aboutsummaryrefslogtreecommitdiffstats
path: root/3rdparty/imgui/examples/imgui_impl_glfw.cpp
blob: 753909ed2033f49bcfe2ecf674dfa8c45fa5ee6f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
// dear imgui: Platform Binding for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)

// Implemented features:
//  [X] Platform: Clipboard support.
//  [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).

// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
//  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
//  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
//  2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
//  2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
//  2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
//  2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
//  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
//  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
//  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.

#include "imgui.h"
#include "imgui_impl_glfw.h"

// GLFW
#include <GLFW/glfw3.h>
#ifdef _WIN32
#undef APIENTRY
#define GLFW_EXPOSE_NATIVE_WIN32
#include <GLFW/glfw3native.h>   // for glfwGetWin32Window
#endif
#define GLFW_HAS_WINDOW_TOPMOST     (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
#define GLFW_HAS_WINDOW_HOVERED     (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
#define GLFW_HAS_WINDOW_ALPHA       (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
#define GLFW_HAS_PER_MONITOR_DPI    (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
#define GLFW_HAS_VULKAN             (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface

// Data
enum GlfwClientApi
{
    GlfwClientApi_Unknown,
    GlfwClientApi_OpenGL,
    GlfwClientApi_Vulkan
};
static GLFWwindow*      g_Window = NULL;
static GlfwClientApi    g_ClientApi = GlfwClientApi_Unknown;
static double           g_Time = 0.0;
static bool             g_MouseJustPressed[5] = { false, false, false, false, false };
static GLFWcursor*      g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };

static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
{
    return glfwGetClipboardString((GLFWwindow*)user_data);
}

static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
{
    glfwSetClipboardString((GLFWwindow*)user_data, text);
}

void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
{
    if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
        g_MouseJustPressed[button] = true;
}

void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
{
    ImGuiIO& io = ImGui::GetIO();
    io.MouseWheelH += (float)xoffset;
    io.MouseWheel += (float)yoffset;
}

void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
{
    ImGuiIO& io = ImGui::GetIO();
    if (action == GLFW_PRESS)
        io.KeysDown[key] = true;
    if (action == GLFW_RELEASE)
        io.KeysDown[key] = false;

    (void)mods; // Modifiers are not reliable across systems
    io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
    io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
    io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
    io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
}

void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
{
    ImGuiIO& io = ImGui::GetIO();
    if (c > 0 && c < 0x10000)
        io.AddInputCharacter((unsigned short)c);
}

void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
{
    glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
    glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
    glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
    glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
}

static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
{
    g_Window = window;
    g_Time = 0.0;

    // Setup back-end capabilities flags
    ImGuiIO& io = ImGui::GetIO();
    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional)
    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)

    // Keyboard mapping. 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_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 = g_Window;
#if defined(_WIN32)
    io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
#endif

    g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
    g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
    g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);   // FIXME: GLFW doesn't have this.
    g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
    g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
    g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);  // FIXME: GLFW doesn't have this.
    g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);  // FIXME: GLFW doesn't have this.
    g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
    
    if (install_callbacks)
        ImGui_ImplGlfw_InstallCallbacks(window);

    g_ClientApi = client_api;
    return true;
}

bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
{
    return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
}

bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
{
    return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
}

void ImGui_ImplGlfw_Shutdown()
{
    for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
    {
        glfwDestroyCursor(g_MouseCursors[cursor_n]);
        g_MouseCursors[cursor_n] = NULL;
    }
    g_ClientApi = GlfwClientApi_Unknown;
}

static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
{
    // Update buttons
    ImGuiIO& io = ImGui::GetIO();
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
    {
        // 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.
        io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
        g_MouseJustPressed[i] = false;
    }

    // Update mouse position
    const ImVec2 mouse_pos_backup = io.MousePos;
    io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
#ifdef __EMSCRIPTEN__
    const bool focused = true; // Emscripten
#else
    const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0;
#endif
    if (focused)
    {
        if (io.WantSetMousePos)
        {
            glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y);
        }
        else
        {
            double mouse_x, mouse_y;
            glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
            io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
        }
    }
}

static void ImGui_ImplGlfw_UpdateMouseCursor()
{
    ImGuiIO& io = ImGui::GetIO();
    if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
        return;

    ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
    if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
    {
        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
        glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
    }
    else
    {
        // Show OS mouse cursor
        // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
        glfwSetCursor(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
        glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
    }
}

void ImGui_ImplGlfw_NewFrame()
{
    ImGuiIO& io = ImGui::GetIO();
    IM_ASSERT(io.Fonts->IsBuilt());     // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() 

    // Setup display size
    int w, h;
    int display_w, display_h;
    glfwGetWindowSize(g_Window, &w, &h);
    glfwGetFramebufferSize(g_Window, &display_w, &display_h);
    io.DisplaySize = ImVec2((float)w, (float)h);
    io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);

    // Setup time step
    double current_time = glfwGetTime();
    io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
    g_Time = current_time;

    ImGui_ImplGlfw_UpdateMousePosAndButtons();
    ImGui_ImplGlfw_UpdateMouseCursor();

    // Gamepad navigation mapping [BETA]
    memset(io.NavInputs, 0, sizeof(io.NavInputs));
    if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
    {
        // 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; }
        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);
        #undef MAP_BUTTON
        #undef MAP_ANALOG
        if (axes_count > 0 && buttons_count > 0)
            io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
        else
            io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
    }
}