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 }