mirror of
https://github.com/wolfpld/tracy.git
synced 2025-03-20 07:40:02 +08:00
Update ImGui to 1.87 + docking.
This commit is contained in:
+357
-188
@@ -5,9 +5,9 @@
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [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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// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// Issues:
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@@ -20,7 +20,15 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after iniitializing 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[].
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// 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.
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// 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().
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 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.
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// 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().
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// 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().
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// 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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@@ -49,6 +57,16 @@
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#include "imgui.h"
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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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#if __has_warning("-Wzero-as-null-pointer-constant")
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#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
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#endif
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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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@@ -75,6 +93,8 @@
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#else
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#define GLFW_HAS_MOUSE_PASSTHROUGH (0)
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#endif
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#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetGamepadState() new api
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#define GLFW_HAS_GET_KEY_NAME (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwGetKeyName()
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// GLFW data
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enum GlfwClientApi
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@@ -90,14 +110,15 @@ struct ImGui_ImplGlfw_Data
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GlfwClientApi ClientApi;
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double Time;
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GLFWwindow* MouseWindow;
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bool MouseJustPressed[ImGuiMouseButton_COUNT];
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GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
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GLFWwindow* KeyOwnerWindows[512];
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ImVec2 LastValidMousePos;
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GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST];
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bool InstalledCallbacks;
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bool WantUpdateMonitors;
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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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@@ -136,14 +157,139 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
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glfwSetClipboardString((GLFWwindow*)user_data, text);
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}
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static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
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{
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switch (key)
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{
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case GLFW_KEY_TAB: return ImGuiKey_Tab;
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case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
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case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
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case GLFW_KEY_UP: return ImGuiKey_UpArrow;
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case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
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case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
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case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
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case GLFW_KEY_HOME: return ImGuiKey_Home;
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case GLFW_KEY_END: return ImGuiKey_End;
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case GLFW_KEY_INSERT: return ImGuiKey_Insert;
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case GLFW_KEY_DELETE: return ImGuiKey_Delete;
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case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
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case GLFW_KEY_SPACE: return ImGuiKey_Space;
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case GLFW_KEY_ENTER: return ImGuiKey_Enter;
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case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
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case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
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case GLFW_KEY_COMMA: return ImGuiKey_Comma;
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case GLFW_KEY_MINUS: return ImGuiKey_Minus;
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case GLFW_KEY_PERIOD: return ImGuiKey_Period;
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case GLFW_KEY_SLASH: return ImGuiKey_Slash;
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case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
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case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
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case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
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case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
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case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
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case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
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case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
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case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
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case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
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case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
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case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
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case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
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case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
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case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
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case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
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case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
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case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
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case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
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case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
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case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
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case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
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case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
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case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
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case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
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case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
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case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
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case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
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case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
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case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
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case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
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case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
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case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
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case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
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case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
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case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
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case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
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case GLFW_KEY_MENU: return ImGuiKey_Menu;
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case GLFW_KEY_0: return ImGuiKey_0;
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case GLFW_KEY_1: return ImGuiKey_1;
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case GLFW_KEY_2: return ImGuiKey_2;
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case GLFW_KEY_3: return ImGuiKey_3;
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case GLFW_KEY_4: return ImGuiKey_4;
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case GLFW_KEY_5: return ImGuiKey_5;
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case GLFW_KEY_6: return ImGuiKey_6;
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case GLFW_KEY_7: return ImGuiKey_7;
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case GLFW_KEY_8: return ImGuiKey_8;
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case GLFW_KEY_9: return ImGuiKey_9;
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case GLFW_KEY_A: return ImGuiKey_A;
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case GLFW_KEY_B: return ImGuiKey_B;
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case GLFW_KEY_C: return ImGuiKey_C;
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case GLFW_KEY_D: return ImGuiKey_D;
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case GLFW_KEY_E: return ImGuiKey_E;
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case GLFW_KEY_F: return ImGuiKey_F;
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case GLFW_KEY_G: return ImGuiKey_G;
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case GLFW_KEY_H: return ImGuiKey_H;
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case GLFW_KEY_I: return ImGuiKey_I;
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case GLFW_KEY_J: return ImGuiKey_J;
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case GLFW_KEY_K: return ImGuiKey_K;
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case GLFW_KEY_L: return ImGuiKey_L;
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case GLFW_KEY_M: return ImGuiKey_M;
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case GLFW_KEY_N: return ImGuiKey_N;
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case GLFW_KEY_O: return ImGuiKey_O;
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case GLFW_KEY_P: return ImGuiKey_P;
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case GLFW_KEY_Q: return ImGuiKey_Q;
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case GLFW_KEY_R: return ImGuiKey_R;
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case GLFW_KEY_S: return ImGuiKey_S;
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case GLFW_KEY_T: return ImGuiKey_T;
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case GLFW_KEY_U: return ImGuiKey_U;
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case GLFW_KEY_V: return ImGuiKey_V;
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case GLFW_KEY_W: return ImGuiKey_W;
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case GLFW_KEY_X: return ImGuiKey_X;
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case GLFW_KEY_Y: return ImGuiKey_Y;
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case GLFW_KEY_Z: return ImGuiKey_Z;
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case GLFW_KEY_F1: return ImGuiKey_F1;
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case GLFW_KEY_F2: return ImGuiKey_F2;
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case GLFW_KEY_F3: return ImGuiKey_F3;
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case GLFW_KEY_F4: return ImGuiKey_F4;
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case GLFW_KEY_F5: return ImGuiKey_F5;
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case GLFW_KEY_F6: return ImGuiKey_F6;
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case GLFW_KEY_F7: return ImGuiKey_F7;
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case GLFW_KEY_F8: return ImGuiKey_F8;
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case GLFW_KEY_F9: return ImGuiKey_F9;
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case GLFW_KEY_F10: return ImGuiKey_F10;
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case GLFW_KEY_F11: return ImGuiKey_F11;
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case GLFW_KEY_F12: return ImGuiKey_F12;
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default: return ImGuiKey_None;
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}
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}
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static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.AddKeyEvent(ImGuiKey_ModCtrl, (mods & GLFW_MOD_CONTROL) != 0);
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io.AddKeyEvent(ImGuiKey_ModShift, (mods & GLFW_MOD_SHIFT) != 0);
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io.AddKeyEvent(ImGuiKey_ModAlt, (mods & GLFW_MOD_ALT) != 0);
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io.AddKeyEvent(ImGuiKey_ModSuper, (mods & GLFW_MOD_SUPER) != 0);
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}
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void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)
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bd->PrevUserCallbackMousebutton(window, button, action, mods);
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if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(bd->MouseJustPressed))
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bd->MouseJustPressed[button] = true;
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ImGui_ImplGlfw_UpdateKeyModifiers(mods);
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ImGuiIO& io = ImGui::GetIO();
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if (button >= 0 && button < ImGuiMouseButton_COUNT)
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io.AddMouseButtonEvent(button, action == GLFW_PRESS);
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}
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void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
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@@ -153,40 +299,56 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
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bd->PrevUserCallbackScroll(window, xoffset, yoffset);
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ImGuiIO& io = ImGui::GetIO();
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io.MouseWheelH += (float)xoffset;
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io.MouseWheel += (float)yoffset;
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io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
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}
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void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
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static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
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{
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#if GLFW_HAS_GET_KEY_NAME && !defined(__EMSCRIPTEN__)
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// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
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// (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)
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// See https://github.com/glfw/glfw/issues/1502 for details.
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// Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
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// This won't cover edge cases but this is at least going to cover common cases.
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if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
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return key;
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const char* key_name = glfwGetKeyName(key, scancode);
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if (key_name && key_name[0] != 0 && key_name[1] == 0)
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{
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const char char_names[] = "`-=[]\\,;\'./";
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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 };
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IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
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if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
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else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
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else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
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}
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// if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
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#else
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IM_UNUSED(scancode);
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#endif
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return key;
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}
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void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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if (bd->PrevUserCallbackKey != NULL && window == bd->Window)
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bd->PrevUserCallbackKey(window, key, scancode, action, mods);
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bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
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|
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if (action != GLFW_PRESS && action != GLFW_RELEASE)
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return;
|
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ImGui_ImplGlfw_UpdateKeyModifiers(mods);
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if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows))
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bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : NULL;
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keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
|
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|
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ImGuiIO& io = ImGui::GetIO();
|
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if (key >= 0 && key < IM_ARRAYSIZE(io.KeysDown))
|
||||
{
|
||||
if (action == GLFW_PRESS)
|
||||
{
|
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io.KeysDown[key] = true;
|
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bd->KeyOwnerWindows[key] = window;
|
||||
}
|
||||
if (action == GLFW_RELEASE)
|
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{
|
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io.KeysDown[key] = false;
|
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bd->KeyOwnerWindows[key] = NULL;
|
||||
}
|
||||
}
|
||||
|
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// Modifiers are not reliable across systems
|
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io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
|
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io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
|
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io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
|
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#ifdef _WIN32
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io.KeySuper = false;
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#else
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io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
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#endif
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ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
|
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io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
|
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io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
|
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@@ -199,16 +361,44 @@ void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
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io.AddFocusEvent(focused != 0);
|
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}
|
||||
|
||||
void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackCursorPos != NULL && window == bd->Window)
|
||||
bd->PrevUserCallbackCursorPos(window, x, y);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
int window_x, window_y;
|
||||
glfwGetWindowPos(window, &window_x, &window_y);
|
||||
x += window_x;
|
||||
y += window_y;
|
||||
}
|
||||
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();
|
||||
if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)
|
||||
bd->PrevUserCallbackCursorEnter(window, entered);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (entered)
|
||||
{
|
||||
bd->MouseWindow = window;
|
||||
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 = NULL;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
|
||||
@@ -227,6 +417,48 @@ void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
|
||||
bd->WantUpdateMonitors = true;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
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();
|
||||
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 = NULL;
|
||||
bd->PrevUserCallbackCursorEnter = NULL;
|
||||
bd->PrevUserCallbackCursorPos = NULL;
|
||||
bd->PrevUserCallbackMousebutton = NULL;
|
||||
bd->PrevUserCallbackScroll = NULL;
|
||||
bd->PrevUserCallbackKey = NULL;
|
||||
bd->PrevUserCallbackChar = NULL;
|
||||
bd->PrevUserCallbackMonitor = NULL;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
@@ -240,37 +472,13 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
|
||||
#endif
|
||||
|
||||
bd->Window = window;
|
||||
bd->Time = 0.0;
|
||||
bd->WantUpdateMonitors = true;
|
||||
|
||||
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
|
||||
io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
|
||||
io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
|
||||
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
|
||||
io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
|
||||
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
|
||||
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
|
||||
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
|
||||
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
|
||||
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
|
||||
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
|
||||
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
|
||||
|
||||
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
|
||||
io.ClipboardUserData = bd->Window;
|
||||
@@ -299,24 +507,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
glfwSetErrorCallback(prev_error_callback);
|
||||
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
bd->PrevUserCallbackWindowFocus = NULL;
|
||||
bd->PrevUserCallbackCursorEnter = NULL;
|
||||
bd->PrevUserCallbackMousebutton = NULL;
|
||||
bd->PrevUserCallbackScroll = NULL;
|
||||
bd->PrevUserCallbackKey = NULL;
|
||||
bd->PrevUserCallbackChar = NULL;
|
||||
bd->PrevUserCallbackMonitor = NULL;
|
||||
if (install_callbacks)
|
||||
{
|
||||
bd->InstalledCallbacks = true;
|
||||
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
|
||||
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
|
||||
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);
|
||||
}
|
||||
ImGui_ImplGlfw_InstallCallbacks(window);
|
||||
|
||||
// Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
|
||||
ImGui_ImplGlfw_UpdateMonitors();
|
||||
@@ -359,15 +551,7 @@ void ImGui_ImplGlfw_Shutdown()
|
||||
ImGui_ImplGlfw_ShutdownPlatformInterface();
|
||||
|
||||
if (bd->InstalledCallbacks)
|
||||
{
|
||||
glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus);
|
||||
glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter);
|
||||
glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton);
|
||||
glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll);
|
||||
glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey);
|
||||
glfwSetCharCallback(bd->Window, bd->PrevUserCallbackChar);
|
||||
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
|
||||
}
|
||||
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
|
||||
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
|
||||
@@ -377,72 +561,59 @@ void ImGui_ImplGlfw_Shutdown()
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
|
||||
static void ImGui_ImplGlfw_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGuiID mouse_viewport_id = 0;
|
||||
const ImVec2 mouse_pos_prev = io.MousePos;
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
io.MouseHoveredViewport = 0;
|
||||
|
||||
// Update mouse buttons
|
||||
// (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)
|
||||
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
|
||||
{
|
||||
io.MouseDown[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Window, i) != 0;
|
||||
bd->MouseJustPressed[i] = false;
|
||||
}
|
||||
|
||||
for (int n = 0; n < platform_io.Viewports.Size; n++)
|
||||
{
|
||||
ImGuiViewport* viewport = platform_io.Viewports[n];
|
||||
GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
const bool focused = true;
|
||||
const bool is_window_focused = true;
|
||||
#else
|
||||
const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
|
||||
const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
|
||||
#endif
|
||||
GLFWwindow* mouse_window = (bd->MouseWindow == window || focused) ? window : NULL;
|
||||
|
||||
// Update mouse buttons
|
||||
if (focused)
|
||||
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
|
||||
io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
|
||||
|
||||
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
// (When multi-viewports are enabled, all Dear ImGui positions are same as OS positions)
|
||||
if (io.WantSetMousePos && focused)
|
||||
glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
|
||||
|
||||
// Set Dear ImGui mouse position from OS position
|
||||
if (mouse_window != NULL)
|
||||
if (is_window_focused)
|
||||
{
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y);
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
// When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
|
||||
if (io.WantSetMousePos)
|
||||
glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
|
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
|
||||
if (bd->MouseWindow == NULL)
|
||||
{
|
||||
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
|
||||
int window_x, window_y;
|
||||
glfwGetWindowPos(window, &window_x, &window_y);
|
||||
io.MousePos = ImVec2((float)mouse_x + window_x, (float)mouse_y + window_y);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
|
||||
int window_x, window_y;
|
||||
glfwGetWindowPos(window, &window_x, &window_y);
|
||||
mouse_x += window_x;
|
||||
mouse_y += window_y;
|
||||
}
|
||||
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
||||
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
|
||||
}
|
||||
}
|
||||
|
||||
// (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
|
||||
// Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because
|
||||
// - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
|
||||
// - This is _regardless_ of whether another viewport is focused or being dragged from.
|
||||
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, imgui will ignore this field and infer the information by relying on the
|
||||
// rectangles and last focused time of every viewports it knows about. It will be unaware of other windows that may be sitting between or over your windows.
|
||||
// [GLFW] FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
|
||||
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
|
||||
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
|
||||
// - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag.
|
||||
// - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.
|
||||
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
|
||||
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
|
||||
// by the backend, and use its flawed heuristic to guess the viewport behind.
|
||||
// - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
|
||||
// FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
|
||||
// See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
|
||||
#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
|
||||
const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
|
||||
@@ -450,9 +621,14 @@ static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
|
||||
glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
|
||||
#endif
|
||||
if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input)
|
||||
io.MouseHoveredViewport = viewport->ID;
|
||||
mouse_viewport_id = viewport->ID;
|
||||
#else
|
||||
// We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse.
|
||||
#endif
|
||||
}
|
||||
|
||||
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
|
||||
io.AddMouseViewportEvent(mouse_viewport_id);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMouseCursor()
|
||||
@@ -482,41 +658,57 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
|
||||
}
|
||||
}
|
||||
|
||||
// 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();
|
||||
memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
|
||||
// Update gamepad inputs
|
||||
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
|
||||
#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; }
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
#if GLFW_HAS_GAMEPAD_API
|
||||
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);
|
||||
MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
|
||||
MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
|
||||
MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
|
||||
MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
|
||||
MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
|
||||
MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
|
||||
MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
|
||||
MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
|
||||
MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
|
||||
MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
|
||||
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_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
|
||||
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
|
||||
if (axes_count > 0 && buttons_count > 0)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
else
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMonitors()
|
||||
@@ -567,7 +759,7 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
|
||||
if (bd->WantUpdateMonitors)
|
||||
ImGui_ImplGlfw_UpdateMonitors();
|
||||
|
||||
@@ -576,7 +768,7 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
ImGui_ImplGlfw_UpdateMousePosAndButtons();
|
||||
ImGui_ImplGlfw_UpdateMouseData();
|
||||
ImGui_ImplGlfw_UpdateMouseCursor();
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
@@ -672,6 +864,7 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
|
||||
// Install GLFW callbacks for secondary viewports
|
||||
glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback);
|
||||
glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback);
|
||||
glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback);
|
||||
glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback);
|
||||
glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback);
|
||||
glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback);
|
||||
@@ -720,7 +913,7 @@ static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPAR
|
||||
{
|
||||
if (msg == WM_NCHITTEST)
|
||||
{
|
||||
// Let mouse pass-through the window. This will allow the backend to set io.MouseHoveredViewport properly (which is OPTIONAL).
|
||||
// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL).
|
||||
// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
|
||||
// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
|
||||
// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
|
||||
@@ -867,31 +1060,6 @@ static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
}
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// IME (Input Method Editor) basic support for e.g. Asian language users
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
// We provide a Win32 implementation because this is such a common issue for IME users
|
||||
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
|
||||
#define HAS_WIN32_IME 1
|
||||
#include <imm.h>
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "imm32")
|
||||
#endif
|
||||
static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
|
||||
{
|
||||
COMPOSITIONFORM cf = { CFS_FORCE_POSITION, { (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) }, { 0, 0, 0, 0 } };
|
||||
if (HWND hwnd = (HWND)viewport->PlatformHandleRaw)
|
||||
if (HIMC himc = ::ImmGetContext(hwnd))
|
||||
{
|
||||
::ImmSetCompositionWindow(himc, &cf);
|
||||
::ImmReleaseContext(hwnd, himc);
|
||||
}
|
||||
}
|
||||
#else
|
||||
#define HAS_WIN32_IME 0
|
||||
#endif
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
@@ -946,9 +1114,6 @@ static void ImGui_ImplGlfw_InitPlatformInterface()
|
||||
#if GLFW_HAS_VULKAN
|
||||
platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
|
||||
#endif
|
||||
#if HAS_WIN32_IME
|
||||
platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
|
||||
#endif
|
||||
|
||||
// Register main window handle (which is owned by the main application, not by us)
|
||||
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
|
||||
@@ -964,3 +1129,7 @@ static void ImGui_ImplGlfw_ShutdownPlatformInterface()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
@@ -1,12 +1,13 @@
|
||||
// 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+ for full feature support.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
|
||||
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
|
||||
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
|
||||
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// Issues:
|
||||
@@ -33,11 +34,16 @@ IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool ins
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
|
||||
|
||||
// GLFW callbacks
|
||||
// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
|
||||
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered);
|
||||
// GLFW callbacks (installer)
|
||||
// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
|
||||
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
|
||||
|
||||
// GLFW callbacks (individual callbacks to call if you didn't install callbacks)
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
|
||||
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
|
||||
// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
|
||||
@@ -98,9 +98,23 @@
|
||||
#include <stdint.h> // intptr_t
|
||||
#endif
|
||||
|
||||
// Clang warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#if __has_warning("-Wzero-as-null-pointer-constant")
|
||||
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// GL includes
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#include <GLES2/gl2.h>
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
|
||||
#include <OpenGLES/ES2/gl.h> // Use GL ES 2
|
||||
#else
|
||||
#include <GLES2/gl2.h> // Use GL ES 2
|
||||
#endif
|
||||
#if defined(__EMSCRIPTEN__)
|
||||
#ifndef GL_GLEXT_PROTOTYPES
|
||||
#define GL_GLEXT_PROTOTYPES
|
||||
@@ -475,7 +489,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
continue;
|
||||
|
||||
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
|
||||
glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
|
||||
glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
|
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
|
||||
@@ -830,3 +844,7 @@ static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user