1 | // dear imgui: Platform Binding for GLFW
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2 | // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
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3 | // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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4 | // (Requires: GLFW 3.1+)
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5 |
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6 | // Implemented features:
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7 | // [X] Platform: Clipboard support.
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8 | // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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9 | // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
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10 | // [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
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11 |
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12 | // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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13 | // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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14 | // https://github.com/ocornut/imgui
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15 |
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16 | // CHANGELOG
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17 | // (minor and older changes stripped away, please see git history for details)
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18 | // 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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19 | // 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
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20 | // 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
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21 | // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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22 | // 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
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23 | // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
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24 | // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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25 | // 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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26 | // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
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27 | // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
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28 | // 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
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29 | // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
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30 | // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
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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.
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32 | // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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33 | // 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
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34 | // 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
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35 | // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
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36 | // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
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37 | // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
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38 | // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
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39 |
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40 | #include "imgui.h"
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41 | #include "imgui_impl_glfw.h"
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42 |
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43 | // GLFW
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44 | #include <GLFW/glfw3.h>
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45 | #ifdef _WIN32
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46 | #undef APIENTRY
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47 | #define GLFW_EXPOSE_NATIVE_WIN32
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48 | #include <GLFW/glfw3native.h> // for glfwGetWin32Window
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49 | #endif
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50 | #define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
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51 | #define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
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52 | #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
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53 | #define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
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54 | #define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
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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?
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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
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57 | #else
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58 | #define GLFW_HAS_NEW_CURSORS (0)
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59 | #endif
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60 |
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61 | // Data
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62 | enum GlfwClientApi
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63 | {
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64 | GlfwClientApi_Unknown,
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65 | GlfwClientApi_OpenGL,
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66 | GlfwClientApi_Vulkan
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67 | };
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68 | static GLFWwindow* g_Window = NULL; // Main window
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69 | static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
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70 | static double g_Time = 0.0;
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71 | static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
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72 | static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
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73 | static bool g_InstalledCallbacks = false;
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74 |
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75 | // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
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76 | static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
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77 | static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
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78 | static GLFWkeyfun g_PrevUserCallbackKey = NULL;
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79 | static GLFWcharfun g_PrevUserCallbackChar = NULL;
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80 |
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81 | static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
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82 | {
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83 | return glfwGetClipboardString((GLFWwindow*)user_data);
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84 | }
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85 |
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86 | static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
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87 | {
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88 | glfwSetClipboardString((GLFWwindow*)user_data, text);
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89 | }
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90 |
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91 | void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
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92 | {
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93 | if (g_PrevUserCallbackMousebutton != NULL)
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94 | g_PrevUserCallbackMousebutton(window, button, action, mods);
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95 |
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96 | if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
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97 | g_MouseJustPressed[button] = true;
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98 | }
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99 |
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100 | void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
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101 | {
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102 | if (g_PrevUserCallbackScroll != NULL)
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103 | g_PrevUserCallbackScroll(window, xoffset, yoffset);
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104 |
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105 | ImGuiIO& io = ImGui::GetIO();
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106 | io.MouseWheelH += (float)xoffset;
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107 | io.MouseWheel += (float)yoffset;
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108 | }
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109 |
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110 | void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
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111 | {
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112 | if (g_PrevUserCallbackKey != NULL)
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113 | g_PrevUserCallbackKey(window, key, scancode, action, mods);
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114 |
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115 | ImGuiIO& io = ImGui::GetIO();
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116 | if (action == GLFW_PRESS)
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117 | io.KeysDown[key] = true;
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118 | if (action == GLFW_RELEASE)
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119 | io.KeysDown[key] = false;
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120 |
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121 | // Modifiers are not reliable across systems
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122 | io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
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123 | io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
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124 | io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
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125 | #ifdef _WIN32
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126 | io.KeySuper = false;
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127 | #else
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128 | io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
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129 | #endif
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130 | }
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131 |
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132 | void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
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133 | {
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134 | if (g_PrevUserCallbackChar != NULL)
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135 | g_PrevUserCallbackChar(window, c);
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136 |
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137 | ImGuiIO& io = ImGui::GetIO();
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138 | io.AddInputCharacter(c);
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139 | }
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140 |
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141 | static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
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142 | {
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143 | g_Window = window;
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144 | g_Time = 0.0;
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145 |
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146 | // Setup back-end capabilities flags
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147 | ImGuiIO& io = ImGui::GetIO();
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148 | io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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149 | io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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150 | io.BackendPlatformName = "imgui_impl_glfw";
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151 |
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152 | // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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153 | io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
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154 | io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
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155 | io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
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156 | io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
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157 | io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
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158 | io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
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159 | io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
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160 | io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
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161 | io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
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162 | io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
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163 | io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
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164 | io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
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165 | io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
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166 | io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
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167 | io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
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168 | io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
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169 | io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
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170 | io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
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171 | io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
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172 | io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
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173 | io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
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174 | io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
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175 |
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176 | io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
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177 | io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
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178 | io.ClipboardUserData = g_Window;
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179 | #if defined(_WIN32)
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180 | io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
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181 | #endif
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182 |
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183 | // Create mouse cursors
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184 | // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
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185 | // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
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186 | // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
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187 | GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
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188 | g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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189 | g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
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190 | g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
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191 | g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
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192 | g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
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193 | #if GLFW_HAS_NEW_CURSORS
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194 | g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
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195 | g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
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196 | g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
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197 | g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
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198 | #else
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199 | g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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200 | g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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201 | g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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202 | g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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203 | #endif
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204 | glfwSetErrorCallback(prev_error_callback);
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205 |
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206 | // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
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207 | g_PrevUserCallbackMousebutton = NULL;
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208 | g_PrevUserCallbackScroll = NULL;
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209 | g_PrevUserCallbackKey = NULL;
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210 | g_PrevUserCallbackChar = NULL;
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211 | if (install_callbacks)
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212 | {
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213 | g_InstalledCallbacks = true;
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214 | g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
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215 | g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
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216 | g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
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217 | g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
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218 | }
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219 |
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220 | g_ClientApi = client_api;
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221 | return true;
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222 | }
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223 |
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224 | bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
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225 | {
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226 | return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
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227 | }
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228 |
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229 | bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
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230 | {
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231 | return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
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232 | }
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233 |
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234 | void ImGui_ImplGlfw_Shutdown()
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235 | {
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236 | if (g_InstalledCallbacks)
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237 | {
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238 | glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton);
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239 | glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll);
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240 | glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey);
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241 | glfwSetCharCallback(g_Window, g_PrevUserCallbackChar);
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242 | g_InstalledCallbacks = false;
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243 | }
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244 |
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245 | for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
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246 | {
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247 | glfwDestroyCursor(g_MouseCursors[cursor_n]);
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248 | g_MouseCursors[cursor_n] = NULL;
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249 | }
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250 | g_ClientApi = GlfwClientApi_Unknown;
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251 | }
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252 |
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253 | static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
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254 | {
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255 | // Update buttons
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256 | ImGuiIO& io = ImGui::GetIO();
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257 | for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
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258 | {
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259 | // 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.
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260 | io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
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261 | g_MouseJustPressed[i] = false;
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262 | }
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263 |
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264 | // Update mouse position
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265 | const ImVec2 mouse_pos_backup = io.MousePos;
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266 | io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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267 | #ifdef __EMSCRIPTEN__
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268 | const bool focused = true; // Emscripten
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269 | #else
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270 | const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0;
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271 | #endif
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272 | if (focused)
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273 | {
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274 | if (io.WantSetMousePos)
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275 | {
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276 | glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y);
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277 | }
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278 | else
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279 | {
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280 | double mouse_x, mouse_y;
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281 | glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
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282 | io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
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283 | }
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284 | }
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285 | }
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286 |
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287 | static void ImGui_ImplGlfw_UpdateMouseCursor()
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288 | {
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289 | ImGuiIO& io = ImGui::GetIO();
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290 | if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
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291 | return;
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292 |
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293 | ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
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294 | if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
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295 | {
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296 | // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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297 | glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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298 | }
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299 | else
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300 | {
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301 | // Show OS mouse cursor
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302 | // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
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303 | glfwSetCursor(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
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304 | glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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305 | }
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306 | }
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307 |
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308 | static void ImGui_ImplGlfw_UpdateGamepads()
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309 | {
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310 | ImGuiIO& io = ImGui::GetIO();
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311 | memset(io.NavInputs, 0, sizeof(io.NavInputs));
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312 | if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
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313 | return;
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314 |
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315 | // Update gamepad inputs
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316 | #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
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317 | #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; }
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318 | int axes_count = 0, buttons_count = 0;
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319 | const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
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320 | const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
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321 | MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
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322 | MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
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323 | MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
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324 | MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
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325 | MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
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326 | MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
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327 | MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
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328 | MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
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329 | MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
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330 | MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
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331 | MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
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332 | MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
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333 | MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
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334 | MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
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335 | MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
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336 | MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
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337 | #undef MAP_BUTTON
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338 | #undef MAP_ANALOG
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339 | if (axes_count > 0 && buttons_count > 0)
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340 | io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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341 | else
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342 | io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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343 | }
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344 |
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345 | void ImGui_ImplGlfw_NewFrame()
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346 | {
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347 | ImGuiIO& io = ImGui::GetIO();
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348 | IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
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349 |
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350 | // Setup display size (every frame to accommodate for window resizing)
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351 | int w, h;
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352 | int display_w, display_h;
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353 | glfwGetWindowSize(g_Window, &w, &h);
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354 | glfwGetFramebufferSize(g_Window, &display_w, &display_h);
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355 | io.DisplaySize = ImVec2((float)w, (float)h);
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356 | if (w > 0 && h > 0)
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357 | io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
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358 |
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359 | // Setup time step
|
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360 | double current_time = glfwGetTime();
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361 | io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
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362 | g_Time = current_time;
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363 |
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364 | ImGui_ImplGlfw_UpdateMousePosAndButtons();
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365 | ImGui_ImplGlfw_UpdateMouseCursor();
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366 |
|
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367 | // Update game controllers (if enabled and available)
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368 | ImGui_ImplGlfw_UpdateGamepads();
|
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369 | }
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