = false;
     74 
     75 // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
     76 static GLFWmousebuttonfun   g_PrevUserCallbackMousebutton = NULL;
     77 static GLFWscrollfun        g_PrevUserCallbackScroll = NULL;
     78 static GLFWkeyfun           g_PrevUserCallbackKey = NULL;
     79 static GLFWcharfun          g_PrevUserCallbackChar = NULL;
     80 
     81 static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
     82 {
     83     return glfwGetClipboardString((GLFWwindow*)user_data);
     84 }
     85 
     86 static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
     87 {
     88     glfwSetClipboardString((GLFWwindow*)user_data, text);
     89 }
     90 
     91 void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
     92 {
     93     if (g_PrevUserCallbackMousebutton != NULL)
     94         g_PrevUserCallbackMousebutton(window, button, action, mods);
     95 
     96     if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
     97         g_MouseJustPressed[button] = true;
     98 }
     99 
    100 void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
    101 {
    102     if (g_PrevUserCallbackScroll != NULL)
    103         g_PrevUserCallbackScroll(window, xoffset, yoffset);
    104 
    105     ImGuiIO& io = ImGui::GetIO();
    106     io.MouseWheelH += (float)xoffset;
    107     io.MouseWheel += (float)yoffset;
    108 }
    109 
    110 void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
    111 {
    112     if (g_PrevUserCallbackKey != NULL)
    113         g_PrevUserCallbackKey(window, key, scancode, action, mods);
    114 
    115     ImGuiIO& io = ImGui::GetIO();
    116     if (key >= 0 && key < IM_ARRAYSIZE(io.KeysDown))
    117     {
    118         if (action == GLFW_PRESS)
    119             io.KeysDown[key] = true;
    120         if (action == GLFW_RELEASE)
    121             io.KeysDown[key] = false;
    122     }
    123 
    124     // Modifiers are not reliable across systems
    125     io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
    126     io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
    127     io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
    128 #ifdef _WIN32
    129     io.KeySuper = false;
    130 #else
    131     io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
    132 #endif
    133 }
    134 
    135 void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
    136 {
    137     if (g_PrevUserCallbackChar != NULL)
    138         g_PrevUserCallbackChar(window, c);
    139 
    140     ImGuiIO& io = ImGui::GetIO();
    141     io.AddInputCharacter(c);
    142 }
    143 
    144 static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
    145 {
    146     g_Window = window;
    147     g_Time = 0.0;
    148 
    149     // Setup backend capabilities flags
    150     ImGuiIO& io = ImGui::GetIO();
    151     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional)
    152     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)
    153     io.BackendPlatformName = "imgui_impl_glfw";
    154 
    155     // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
    156     io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
    157     io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
    158     io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
    159     io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
    160     io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
    161     io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
    162     io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
    163     io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
    164     io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
    165     io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
    166     io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
    167     io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
    168     io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
    169     io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
    170     io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
    171     io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
    172     io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
    173     io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
    174     io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
    175     io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
    176     io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
    177     io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
    178 
    179     io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
    180     io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
    181     io.ClipboardUserData = g_Window;
    182 #if defined(_WIN32)
    183     io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
    184 #endif
    185 
    186     // Create mouse cursors
    187     // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
    188     // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
    189     // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
    190     GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
    191     g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
    192     g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
    193     g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
    194     g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
    195     g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
    196 #if GLFW_HAS_NEW_CURSORS
    197     g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
    198     g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
    199     g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
    200     g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
    201 #else
    202     g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
    203     g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
    204     g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
    205     g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
    206 #endif
    207     glfwSetErrorCallback(prev_error_callback);
    208 
    209     // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
    210     g_PrevUserCallbackMousebutton = NULL;
    211     g_PrevUserCallbackScroll = NULL;
    212     g_PrevUserCallbackKey = NULL;
    213     g_PrevUserCallbackChar = NULL;
    214     if (install_callbacks)
    215     {
    216         g_InstalledCallbacks = true;
    217         g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
    218         g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
    219         g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
    220         g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
    221     }
    222 
    223     g_ClientApi = client_api;
    224     return true;
    225 }
    226 
    227 bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
    228 {
    229     return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
    230 }
    231 
    232 bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
    233 {
    234     return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
    235 }
    236 
    237 bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
    238 {
    239     return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
    240 }
    241 
    242 void ImGui_ImplGlfw_Shutdown()
    243 {
    244     if (g_InstalledCallbacks)
    245     {
    246         glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton);
    247         glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll);
    248         glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey);
    249         glfwSetCharCallback(g_Window, g_PrevUserCallbackChar);
    250         g_InstalledCallbacks = false;
    251     }
    252 
    253     for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
    254     {
    255         glfwDestroyCursor(g_MouseCursors[cursor_n]);
    256         g_MouseCursors[cursor_n] = NULL;
    257     }
    258     g_ClientApi = GlfwClientApi_Unknown;
    259 }
    260 
    261 static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
    262 {
    263     // Update buttons
    264     ImGuiIO& io = ImGui::GetIO();
    265     for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
    266     {
    267         // 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.
    268         io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
    269         g_MouseJustPressed[i] = false;
    270     }
    271 
    272     // Update mouse position
    273     const ImVec2 mouse_pos_backup = io.MousePos;
    274     io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
    275 #ifdef __EMSCRIPTEN__
    276     const bool focused = true; // Emscripten
    277 #else
    278     const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0;
    279 #endif
    280     if (focused)
    281     {
    282         if (io.WantSetMousePos)
    283         {
    284             glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y);
    285         }
    286         else
    287         {
    288             double mouse_x, mouse_y;
    289             glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
    290             io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
    291         }
    292     }
    293 }
    294 
    295 static void ImGui_ImplGlfw_UpdateMouseCursor()
    296 {
    297     ImGuiIO& io = ImGui::GetIO();
    298     if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
    299         return;
    300 
    301     ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
    302     if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
    303     {
    304         // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
    305         glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
    306     }
    307     else
    308     {
    309         // Show OS mouse cursor
    310         // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
    311         glfwSetCursor(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
    312         glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
    313     }
    314 }
    315 
    316 static void ImGui_ImplGlfw_UpdateGamepads()
    317 {
    318     ImGuiIO& io = ImGui::GetIO();
    319     memset(io.NavInputs, 0, sizeof(io.NavInputs));
    320     if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
    321         return;
    322 
    323     // Update gamepad inputs
    324     #define MAP_BUTTON(NAV_NO, BUTTON_NO)       { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
    325     #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; }
    326     int axes_count = 0, buttons_count = 0;
    327     const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
    328     const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
    329     MAP_BUTTON(ImGuiNavInput_Activate,   0);     // Cross / A
    330     MAP_BUTTON(ImGuiNavInput_Cancel,     1);     // Circle / B
    331     MAP_BUTTON(ImGuiNavInput_Menu,       2);     // Square / X
    332     MAP_BUTTON(ImGuiNavInput_Input,      3);     // Triangle / Y
    333     MAP_BUTTON(ImGuiNavInput_DpadLeft,   13);    // D-Pad Left
    334     MAP_BUTTON(ImGuiNavInput_DpadRight,  11);    // D-Pad Right
    335     MAP_BUTTON(ImGuiNavInput_DpadUp,     10);    // D-Pad Up
    336     MAP_BUTTON(ImGuiNavInput_DpadDown,   12);    // D-Pad Down
    337     MAP_BUTTON(ImGuiNavInput_FocusPrev,  4);     // L1 / LB
    338     MAP_BUTTON(ImGuiNavInput_FocusNext,  5);     // R1 / RB
    339     MAP_BUTTON(ImGuiNavInput_TweakSlow,  4);     // L1 / LB
    340     MAP_BUTTON(ImGuiNavInput_TweakFast,  5);     // R1 / RB
    341     MAP_ANALOG(ImGuiNavInput_LStickLeft, 0,  -0.3f,  -0.9f);
    342     MAP_ANALOG(ImGuiNavInput_LStickRight,0,  +0.3f,  +0.9f);
    343     MAP_ANALOG(ImGuiNavInput_LStickUp,   1,  +0.3f,  +0.9f);
    344     MAP_ANALOG(ImGuiNavInput_LStickDown, 1,  -0.3f,  -0.9f);
    345     #undef MAP_BUTTON
    346     #undef MAP_ANALOG
    347     if (axes_count > 0 && buttons_count > 0)
    348         io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
    349     else
    350         io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
    351 }
    352 
    353 void ImGui_ImplGlfw_NewFrame()
    354 {
    355     ImGuiIO& io = ImGui::GetIO();
    356     IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
    357 
    358     // Setup display size (every frame to accommodate for window resizing)
    359     int w, h;
    360     int display_w, display_h;
    361     glfwGetWindowSize(g_Window, &w, &h);
    362     glfwGetFramebufferSize(g_Window, &display_w, &display_h);
    363     io.DisplaySize = ImVec2((float)w, (float)h);
    364     if (w > 0 && h > 0)
    365         io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
    366 
    367     // Setup time step
    368     double current_time = glfwGetTime();
    369     io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
    370     g_Time = current_time;
    371 
    372     ImGui_ImplGlfw_UpdateMousePosAndButtons();
    373     ImGui_ImplGlfw_UpdateMouseCursor();
    374 
    375     // Update game controllers (if enabled and available)
    376     ImGui_ImplGlfw_UpdateGamepads();
    377 }