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// 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' (note: the resizing cursors requires GLFW 3.4+).
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Issues:
// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after iniitializing backend.
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 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().
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 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.
// 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().
// 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().
// 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).
// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
// 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.
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# include "imgui_impl_ax.h"
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# include "cocos2d.h"
# include "renderer/backend/Backend.h"
# include <functional>
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USING_NS_AX ;
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using namespace backend ;
// 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
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// 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
# define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow
# define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
# define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorWorkarea
# define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION * 10 >= 3310) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
# 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?
# 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
# else
# define GLFW_HAS_NEW_CURSORS (0)
# endif
# ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough)
# define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH
# else
# define GLFW_HAS_MOUSE_PASSTHROUGH (0)
# endif
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# define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetGamepadState() new api
# define GLFW_HAS_GET_KEY_NAME (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwGetKeyName()
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// axmol spec data
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constexpr IndexFormat IMGUI_INDEX_FORMAT = sizeof ( ImDrawIdx ) = = 2 ? IndexFormat : : U_SHORT : IndexFormat : : U_INT ;
struct ProgramInfoData
{
Program * program = nullptr ;
// Uniforms location
UniformLocation texture { } ;
UniformLocation projection { } ;
// Vertex attributes location
int position = 0 ;
int uv = 0 ;
int color = 0 ;
VertexLayout layout { } ;
} ;
struct SavedRenderStateData
{
backend : : CullMode cull { } ;
Viewport vp { } ;
ScissorRect scissorRect { } ;
bool scissorTest { } ;
bool depthTest { } ;
} ;
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// end of axmol spec
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// GLFW data
enum GlfwClientApi
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{
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GlfwClientApi_Unknown ,
GlfwClientApi_OpenGL ,
GlfwClientApi_Vulkan
} ;
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struct ImGui_ImplGlfw_Data
{
GLFWwindow * Window ;
GlfwClientApi ClientApi ;
double Time ;
GLFWwindow * MouseWindow ;
GLFWcursor * MouseCursors [ ImGuiMouseCursor_COUNT ] ;
ImVec2 LastValidMousePos ;
GLFWwindow * KeyOwnerWindows [ GLFW_KEY_LAST ] ;
bool InstalledCallbacks ;
bool WantUpdateMonitors ;
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// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
GLFWwindowfocusfun PrevUserCallbackWindowFocus ;
GLFWcursorposfun PrevUserCallbackCursorPos ;
GLFWcursorenterfun PrevUserCallbackCursorEnter ;
GLFWmousebuttonfun PrevUserCallbackMousebutton ;
GLFWscrollfun PrevUserCallbackScroll ;
GLFWkeyfun PrevUserCallbackKey ;
GLFWcharfun PrevUserCallbackChar ;
GLFWmonitorfun PrevUserCallbackMonitor ;
// ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); }
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// axmol spec data
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std : : chrono : : steady_clock : : time_point LastFrameTime { } ;
ImGuiImplCocos2dxLoadFontFun LoadCustomFont = nullptr ;
void * LoadCustomFontUserData = nullptr ;
ProgramInfoData ProgramInfo { } ;
ProgramInfoData ProgramFontInfo { } ;
bool FontDeviceObjectsDirty = false ;
Texture2D * FontTexture = nullptr ;
Mat4 Projection ;
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// std::vector<std::shared_ptr<CallbackCommand>> CallbackCommands{};
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std : : vector < std : : shared_ptr < CustomCommand > > CustomCommands { } ;
Vector < ProgramState * > ProgramStates { } ;
SavedRenderStateData SavedRenderState { } ;
} ;
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
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// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
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// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
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static ImGui_ImplGlfw_Data * ImGui_ImplGlfw_GetBackendData ( )
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{
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return ImGui : : GetCurrentContext ( ) ? ( ImGui_ImplGlfw_Data * ) ImGui : : GetIO ( ) . BackendPlatformUserData : NULL ;
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}
// Forward Declarations
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static void ImGui_ImplGlfw_UpdateMonitors ( ) ;
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static void ImGui_ImplGlfw_InitPlatformInterface ( ) ;
static void ImGui_ImplGlfw_ShutdownPlatformInterface ( ) ;
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// Functions
static const char * ImGui_ImplGlfw_GetClipboardText ( void * user_data )
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{
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return glfwGetClipboardString ( ( GLFWwindow * ) user_data ) ;
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}
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static void ImGui_ImplGlfw_SetClipboardText ( void * user_data , const char * text )
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{
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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 )
{
case GLFW_KEY_TAB : return ImGuiKey_Tab ;
case GLFW_KEY_LEFT : return ImGuiKey_LeftArrow ;
case GLFW_KEY_RIGHT : return ImGuiKey_RightArrow ;
case GLFW_KEY_UP : return ImGuiKey_UpArrow ;
case GLFW_KEY_DOWN : return ImGuiKey_DownArrow ;
case GLFW_KEY_PAGE_UP : return ImGuiKey_PageUp ;
case GLFW_KEY_PAGE_DOWN : return ImGuiKey_PageDown ;
case GLFW_KEY_HOME : return ImGuiKey_Home ;
case GLFW_KEY_END : return ImGuiKey_End ;
case GLFW_KEY_INSERT : return ImGuiKey_Insert ;
case GLFW_KEY_DELETE : return ImGuiKey_Delete ;
case GLFW_KEY_BACKSPACE : return ImGuiKey_Backspace ;
case GLFW_KEY_SPACE : return ImGuiKey_Space ;
case GLFW_KEY_ENTER : return ImGuiKey_Enter ;
case GLFW_KEY_ESCAPE : return ImGuiKey_Escape ;
case GLFW_KEY_APOSTROPHE : return ImGuiKey_Apostrophe ;
case GLFW_KEY_COMMA : return ImGuiKey_Comma ;
case GLFW_KEY_MINUS : return ImGuiKey_Minus ;
case GLFW_KEY_PERIOD : return ImGuiKey_Period ;
case GLFW_KEY_SLASH : return ImGuiKey_Slash ;
case GLFW_KEY_SEMICOLON : return ImGuiKey_Semicolon ;
case GLFW_KEY_EQUAL : return ImGuiKey_Equal ;
case GLFW_KEY_LEFT_BRACKET : return ImGuiKey_LeftBracket ;
case GLFW_KEY_BACKSLASH : return ImGuiKey_Backslash ;
case GLFW_KEY_RIGHT_BRACKET : return ImGuiKey_RightBracket ;
case GLFW_KEY_GRAVE_ACCENT : return ImGuiKey_GraveAccent ;
case GLFW_KEY_CAPS_LOCK : return ImGuiKey_CapsLock ;
case GLFW_KEY_SCROLL_LOCK : return ImGuiKey_ScrollLock ;
case GLFW_KEY_NUM_LOCK : return ImGuiKey_NumLock ;
case GLFW_KEY_PRINT_SCREEN : return ImGuiKey_PrintScreen ;
case GLFW_KEY_PAUSE : return ImGuiKey_Pause ;
case GLFW_KEY_KP_0 : return ImGuiKey_Keypad0 ;
case GLFW_KEY_KP_1 : return ImGuiKey_Keypad1 ;
case GLFW_KEY_KP_2 : return ImGuiKey_Keypad2 ;
case GLFW_KEY_KP_3 : return ImGuiKey_Keypad3 ;
case GLFW_KEY_KP_4 : return ImGuiKey_Keypad4 ;
case GLFW_KEY_KP_5 : return ImGuiKey_Keypad5 ;
case GLFW_KEY_KP_6 : return ImGuiKey_Keypad6 ;
case GLFW_KEY_KP_7 : return ImGuiKey_Keypad7 ;
case GLFW_KEY_KP_8 : return ImGuiKey_Keypad8 ;
case GLFW_KEY_KP_9 : return ImGuiKey_Keypad9 ;
case GLFW_KEY_KP_DECIMAL : return ImGuiKey_KeypadDecimal ;
case GLFW_KEY_KP_DIVIDE : return ImGuiKey_KeypadDivide ;
case GLFW_KEY_KP_MULTIPLY : return ImGuiKey_KeypadMultiply ;
case GLFW_KEY_KP_SUBTRACT : return ImGuiKey_KeypadSubtract ;
case GLFW_KEY_KP_ADD : return ImGuiKey_KeypadAdd ;
case GLFW_KEY_KP_ENTER : return ImGuiKey_KeypadEnter ;
case GLFW_KEY_KP_EQUAL : return ImGuiKey_KeypadEqual ;
case GLFW_KEY_LEFT_SHIFT : return ImGuiKey_LeftShift ;
case GLFW_KEY_LEFT_CONTROL : return ImGuiKey_LeftCtrl ;
case GLFW_KEY_LEFT_ALT : return ImGuiKey_LeftAlt ;
case GLFW_KEY_LEFT_SUPER : return ImGuiKey_LeftSuper ;
case GLFW_KEY_RIGHT_SHIFT : return ImGuiKey_RightShift ;
case GLFW_KEY_RIGHT_CONTROL : return ImGuiKey_RightCtrl ;
case GLFW_KEY_RIGHT_ALT : return ImGuiKey_RightAlt ;
case GLFW_KEY_RIGHT_SUPER : return ImGuiKey_RightSuper ;
case GLFW_KEY_MENU : return ImGuiKey_Menu ;
case GLFW_KEY_0 : return ImGuiKey_0 ;
case GLFW_KEY_1 : return ImGuiKey_1 ;
case GLFW_KEY_2 : return ImGuiKey_2 ;
case GLFW_KEY_3 : return ImGuiKey_3 ;
case GLFW_KEY_4 : return ImGuiKey_4 ;
case GLFW_KEY_5 : return ImGuiKey_5 ;
case GLFW_KEY_6 : return ImGuiKey_6 ;
case GLFW_KEY_7 : return ImGuiKey_7 ;
case GLFW_KEY_8 : return ImGuiKey_8 ;
case GLFW_KEY_9 : return ImGuiKey_9 ;
case GLFW_KEY_A : return ImGuiKey_A ;
case GLFW_KEY_B : return ImGuiKey_B ;
case GLFW_KEY_C : return ImGuiKey_C ;
case GLFW_KEY_D : return ImGuiKey_D ;
case GLFW_KEY_E : return ImGuiKey_E ;
case GLFW_KEY_F : return ImGuiKey_F ;
case GLFW_KEY_G : return ImGuiKey_G ;
case GLFW_KEY_H : return ImGuiKey_H ;
case GLFW_KEY_I : return ImGuiKey_I ;
case GLFW_KEY_J : return ImGuiKey_J ;
case GLFW_KEY_K : return ImGuiKey_K ;
case GLFW_KEY_L : return ImGuiKey_L ;
case GLFW_KEY_M : return ImGuiKey_M ;
case GLFW_KEY_N : return ImGuiKey_N ;
case GLFW_KEY_O : return ImGuiKey_O ;
case GLFW_KEY_P : return ImGuiKey_P ;
case GLFW_KEY_Q : return ImGuiKey_Q ;
case GLFW_KEY_R : return ImGuiKey_R ;
case GLFW_KEY_S : return ImGuiKey_S ;
case GLFW_KEY_T : return ImGuiKey_T ;
case GLFW_KEY_U : return ImGuiKey_U ;
case GLFW_KEY_V : return ImGuiKey_V ;
case GLFW_KEY_W : return ImGuiKey_W ;
case GLFW_KEY_X : return ImGuiKey_X ;
case GLFW_KEY_Y : return ImGuiKey_Y ;
case GLFW_KEY_Z : return ImGuiKey_Z ;
case GLFW_KEY_F1 : return ImGuiKey_F1 ;
case GLFW_KEY_F2 : return ImGuiKey_F2 ;
case GLFW_KEY_F3 : return ImGuiKey_F3 ;
case GLFW_KEY_F4 : return ImGuiKey_F4 ;
case GLFW_KEY_F5 : return ImGuiKey_F5 ;
case GLFW_KEY_F6 : return ImGuiKey_F6 ;
case GLFW_KEY_F7 : return ImGuiKey_F7 ;
case GLFW_KEY_F8 : return ImGuiKey_F8 ;
case GLFW_KEY_F9 : return ImGuiKey_F9 ;
case GLFW_KEY_F10 : return ImGuiKey_F10 ;
case GLFW_KEY_F11 : return ImGuiKey_F11 ;
case GLFW_KEY_F12 : return ImGuiKey_F12 ;
default : return ImGuiKey_None ;
}
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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 ( ) ;
io . AddKeyEvent ( ImGuiKey_ModCtrl , ( mods & GLFW_MOD_CONTROL ) ! = 0 ) ;
io . AddKeyEvent ( ImGuiKey_ModShift , ( mods & GLFW_MOD_SHIFT ) ! = 0 ) ;
io . AddKeyEvent ( ImGuiKey_ModAlt , ( mods & GLFW_MOD_ALT ) ! = 0 ) ;
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 ( ) ;
if ( bd - > PrevUserCallbackMousebutton ! = NULL & & window = = bd - > Window )
bd - > PrevUserCallbackMousebutton ( window , button , action , mods ) ;
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ImGui_ImplGlfw_UpdateKeyModifiers ( mods ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
if ( button > = 0 & & button < ImGuiMouseButton_COUNT )
io . AddMouseButtonEvent ( button , action = = GLFW_PRESS ) ;
}
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void ImGui_ImplGlfw_ScrollCallback ( GLFWwindow * window , double xoffset , double yoffset )
{
ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
if ( bd - > PrevUserCallbackScroll ! = NULL & & window = = bd - > Window )
bd - > PrevUserCallbackScroll ( window , xoffset , yoffset ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
io . AddMouseWheelEvent ( ( float ) xoffset , ( float ) yoffset ) ;
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}
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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__)
// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
// (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)
// See https://github.com/glfw/glfw/issues/1502 for details.
// Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
// This won't cover edge cases but this is at least going to cover common cases.
if ( key > = GLFW_KEY_KP_0 & & key < = GLFW_KEY_KP_EQUAL )
return key ;
const char * key_name = glfwGetKeyName ( key , scancode ) ;
if ( key_name & & key_name [ 0 ] ! = 0 & & key_name [ 1 ] = = 0 )
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{
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const char char_names [ ] = " `-=[] \\ ,; \' ./ " ;
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 } ;
IM_ASSERT ( IM_ARRAYSIZE ( char_names ) = = IM_ARRAYSIZE ( char_keys ) ) ;
if ( key_name [ 0 ] > = ' 0 ' & & key_name [ 0 ] < = ' 9 ' ) { key = GLFW_KEY_0 + ( key_name [ 0 ] - ' 0 ' ) ; }
else if ( key_name [ 0 ] > = ' A ' & & key_name [ 0 ] < = ' Z ' ) { key = GLFW_KEY_A + ( key_name [ 0 ] - ' A ' ) ; }
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);
# else
IM_UNUSED ( scancode ) ;
# endif
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 ( ) ;
if ( bd - > PrevUserCallbackKey ! = NULL & & window = = bd - > Window )
bd - > PrevUserCallbackKey ( window , keycode , scancode , action , mods ) ;
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if ( action ! = GLFW_PRESS & & action ! = GLFW_RELEASE )
return ;
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ImGui_ImplGlfw_UpdateKeyModifiers ( mods ) ;
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if ( keycode > = 0 & & keycode < IM_ARRAYSIZE ( bd - > KeyOwnerWindows ) )
bd - > KeyOwnerWindows [ keycode ] = ( action = = GLFW_PRESS ) ? window : NULL ;
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keycode = ImGui_ImplGlfw_TranslateUntranslatedKey ( keycode , scancode ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey ( keycode ) ;
io . AddKeyEvent ( imgui_key , ( action = = GLFW_PRESS ) ) ;
io . SetKeyEventNativeData ( imgui_key , keycode , scancode ) ; // To support legacy indexing (<1.87 user code)
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}
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void ImGui_ImplGlfw_WindowFocusCallback ( GLFWwindow * window , int focused )
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{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
if ( bd - > PrevUserCallbackWindowFocus ! = NULL & & window = = bd - > Window )
bd - > PrevUserCallbackWindowFocus ( window , focused ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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io . AddFocusEvent ( focused ! = 0 ) ;
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}
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void ImGui_ImplGlfw_CursorPosCallback ( GLFWwindow * window , double x , double y )
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{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
if ( bd - > PrevUserCallbackCursorPos ! = NULL & & window = = bd - > Window )
bd - > PrevUserCallbackCursorPos ( window , x , y ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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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 ) ;
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}
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// 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 )
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{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
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if ( bd - > PrevUserCallbackCursorEnter ! = NULL & & window = = bd - > Window )
bd - > PrevUserCallbackCursorEnter ( window , entered ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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if ( entered )
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{
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bd - > MouseWindow = window ;
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io . AddMousePosEvent ( bd - > LastValidMousePos . x , bd - > LastValidMousePos . y ) ;
}
else if ( ! entered & & bd - > MouseWindow = = window )
{
bd - > LastValidMousePos = io . MousePos ;
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bd - > MouseWindow = NULL ;
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io . AddMousePosEvent ( - FLT_MAX , - FLT_MAX ) ;
}
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}
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void ImGui_ImplGlfw_CharCallback ( GLFWwindow * window , unsigned int c )
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{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
if ( bd - > PrevUserCallbackChar ! = NULL & & window = = bd - > Window )
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bd - > PrevUserCallbackChar ( window , c ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . AddInputCharacter ( c ) ;
}
void ImGui_ImplGlfw_MonitorCallback ( GLFWmonitor * , int )
{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
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bd - > WantUpdateMonitors = true ;
}
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void ImGui_ImplGlfw_InstallCallbacks ( GLFWwindow * window )
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{
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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 ;
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}
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void ImGui_ImplGlfw_RestoreCallbacks ( GLFWwindow * window )
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{
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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 ;
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}
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static bool ImGui_ImplGlfw_Init ( GLFWwindow * window , bool install_callbacks , GlfwClientApi client_api )
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{
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ImGuiIO & io = ImGui : : GetIO ( ) ;
IM_ASSERT ( io . BackendPlatformUserData = = NULL & & " Already initialized a platform backend! " ) ;
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// Setup backend capabilities flags
ImGui_ImplGlfw_Data * bd = IM_NEW ( ImGui_ImplGlfw_Data ) ( ) ;
io . BackendPlatformUserData = ( void * ) bd ;
io . BackendPlatformName = " imgui_impl_glfw " ;
io . BackendFlags | = ImGuiBackendFlags_HasMouseCursors ; // We can honor GetMouseCursor() values (optional)
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 call io.AddMouseViewportEvent() with correct data (optional)
# endif
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bd - > Window = window ;
bd - > Time = 0.0 ;
bd - > WantUpdateMonitors = true ;
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io . SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText ;
io . GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText ;
io . ClipboardUserData = bd - > Window ;
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// Create mouse cursors
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
// Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
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GLFWerrorfun prev_error_callback = glfwSetErrorCallback ( NULL ) ;
bd - > MouseCursors [ ImGuiMouseCursor_Arrow ] = glfwCreateStandardCursor ( GLFW_ARROW_CURSOR ) ;
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bd - > MouseCursors [ ImGuiMouseCursor_TextInput ] = glfwCreateStandardCursor ( GLFW_IBEAM_CURSOR ) ;
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bd - > MouseCursors [ ImGuiMouseCursor_ResizeNS ] = glfwCreateStandardCursor ( GLFW_VRESIZE_CURSOR ) ;
bd - > MouseCursors [ ImGuiMouseCursor_ResizeEW ] = glfwCreateStandardCursor ( GLFW_HRESIZE_CURSOR ) ;
bd - > MouseCursors [ ImGuiMouseCursor_Hand ] = glfwCreateStandardCursor ( GLFW_HAND_CURSOR ) ;
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# if GLFW_HAS_NEW_CURSORS
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bd - > MouseCursors [ ImGuiMouseCursor_ResizeAll ] = glfwCreateStandardCursor ( GLFW_RESIZE_ALL_CURSOR ) ;
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bd - > MouseCursors [ ImGuiMouseCursor_ResizeNESW ] = glfwCreateStandardCursor ( GLFW_RESIZE_NESW_CURSOR ) ;
bd - > MouseCursors [ ImGuiMouseCursor_ResizeNWSE ] = glfwCreateStandardCursor ( GLFW_RESIZE_NWSE_CURSOR ) ;
bd - > MouseCursors [ ImGuiMouseCursor_NotAllowed ] = glfwCreateStandardCursor ( GLFW_NOT_ALLOWED_CURSOR ) ;
# else
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bd - > MouseCursors [ ImGuiMouseCursor_ResizeAll ] = glfwCreateStandardCursor ( GLFW_ARROW_CURSOR ) ;
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bd - > MouseCursors [ ImGuiMouseCursor_ResizeNESW ] = glfwCreateStandardCursor ( GLFW_ARROW_CURSOR ) ;
bd - > MouseCursors [ ImGuiMouseCursor_ResizeNWSE ] = glfwCreateStandardCursor ( GLFW_ARROW_CURSOR ) ;
bd - > MouseCursors [ ImGuiMouseCursor_NotAllowed ] = glfwCreateStandardCursor ( GLFW_ARROW_CURSOR ) ;
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# endif
glfwSetErrorCallback ( prev_error_callback ) ;
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
if ( install_callbacks )
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ImGui_ImplGlfw_InstallCallbacks ( window ) ;
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// Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
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ImGui_ImplGlfw_UpdateMonitors ( ) ;
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glfwSetMonitorCallback ( ImGui_ImplGlfw_MonitorCallback ) ;
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport * main_viewport = ImGui : : GetMainViewport ( ) ;
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main_viewport - > PlatformHandle = ( void * ) bd - > Window ;
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# ifdef _WIN32
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main_viewport - > PlatformHandleRaw = glfwGetWin32Window ( bd - > Window ) ;
# endif
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
ImGui_ImplGlfw_InitPlatformInterface ( ) ;
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bd - > ClientApi = client_api ;
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return true ;
}
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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 ) ;
}
bool ImGui_ImplGlfw_InitForOther ( GLFWwindow * window , bool install_callbacks )
{
return ImGui_ImplGlfw_Init ( window , install_callbacks , GlfwClientApi_Unknown ) ;
}
void ImGui_ImplGlfw_Shutdown ( )
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{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
IM_ASSERT ( bd ! = NULL & & " No platform backend to shutdown, or already shutdown? " ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
ImGui_ImplGlfw_ShutdownPlatformInterface ( ) ;
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if ( bd - > InstalledCallbacks )
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ImGui_ImplGlfw_RestoreCallbacks ( bd - > Window ) ;
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for ( ImGuiMouseCursor cursor_n = 0 ; cursor_n < ImGuiMouseCursor_COUNT ; cursor_n + + )
glfwDestroyCursor ( bd - > MouseCursors [ cursor_n ] ) ;
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io . BackendPlatformName = NULL ;
io . BackendPlatformUserData = NULL ;
IM_DELETE ( bd ) ;
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}
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static void ImGui_ImplGlfw_UpdateMouseData ( )
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{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
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ImGuiPlatformIO & platform_io = ImGui : : GetPlatformIO ( ) ;
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ImGuiID mouse_viewport_id = 0 ;
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const ImVec2 mouse_pos_prev = io . MousePos ;
for ( int n = 0 ; n < platform_io . Viewports . Size ; n + + )
{
ImGuiViewport * viewport = platform_io . Viewports [ n ] ;
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GLFWwindow * window = ( GLFWwindow * ) viewport - > PlatformHandle ;
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# ifdef __EMSCRIPTEN__
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const bool is_window_focused = true ;
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# else
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const bool is_window_focused = glfwGetWindowAttrib ( window , GLFW_FOCUSED ) ! = 0 ;
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# endif
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if ( is_window_focused )
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{
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// (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 )
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{
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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 ) ;
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}
}
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// (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.
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# if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
const bool window_no_input = ( viewport - > Flags & ImGuiViewportFlags_NoInputs ) ! = 0 ;
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# if GLFW_HAS_MOUSE_PASSTHROUGH
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glfwSetWindowAttrib ( window , GLFW_MOUSE_PASSTHROUGH , window_no_input ) ;
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# endif
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if ( glfwGetWindowAttrib ( window , GLFW_HOVERED ) & & ! window_no_input )
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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.
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# endif
}
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if ( io . BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport )
io . AddMouseViewportEvent ( mouse_viewport_id ) ;
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}
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static void ImGui_ImplGlfw_UpdateMouseCursor ( )
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{
ImGuiIO & io = ImGui : : GetIO ( ) ;
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
if ( ( io . ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange ) | | glfwGetInputMode ( bd - > Window , GLFW_CURSOR ) = = GLFW_CURSOR_DISABLED )
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return ;
ImGuiMouseCursor imgui_cursor = ImGui : : GetMouseCursor ( ) ;
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ImGuiPlatformIO & platform_io = ImGui : : GetPlatformIO ( ) ;
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for ( int n = 0 ; n < platform_io . Viewports . Size ; n + + )
{
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GLFWwindow * window = ( GLFWwindow * ) platform_io . Viewports [ n ] - > PlatformHandle ;
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if ( imgui_cursor = = ImGuiMouseCursor_None | | io . MouseDrawCursor )
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
glfwSetInputMode ( window , GLFW_CURSOR , GLFW_CURSOR_HIDDEN ) ;
}
else
{
// Show OS mouse cursor
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// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
glfwSetCursor ( window , bd - > MouseCursors [ imgui_cursor ] ? bd - > MouseCursors [ imgui_cursor ] : bd - > MouseCursors [ ImGuiMouseCursor_Arrow ] ) ;
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glfwSetInputMode ( window , GLFW_CURSOR , GLFW_CURSOR_NORMAL ) ;
}
}
}
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// 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 ( )
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{
ImGuiIO & io = ImGui : : GetIO ( ) ;
if ( ( io . ConfigFlags & ImGuiConfigFlags_NavEnableGamepad ) = = 0 )
return ;
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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
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int axes_count = 0 , buttons_count = 0 ;
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const float * axes = glfwGetJoystickAxes ( GLFW_JOYSTICK_1 , & axes_count ) ;
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const unsigned char * buttons = glfwGetJoystickButtons ( GLFW_JOYSTICK_1 , & buttons_count ) ;
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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
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}
static void ImGui_ImplGlfw_UpdateMonitors ( )
{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
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ImGuiPlatformIO & platform_io = ImGui : : GetPlatformIO ( ) ;
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int monitors_count = 0 ;
GLFWmonitor * * glfw_monitors = glfwGetMonitors ( & monitors_count ) ;
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platform_io . Monitors . resize ( 0 ) ;
for ( int n = 0 ; n < monitors_count ; n + + )
{
ImGuiPlatformMonitor monitor ;
int x , y ;
glfwGetMonitorPos ( glfw_monitors [ n ] , & x , & y ) ;
const GLFWvidmode * vid_mode = glfwGetVideoMode ( glfw_monitors [ n ] ) ;
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monitor . MainPos = monitor . WorkPos = ImVec2 ( ( float ) x , ( float ) y ) ;
monitor . MainSize = monitor . WorkSize = ImVec2 ( ( float ) vid_mode - > width , ( float ) vid_mode - > height ) ;
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# if GLFW_HAS_MONITOR_WORK_AREA
int w , h ;
glfwGetMonitorWorkarea ( glfw_monitors [ n ] , & x , & y , & w , & h ) ;
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if ( w > 0 & & h > 0 ) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761
{
monitor . WorkPos = ImVec2 ( ( float ) x , ( float ) y ) ;
monitor . WorkSize = ImVec2 ( ( float ) w , ( float ) h ) ;
}
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# endif
# if GLFW_HAS_PER_MONITOR_DPI
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// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
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float x_scale , y_scale ;
glfwGetMonitorContentScale ( glfw_monitors [ n ] , & x_scale , & y_scale ) ;
monitor . DpiScale = x_scale ;
# endif
platform_io . Monitors . push_back ( monitor ) ;
}
bd - > WantUpdateMonitors = false ;
}
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void ImGui_ImplGlfw_NewFrame ( )
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{
ImGuiIO & io = ImGui : : GetIO ( ) ;
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
IM_ASSERT ( bd ! = NULL & & " Did you call ImGui_ImplGlfw_InitForXXX()? " ) ;
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// Setup display size (every frame to accommodate for window resizing)
int w , h ;
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int display_w , display_h ;
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glfwGetWindowSize ( bd - > Window , & w , & h ) ;
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glfwGetFramebufferSize ( bd - > Window , & display_w , & display_h ) ;
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io . DisplaySize = ImVec2 ( ( float ) w , ( float ) h ) ;
if ( w > 0 & & h > 0 )
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io . DisplayFramebufferScale = ImVec2 ( ( float ) display_w / ( float ) w , ( float ) display_h / ( float ) h ) ;
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if ( bd - > WantUpdateMonitors )
ImGui_ImplGlfw_UpdateMonitors ( ) ;
// Setup time step
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double current_time = glfwGetTime ( ) ;
io . DeltaTime = bd - > Time > 0.0 ? ( float ) ( current_time - bd - > Time ) : ( float ) ( 1.0f / 60.0f ) ;
bd - > Time = current_time ;
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ImGui_ImplGlfw_UpdateMouseData ( ) ;
ImGui_ImplGlfw_UpdateMouseCursor ( ) ;
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// Update game controllers (if enabled and available)
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ImGui_ImplGlfw_UpdateGamepads ( ) ;
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}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGui_ImplGlfw_ViewportData
{
GLFWwindow * Window ;
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bool WindowOwned ;
int IgnoreWindowPosEventFrame ;
int IgnoreWindowSizeEventFrame ;
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ImGui_ImplGlfw_ViewportData ( ) { Window = NULL ; WindowOwned = false ; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = - 1 ; }
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~ ImGui_ImplGlfw_ViewportData ( ) { IM_ASSERT ( Window = = NULL ) ; }
} ;
static void ImGui_ImplGlfw_WindowCloseCallback ( GLFWwindow * window )
{
if ( ImGuiViewport * viewport = ImGui : : FindViewportByPlatformHandle ( window ) )
viewport - > PlatformRequestClose = true ;
}
// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize().
// However: depending on the platform the callback may be invoked at different time:
// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call
// - on Linux it is queued and invoked during glfwPollEvents()
// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only
// ignore recent glfwSetWindowXXX() calls.
static void ImGui_ImplGlfw_WindowPosCallback ( GLFWwindow * window , int , int )
{
if ( ImGuiViewport * viewport = ImGui : : FindViewportByPlatformHandle ( window ) )
{
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if ( ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData )
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{
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bool ignore_event = ( ImGui : : GetFrameCount ( ) < = vd - > IgnoreWindowPosEventFrame + 1 ) ;
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//data->IgnoreWindowPosEventFrame = -1;
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if ( ignore_event )
return ;
}
viewport - > PlatformRequestMove = true ;
}
}
static void ImGui_ImplGlfw_WindowSizeCallback ( GLFWwindow * window , int , int )
{
if ( ImGuiViewport * viewport = ImGui : : FindViewportByPlatformHandle ( window ) )
{
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if ( ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData )
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{
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bool ignore_event = ( ImGui : : GetFrameCount ( ) < = vd - > IgnoreWindowSizeEventFrame + 1 ) ;
//data->IgnoreWindowSizeEventFrame = -1;
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if ( ignore_event )
return ;
}
viewport - > PlatformRequestResize = true ;
}
}
static void ImGui_ImplGlfw_CreateWindow ( ImGuiViewport * viewport )
{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
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ImGui_ImplGlfw_ViewportData * vd = IM_NEW ( ImGui_ImplGlfw_ViewportData ) ( ) ;
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viewport - > PlatformUserData = vd ;
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// GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
// With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
glfwWindowHint ( GLFW_VISIBLE , false ) ;
glfwWindowHint ( GLFW_FOCUSED , false ) ;
# if GLFW_HAS_FOCUS_ON_SHOW
glfwWindowHint ( GLFW_FOCUS_ON_SHOW , false ) ;
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# endif
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glfwWindowHint ( GLFW_DECORATED , ( viewport - > Flags & ImGuiViewportFlags_NoDecoration ) ? false : true ) ;
# if GLFW_HAS_WINDOW_TOPMOST
glfwWindowHint ( GLFW_FLOATING , ( viewport - > Flags & ImGuiViewportFlags_TopMost ) ? true : false ) ;
# endif
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GLFWwindow * share_window = ( bd - > ClientApi = = GlfwClientApi_OpenGL ) ? bd - > Window : NULL ;
vd - > Window = glfwCreateWindow ( ( int ) viewport - > Size . x , ( int ) viewport - > Size . y , " No Title Yet " , NULL , share_window ) ;
vd - > WindowOwned = true ;
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viewport - > PlatformHandle = ( void * ) vd - > Window ;
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# ifdef _WIN32
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viewport - > PlatformHandleRaw = glfwGetWin32Window ( vd - > Window ) ;
# endif
glfwSetWindowPos ( vd - > Window , ( int ) viewport - > Pos . x , ( int ) viewport - > Pos . y ) ;
// Install GLFW callbacks for secondary viewports
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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 ) ;
glfwSetCharCallback ( vd - > Window , ImGui_ImplGlfw_CharCallback ) ;
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glfwSetWindowCloseCallback ( vd - > Window , ImGui_ImplGlfw_WindowCloseCallback ) ;
glfwSetWindowPosCallback ( vd - > Window , ImGui_ImplGlfw_WindowPosCallback ) ;
glfwSetWindowSizeCallback ( vd - > Window , ImGui_ImplGlfw_WindowSizeCallback ) ;
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if ( bd - > ClientApi = = GlfwClientApi_OpenGL )
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{
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glfwMakeContextCurrent ( vd - > Window ) ;
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glfwSwapInterval ( 0 ) ;
}
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}
static void ImGui_ImplGlfw_DestroyWindow ( ImGuiViewport * viewport )
{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
if ( ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData )
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{
if ( vd - > WindowOwned )
{
# if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
HWND hwnd = ( HWND ) viewport - > PlatformHandleRaw ;
: : RemovePropA ( hwnd , " IMGUI_VIEWPORT " ) ;
# endif
// Release any keys that were pressed in the window being destroyed and are still held down,
// because we will not receive any release events after window is destroyed.
for ( int i = 0 ; i < IM_ARRAYSIZE ( bd - > KeyOwnerWindows ) ; i + + )
if ( bd - > KeyOwnerWindows [ i ] = = vd - > Window )
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ImGui_ImplGlfw_KeyCallback ( vd - > Window , i , 0 , GLFW_RELEASE , 0 ) ; // Later params are only used for main viewport, on which this function is never called.
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glfwDestroyWindow ( vd - > Window ) ;
}
vd - > Window = NULL ;
IM_DELETE ( vd ) ;
}
viewport - > PlatformUserData = viewport - > PlatformHandle = NULL ;
}
// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
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// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
# if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
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static WNDPROC g_GlfwWndProc = NULL ;
static LRESULT CALLBACK WndProcNoInputs ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam )
{
if ( msg = = WM_NCHITTEST )
{
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// 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.
ImGuiViewport * viewport = ( ImGuiViewport * ) : : GetPropA ( hWnd , " IMGUI_VIEWPORT " ) ;
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if ( viewport - > Flags & ImGuiViewportFlags_NoInputs )
return HTTRANSPARENT ;
}
return : : CallWindowProc ( g_GlfwWndProc , hWnd , msg , wParam , lParam ) ;
}
# endif
static void ImGui_ImplGlfw_ShowWindow ( ImGuiViewport * viewport )
{
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ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
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# if defined(_WIN32)
// GLFW hack: Hide icon from task bar
HWND hwnd = ( HWND ) viewport - > PlatformHandleRaw ;
if ( viewport - > Flags & ImGuiViewportFlags_NoTaskBarIcon )
{
LONG ex_style = : : GetWindowLong ( hwnd , GWL_EXSTYLE ) ;
ex_style & = ~ WS_EX_APPWINDOW ;
ex_style | = WS_EX_TOOLWINDOW ;
: : SetWindowLong ( hwnd , GWL_EXSTYLE , ex_style ) ;
}
// GLFW hack: install hook for WM_NCHITTEST message handler
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# if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
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: : SetPropA ( hwnd , " IMGUI_VIEWPORT " , viewport ) ;
if ( g_GlfwWndProc = = NULL )
g_GlfwWndProc = ( WNDPROC ) : : GetWindowLongPtr ( hwnd , GWLP_WNDPROC ) ;
: : SetWindowLongPtr ( hwnd , GWLP_WNDPROC , ( LONG_PTR ) WndProcNoInputs ) ;
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# endif
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# if !GLFW_HAS_FOCUS_ON_SHOW
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// GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
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// The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute.
// See https://github.com/glfw/glfw/issues/1189
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// FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
if ( viewport - > Flags & ImGuiViewportFlags_NoFocusOnAppearing )
{
: : ShowWindow ( hwnd , SW_SHOWNA ) ;
return ;
}
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# endif
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# endif
glfwShowWindow ( vd - > Window ) ;
}
static ImVec2 ImGui_ImplGlfw_GetWindowPos ( ImGuiViewport * viewport )
{
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ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
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int x = 0 , y = 0 ;
glfwGetWindowPos ( vd - > Window , & x , & y ) ;
return ImVec2 ( ( float ) x , ( float ) y ) ;
}
static void ImGui_ImplGlfw_SetWindowPos ( ImGuiViewport * viewport , ImVec2 pos )
{
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ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
vd - > IgnoreWindowPosEventFrame = ImGui : : GetFrameCount ( ) ;
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glfwSetWindowPos ( vd - > Window , ( int ) pos . x , ( int ) pos . y ) ;
}
static ImVec2 ImGui_ImplGlfw_GetWindowSize ( ImGuiViewport * viewport )
{
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ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
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int w = 0 , h = 0 ;
glfwGetWindowSize ( vd - > Window , & w , & h ) ;
return ImVec2 ( ( float ) w , ( float ) h ) ;
}
static void ImGui_ImplGlfw_SetWindowSize ( ImGuiViewport * viewport , ImVec2 size )
{
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ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
# if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX
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// Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are
// positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it
// doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based
// on the upper-left corner.
int x , y , width , height ;
glfwGetWindowPos ( vd - > Window , & x , & y ) ;
glfwGetWindowSize ( vd - > Window , & width , & height ) ;
glfwSetWindowPos ( vd - > Window , x , y - height + size . y ) ;
# endif
vd - > IgnoreWindowSizeEventFrame = ImGui : : GetFrameCount ( ) ;
glfwSetWindowSize ( vd - > Window , ( int ) size . x , ( int ) size . y ) ;
}
static void ImGui_ImplGlfw_SetWindowTitle ( ImGuiViewport * viewport , const char * title )
{
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ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
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glfwSetWindowTitle ( vd - > Window , title ) ;
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}
static void ImGui_ImplGlfw_SetWindowFocus ( ImGuiViewport * viewport )
{
# if GLFW_HAS_FOCUS_WINDOW
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ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
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glfwFocusWindow ( vd - > Window ) ;
# else
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// FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later.
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( void ) viewport ;
# endif
}
static bool ImGui_ImplGlfw_GetWindowFocus ( ImGuiViewport * viewport )
{
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ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
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return glfwGetWindowAttrib ( vd - > Window , GLFW_FOCUSED ) ! = 0 ;
}
static bool ImGui_ImplGlfw_GetWindowMinimized ( ImGuiViewport * viewport )
{
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ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
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return glfwGetWindowAttrib ( vd - > Window , GLFW_ICONIFIED ) ! = 0 ;
}
# if GLFW_HAS_WINDOW_ALPHA
static void ImGui_ImplGlfw_SetWindowAlpha ( ImGuiViewport * viewport , float alpha )
{
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ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
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glfwSetWindowOpacity ( vd - > Window , alpha ) ;
}
# endif
static void ImGui_ImplGlfw_RenderWindow ( ImGuiViewport * viewport , void * )
{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
if ( bd - > ClientApi = = GlfwClientApi_OpenGL )
glfwMakeContextCurrent ( vd - > Window ) ;
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}
static void ImGui_ImplGlfw_SwapBuffers ( ImGuiViewport * viewport , void * )
{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
if ( bd - > ClientApi = = GlfwClientApi_OpenGL )
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{
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glfwMakeContextCurrent ( vd - > Window ) ;
glfwSwapBuffers ( vd - > Window ) ;
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}
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}
//--------------------------------------------------------------------------------------------------------
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// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
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//--------------------------------------------------------------------------------------------------------
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// Avoid including <vulkan.h> so we can build without it
# if GLFW_HAS_VULKAN
# ifndef VULKAN_H_
# define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
# if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
# define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
# else
# define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
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# endif
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VK_DEFINE_HANDLE ( VkInstance )
VK_DEFINE_NON_DISPATCHABLE_HANDLE ( VkSurfaceKHR )
struct VkAllocationCallbacks ;
enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF } ;
# endif // VULKAN_H_
extern " C " { extern GLFWAPI VkResult glfwCreateWindowSurface ( VkInstance instance , GLFWwindow * window , const VkAllocationCallbacks * allocator , VkSurfaceKHR * surface ) ; }
static int ImGui_ImplGlfw_CreateVkSurface ( ImGuiViewport * viewport , ImU64 vk_instance , const void * vk_allocator , ImU64 * out_vk_surface )
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{
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
IM_UNUSED ( bd ) ;
IM_ASSERT ( bd - > ClientApi = = GlfwClientApi_Vulkan ) ;
VkResult err = glfwCreateWindowSurface ( ( VkInstance ) vk_instance , vd - > Window , ( const VkAllocationCallbacks * ) vk_allocator , ( VkSurfaceKHR * ) out_vk_surface ) ;
return ( int ) err ;
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}
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# endif // GLFW_HAS_VULKAN
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static void ImGui_ImplGlfw_InitPlatformInterface ( )
{
// Register platform interface (will be coupled with a renderer interface)
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ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
ImGuiPlatformIO & platform_io = ImGui : : GetPlatformIO ( ) ;
platform_io . Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow ;
platform_io . Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow ;
platform_io . Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow ;
platform_io . Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos ;
platform_io . Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos ;
platform_io . Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize ;
platform_io . Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize ;
platform_io . Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus ;
platform_io . Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus ;
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platform_io . Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized ;
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platform_io . Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle ;
platform_io . Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow ;
platform_io . Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers ;
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# if GLFW_HAS_WINDOW_ALPHA
platform_io . Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha ;
# endif
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# if GLFW_HAS_VULKAN
platform_io . Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface ;
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# endif
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// Register main window handle (which is owned by the main application, not by us)
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// 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.
ImGuiViewport * main_viewport = ImGui : : GetMainViewport ( ) ;
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ImGui_ImplGlfw_ViewportData * vd = IM_NEW ( ImGui_ImplGlfw_ViewportData ) ( ) ;
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vd - > Window = bd - > Window ;
vd - > WindowOwned = false ;
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main_viewport - > PlatformUserData = vd ;
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main_viewport - > PlatformHandle = ( void * ) bd - > Window ;
}
static void ImGui_ImplGlfw_ShutdownPlatformInterface ( )
{
ImGui : : DestroyPlatformWindows ( ) ;
}
# if defined(__clang__)
# pragma clang diagnostic pop
# endif
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////////////////////////// axmol spec /////////////////////////
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# define AX_PTR_CAST(v, pointer_type) reinterpret_cast<pointer_type>(v)
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// fps macro
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# define AX_IMGUI_DEFAULT_DELTA (1 / 60.f)
# define AX_IMGUI_MIN_DELTA (1 / 1000.f)
# define AX_IMGUI_MAX_DELTA (1 / 30.f)
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enum
{
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GlfwClientApi_Axmol = 0xadee ,
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} ;
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// axmol spec
bool ImGui_ImplGlfw_InitForAx ( GLFWwindow * window , bool install_callbacks )
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{
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return ImGui_ImplGlfw_Init ( window , install_callbacks , ( GlfwClientApi ) GlfwClientApi_Axmol ) ;
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}
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struct ImGui_ImplAx_Data
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{
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// axmol spec data
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ImGuiImplCocos2dxLoadFontFun LoadCustomFont = nullptr ;
void * LoadCustomFontUserData = nullptr ;
ProgramInfoData ProgramInfo { } ;
ProgramInfoData ProgramFontInfo { } ;
bool FontDeviceObjectsDirty = false ;
Texture2D * FontTexture = nullptr ;
Mat4 Projection ;
std : : vector < std : : shared_ptr < CallbackCommand > > CallbackCommands { } ;
std : : vector < std : : shared_ptr < CustomCommand > > CustomCommands { } ;
Vector < ProgramState * > ProgramStates { } ;
SavedRenderStateData SavedRenderState { } ;
} ;
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static bool ImGui_ImplAx_CreateFontsTexture ( ) ;
static void ImGui_ImplAx_DestroyFontsTexture ( ) ;
static void ImGui_ImplAx_DestroyDeviceObjects ( ) ;
static bool ImGui_ImplAx_CreateDeviceObjects ( ) ;
static void ImGui_ImplAx_RenderWindow ( ImGuiViewport * viewport , void * ) ;
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static void AddRendererCommand ( const std : : function < void ( ) > & f ) ;
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static bool ImGui_ImplAx_createShaderPrograms ( ) ;
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static void ImGui_ImplAx_CreateWindow ( ImGuiViewport * viewport ) ;
static void ImGui_ImplAx_Renderer_RenderWindow ( ImGuiViewport * viewport , void * ) ;
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static void ImGui_ImplAx_RenderWindow ( ImGuiViewport * viewport , void * )
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{
if ( ImGui : : GetIO ( ) . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
const auto window = vd - > Window ;
AddRendererCommand ( [ = ] ( ) { glfwMakeContextCurrent ( window ) ; } ) ;
}
}
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static void ImGui_ImplAx_SwapBuffers ( ImGuiViewport * viewport , void * )
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{
if ( ImGui : : GetIO ( ) . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
ImGui_ImplGlfw_ViewportData * vd = ( ImGui_ImplGlfw_ViewportData * ) viewport - > PlatformUserData ;
const auto window = vd - > Window ;
glfwMakeContextCurrent ( window ) ;
AddRendererCommand ( [ = ] ( ) {
glfwMakeContextCurrent ( window ) ;
glfwSwapBuffers ( window ) ;
} ) ;
}
}
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static void ImGui_ImplAx_InitPlatformInterface ( )
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{
// Register platform interface (will be coupled with a renderer interface)
ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
ImGuiPlatformIO & platform_io = ImGui : : GetPlatformIO ( ) ;
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platform_io . Platform_RenderWindow = ImGui_ImplAx_RenderWindow ;
platform_io . Platform_CreateWindow = ImGui_ImplAx_CreateWindow ;
platform_io . Platform_SwapBuffers = ImGui_ImplAx_SwapBuffers ;
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platform_io . Renderer_RenderWindow = ImGui_ImplAx_Renderer_RenderWindow ;
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}
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void ImGui_ImplAx_Init ( )
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{
auto bd = ImGui_ImplGlfw_GetBackendData ( ) ;
auto & io = ImGui : : GetIO ( ) ;
io . BackendRendererUserData = ( void * ) bd ;
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io . BackendRendererName = " imgui_impl_axmol " ;
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io . BackendFlags | =
ImGuiBackendFlags_RendererHasViewports ; // We can create multi-viewports on the Renderer side (optional)
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// axmol spec: disable auto load and save
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io . IniFilename = nullptr ;
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
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ImGui_ImplAx_InitPlatformInterface ( ) ;
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}
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void ImGui_ImplAx_Shutdown ( )
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{
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ImGui_ImplAx_DestroyDeviceObjects ( ) ;
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}
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IMGUI_IMPL_API void ImGui_ImplAx_NewFrame ( ) {
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auto bd = ImGui_ImplGlfw_GetBackendData ( ) ;
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//bd->CallbackCommands.clear();
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bd - > CustomCommands . clear ( ) ;
bd - > ProgramStates . clear ( ) ;
if ( ! bd - > FontTexture )
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ImGui_ImplAx_CreateDeviceObjects ( ) ;
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else if ( bd - > FontDeviceObjectsDirty )
{ // recreate device objects, fonts also should be device objects
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ImGui_ImplAx_DestroyDeviceObjects ( ) ;
ImGui_ImplAx_CreateDeviceObjects ( ) ;
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}
}
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IMGUI_IMPL_API void ImGui_ImplAx_SetCustomFontLoader ( ImGuiImplCocos2dxLoadFontFun fun , void * userdata )
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{
auto bd = ImGui_ImplGlfw_GetBackendData ( ) ;
bd - > LoadCustomFont = fun ;
bd - > LoadCustomFontUserData = userdata ;
}
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IMGUI_IMPL_API void * ImGui_ImplAx_GetFontsTexture ( )
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{
auto bd = ImGui_ImplGlfw_GetBackendData ( ) ;
return bd - > FontTexture ;
}
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IMGUI_IMPL_API void ImGui_ImplAx_SetDeviceObjectsDirty ( )
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{
auto bd = ImGui_ImplGlfw_GetBackendData ( ) ;
bd - > FontDeviceObjectsDirty = true ;
}
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IMGUI_IMPL_API void ImGui_ImplAx_SetViewResolution ( float width , float height )
{
// Resize (expand) window
auto * view = ( GLViewImpl * ) Director : : getInstance ( ) - > getOpenGLView ( ) ;
view - > setWindowed ( width , height ) ;
}
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static void ImGui_ImplAx_CreateWindow ( ImGuiViewport * viewport )
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{
ImGui_ImplGlfw_Data * bd = ImGui_ImplGlfw_GetBackendData ( ) ;
ImGui_ImplGlfw_ViewportData * vd = IM_NEW ( ImGui_ImplGlfw_ViewportData ) ( ) ;
viewport - > PlatformUserData = vd ;
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const bool multi_viewport_enabled = ! ! ( ImGui : : GetIO ( ) . ConfigFlags & ImGuiConfigFlags_ViewportsEnable ) ; // axmol spec
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// GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
// With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
glfwWindowHint ( GLFW_VISIBLE , false ) ;
glfwWindowHint ( GLFW_FOCUSED , false ) ;
# if GLFW_HAS_FOCUS_ON_SHOW
glfwWindowHint ( GLFW_FOCUS_ON_SHOW , false ) ;
# endif
glfwWindowHint ( GLFW_DECORATED , ( viewport - > Flags & ImGuiViewportFlags_NoDecoration ) ? false : true ) ;
# if GLFW_HAS_WINDOW_TOPMOST
glfwWindowHint ( GLFW_FLOATING , ( viewport - > Flags & ImGuiViewportFlags_TopMost ) ? true : false ) ;
# endif
GLFWwindow * share_window = multi_viewport_enabled ? bd - > Window : nullptr ;
vd - > Window = glfwCreateWindow ( ( int ) viewport - > Size . x , ( int ) viewport - > Size . y , " No Title Yet " , nullptr , share_window ) ;
vd - > WindowOwned = true ;
viewport - > PlatformHandle = ( void * ) vd - > Window ;
# ifdef _WIN32
viewport - > PlatformHandleRaw = glfwGetWin32Window ( vd - > Window ) ;
# endif
glfwSetWindowPos ( vd - > Window , ( int ) viewport - > Pos . x , ( int ) viewport - > Pos . y ) ;
// 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 ) ;
glfwSetCharCallback ( vd - > Window , ImGui_ImplGlfw_CharCallback ) ;
glfwSetWindowCloseCallback ( vd - > Window , ImGui_ImplGlfw_WindowCloseCallback ) ;
glfwSetWindowPosCallback ( vd - > Window , ImGui_ImplGlfw_WindowPosCallback ) ;
glfwSetWindowSizeCallback ( vd - > Window , ImGui_ImplGlfw_WindowSizeCallback ) ;
if ( multi_viewport_enabled )
{
const auto window = vd - > Window ;
glfwMakeContextCurrent ( window ) ;
glfwSwapInterval ( 0 ) ;
AddRendererCommand ( [ = ] ( ) { glfwMakeContextCurrent ( window ) ; } ) ;
}
}
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static bool ImGui_ImplAx_CreateDeviceObjects ( )
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{
auto bd = ImGui_ImplGlfw_GetBackendData ( ) ;
if ( bd - > LoadCustomFont )
bd - > LoadCustomFont ( bd - > LoadCustomFontUserData ) ;
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ImGui_ImplAx_createShaderPrograms ( ) ;
ImGui_ImplAx_CreateFontsTexture ( ) ;
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bd - > FontDeviceObjectsDirty = false ;
return true ;
}
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static void ImGui_ImplAx_DestroyDeviceObjects ( )
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{
auto bd = ImGui_ImplGlfw_GetBackendData ( ) ;
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AX_SAFE_RELEASE_NULL ( bd - > ProgramInfo . program ) ;
AX_SAFE_RELEASE_NULL ( bd - > ProgramFontInfo . program ) ;
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ImGui_ImplAx_DestroyFontsTexture ( ) ;
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}
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static bool ImGui_ImplAx_createShaderPrograms ( )
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{
auto vertex_shader =
" uniform mat4 u_MVPMatrix; \n "
" attribute vec2 a_position; \n "
" attribute vec2 a_texCoord; \n "
" attribute vec4 a_color; \n "
" varying vec2 v_texCoord; \n "
" varying vec4 v_fragmentColor; \n "
" void main() \n "
" { \n "
" v_texCoord = a_texCoord; \n "
" v_fragmentColor = a_color; \n "
" gl_Position = u_MVPMatrix * vec4(a_position.xy, 0.0, 1.0); \n "
" } \n " ;
auto fragment_shader =
" #ifdef GL_ES \n "
" precision mediump float; \n "
" #endif \n "
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" uniform sampler2D u_tex0; \n "
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" varying vec2 v_texCoord; \n "
" varying vec4 v_fragmentColor; \n "
" void main() \n "
" { \n "
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" gl_FragColor = v_fragmentColor * texture2D(u_tex0, v_texCoord); \n "
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" } \n " ;
auto fragment_shader_font =
" #ifdef GL_ES \n "
" precision mediump float; \n "
" #endif \n "
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" uniform sampler2D u_tex0; \n "
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" varying vec2 v_texCoord; \n "
" varying vec4 v_fragmentColor; \n "
" void main() \n "
" { \n "
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" float a = texture2D(u_tex0, v_texCoord).a; \n "
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" gl_FragColor = vec4(v_fragmentColor.rgb, v_fragmentColor.a * a); \n "
" } \n " ;
auto bd = ImGui_ImplGlfw_GetBackendData ( ) ;
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AX_SAFE_RELEASE ( bd - > ProgramInfo . program ) ;
AX_SAFE_RELEASE ( bd - > ProgramFontInfo . program ) ;
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bd - > ProgramInfo . program = backend : : Device : : getInstance ( ) - > newProgram ( vertex_shader , fragment_shader ) ;
bd - > ProgramFontInfo . program = backend : : Device : : getInstance ( ) - > newProgram ( vertex_shader , fragment_shader_font ) ;
IM_ASSERT ( bd - > ProgramInfo . program ) ;
IM_ASSERT ( bd - > ProgramFontInfo . program ) ;
if ( ! bd - > ProgramInfo . program | | ! bd - > ProgramFontInfo . program )
return false ;
for ( auto & p : { & bd - > ProgramInfo , & bd - > ProgramFontInfo } )
{
p - > texture = p - > program - > getUniformLocation ( TEXTURE ) ;
p - > projection = p - > program - > getUniformLocation ( MVP_MATRIX ) ;
p - > position = p - > program - > getAttributeLocation ( POSITION ) ;
p - > uv = p - > program - > getAttributeLocation ( TEXCOORD ) ;
p - > color = p - > program - > getAttributeLocation ( COLOR ) ;
IM_ASSERT ( bool ( p - > texture ) ) ;
IM_ASSERT ( bool ( p - > projection ) ) ;
IM_ASSERT ( p - > position > = 0 ) ;
IM_ASSERT ( p - > uv > = 0 ) ;
IM_ASSERT ( p - > color > = 0 ) ;
auto & layout = p - > layout ;
layout . setAttribute ( " a_position " , p - > position , VertexFormat : : FLOAT2 , 0 , false ) ;
layout . setAttribute ( " a_texCoord " , p - > uv , VertexFormat : : FLOAT2 , offsetof ( ImDrawVert , uv ) , false ) ;
layout . setAttribute ( " a_color " , p - > color , VertexFormat : : UBYTE4 , offsetof ( ImDrawVert , col ) , true ) ;
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layout . setStride ( sizeof ( ImDrawVert ) ) ;
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}
return true ;
}
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bool ImGui_ImplAx_CreateFontsTexture ( )
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{
auto bd = ImGui_ImplGlfw_GetBackendData ( ) ;
// Build texture atlas
ImGuiIO & io = ImGui : : GetIO ( ) ;
unsigned char * pixels ;
int width , height ;
// Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small)
// because it is more likely to be compatible with user's existing shaders.
// If your ImTextureId represent a higher-level concept than just a GL texture id,
// consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
io . Fonts - > GetTexDataAsAlpha8 ( & pixels , & width , & height ) ;
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AX_SAFE_RELEASE ( bd - > FontTexture ) ;
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bd - > FontTexture = new Texture2D ( ) ;
bd - > FontTexture - > setAntiAliasTexParameters ( ) ;
bd - > FontTexture - > initWithData ( pixels , width * height , backend : : PixelFormat : : A8 , width , height ) ;
io . Fonts - > TexID = ( ImTextureID ) bd - > FontTexture ;
return true ;
}
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IMGUI_IMPL_API void ImGui_ImplAx_DestroyFontsTexture ( )
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{
auto bd = ImGui_ImplGlfw_GetBackendData ( ) ;
if ( bd - > FontTexture )
{
ImGui : : GetIO ( ) . Fonts - > TexID = nullptr ;
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AX_SAFE_RELEASE_NULL ( bd - > FontTexture ) ;
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}
}
static void AddRendererCommand ( const std : : function < void ( ) > & f )
{
auto bd = ImGui_ImplGlfw_GetBackendData ( ) ;
const auto renderer = Director : : getInstance ( ) - > getRenderer ( ) ;
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auto cmd = renderer - > nextCallbackCommand ( ) ;
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cmd - > init ( 0.f ) ;
cmd - > func = f ;
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renderer - > addCommand ( cmd ) ;
//bd->CallbackCommands.push_back(cmd);
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}
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static void ImGui_ImplAx_SaveRenderState ( ax : : Renderer * renderer )
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{
AddRendererCommand ( [ renderer ] ( ) {
auto bd = ImGui_ImplGlfw_GetBackendData ( ) ;
bd - > SavedRenderState . cull = renderer - > getCullMode ( ) ;
bd - > SavedRenderState . vp = renderer - > getViewport ( ) ;
bd - > SavedRenderState . scissorTest = renderer - > getScissorTest ( ) ;
bd - > SavedRenderState . scissorRect = renderer - > getScissorRect ( ) ;
bd - > SavedRenderState . depthTest = renderer - > getDepthTest ( ) ;
} ) ;
}
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static void ImGui_ImplAx_SetupRenderState ( ax : : Renderer * renderer ,
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ImDrawData * draw_data ,
int fb_width ,
int fb_height )
{
AddRendererCommand ( [ = ] ( ) {
renderer - > setCullMode ( backend : : CullMode : : NONE ) ;
renderer - > setDepthTest ( false ) ;
renderer - > setScissorTest ( true ) ;
renderer - > setViewPort ( 0 , 0 , fb_width , fb_height ) ;
} ) ;
const auto L = draw_data - > DisplayPos . x ;
const auto R = draw_data - > DisplayPos . x + draw_data - > DisplaySize . x ;
const auto T = draw_data - > DisplayPos . y ;
const auto B = draw_data - > DisplayPos . y + draw_data - > DisplaySize . y ;
auto bd = ImGui_ImplGlfw_GetBackendData ( ) ;
Mat4 : : createOrthographicOffCenter ( L , R , B , T , - 1.f , 1.f , & bd - > Projection ) ;
}
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static void ImGui_ImplAx_RestoreRenderState ( ax : : Renderer * renderer )
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{
AddRendererCommand ( [ renderer ] ( ) {
auto bd = ImGui_ImplGlfw_GetBackendData ( ) ;
renderer - > setCullMode ( bd - > SavedRenderState . cull ) ;
auto & vp = bd - > SavedRenderState . vp ;
renderer - > setViewPort ( vp . x , vp . y , vp . w , vp . h ) ;
renderer - > setScissorTest ( bd - > SavedRenderState . scissorTest ) ;
auto & sc = bd - > SavedRenderState . scissorRect ;
renderer - > setScissorRect ( sc . x , sc . y , sc . width , sc . height ) ;
renderer - > setDepthTest ( bd - > SavedRenderState . depthTest ) ;
// apply raster state
renderer - > beginRenderPass ( ) ;
renderer - > endRenderPass ( ) ;
} ) ;
}
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IMGUI_IMPL_API void ImGui_ImplAx_RenderDrawData ( ImDrawData * draw_data )
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{
// Avoid rendering when minimized, scale coordinates for retina displays
// (screen coordinates != framebuffer coordinates)
int fb_width = ( int ) ( draw_data - > DisplaySize . x * draw_data - > FramebufferScale . x ) ;
int fb_height = ( int ) ( draw_data - > DisplaySize . y * draw_data - > FramebufferScale . y ) ;
if ( fb_width < = 0 | | fb_height < = 0 )
return ;
const auto renderer = Director : : getInstance ( ) - > getRenderer ( ) ;
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ImGui_ImplAx_SaveRenderState ( renderer ) ;
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ImGui_ImplAx_SetupRenderState ( renderer , draw_data , fb_width , fb_height ) ;
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// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data - > DisplayPos ; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data - > FramebufferScale ; // (1,1) unless using retina display which are often (2,2)
// Render command lists
for ( int n = 0 ; n < draw_data - > CmdListsCount ; n + + )
{
const ImDrawList * cmd_list = draw_data - > CmdLists [ n ] ;
size_t ibuffer_offset = 0 ;
// Upload vertex/index buffers
const auto vsize = cmd_list - > VtxBuffer . Size * sizeof ( ImDrawVert ) ;
IM_ASSERT ( vsize > 0 ) ;
auto vbuffer = backend : : Device : : getInstance ( ) - > newBuffer ( vsize , BufferType : : VERTEX , BufferUsage : : STATIC ) ;
vbuffer - > autorelease ( ) ;
vbuffer - > updateData ( cmd_list - > VtxBuffer . Data , vsize ) ;
const auto isize = cmd_list - > IdxBuffer . Size * sizeof ( ImDrawIdx ) ;
IM_ASSERT ( isize > 0 ) ;
auto ibuffer = backend : : Device : : getInstance ( ) - > newBuffer ( isize , BufferType : : INDEX , BufferUsage : : STATIC ) ;
ibuffer - > autorelease ( ) ;
ibuffer - > updateData ( cmd_list - > IdxBuffer . Data , isize ) ;
for ( int cmd_i = 0 ; cmd_i < cmd_list - > CmdBuffer . Size ; cmd_i + + )
{
const ImDrawCmd * pcmd = & cmd_list - > CmdBuffer [ cmd_i ] ;
if ( pcmd - > UserCallback ! = nullptr )
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user
// to request the renderer to reset render state.)
if ( pcmd - > UserCallback = = ImDrawCallback_ResetRenderState )
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ImGui_ImplAx_SetupRenderState ( renderer , draw_data , fb_width , fb_height ) ;
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else
{
AddRendererCommand ( [ = ] ( ) { pcmd - > UserCallback ( cmd_list , pcmd ) ; } ) ;
}
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec4 clip_rect ;
clip_rect . x = ( pcmd - > ClipRect . x - clip_off . x ) * clip_scale . x ;
clip_rect . y = ( pcmd - > ClipRect . y - clip_off . y ) * clip_scale . y ;
clip_rect . z = ( pcmd - > ClipRect . z - clip_off . x ) * clip_scale . x ;
clip_rect . w = ( pcmd - > ClipRect . w - clip_off . y ) * clip_scale . y ;
if ( clip_rect . x < fb_width & & clip_rect . y < fb_height & & clip_rect . z > = 0.0f & & clip_rect . w > = 0.0f )
{
// Apply scissor/clipping rectangle
AddRendererCommand ( [ = ] ( ) {
renderer - > setScissorRect ( clip_rect . x , fb_height - clip_rect . w , clip_rect . z - clip_rect . x ,
clip_rect . w - clip_rect . y ) ;
} ) ;
auto bd = ImGui_ImplGlfw_GetBackendData ( ) ;
if ( typeid ( * ( ( Ref * ) pcmd - > TextureId ) ) = = typeid ( Texture2D ) )
{
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auto tex = AX_PTR_CAST ( pcmd - > TextureId , Texture2D * ) ;
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auto cmd = std : : make_shared < CustomCommand > ( ) ;
bd - > CustomCommands . push_back ( cmd ) ;
cmd - > init ( 0.f , BlendFunc : : ALPHA_NON_PREMULTIPLIED ) ;
const auto pinfo = tex = = bd - > FontTexture ? & bd - > ProgramFontInfo : & bd - > ProgramInfo ;
// create new ProgramState
auto state = new ProgramState ( pinfo - > program ) ;
state - > autorelease ( ) ;
bd - > ProgramStates . pushBack ( state ) ;
auto & desc = cmd - > getPipelineDescriptor ( ) ;
desc . programState = state ;
// setup attributes for ImDrawVert
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desc . programState - > setVertexLayout ( pinfo - > layout ) ;
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desc . programState - > setUniform ( pinfo - > projection , & bd - > Projection , sizeof ( Mat4 ) ) ;
desc . programState - > setTexture ( pinfo - > texture , 0 , tex - > getBackendTexture ( ) ) ;
// In order to composite our output buffer we need to preserve alpha
desc . blendDescriptor . sourceAlphaBlendFactor = BlendFactor : : ONE ;
// set vertex/index buffer
cmd - > setIndexBuffer ( ibuffer , IMGUI_INDEX_FORMAT ) ;
cmd - > setVertexBuffer ( vbuffer ) ;
cmd - > setDrawType ( CustomCommand : : DrawType : : ELEMENT ) ;
cmd - > setPrimitiveType ( PrimitiveType : : TRIANGLE ) ;
cmd - > setIndexDrawInfo ( ibuffer_offset , pcmd - > ElemCount ) ;
renderer - > addCommand ( cmd . get ( ) ) ;
}
else
{
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auto node = AX_PTR_CAST ( pcmd - > TextureId , Node * ) ;
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const auto tr = node - > getNodeToParentTransform ( ) ;
node - > setVisible ( true ) ;
node - > setNodeToParentTransform ( tr ) ;
const auto & proj =
Director : : getInstance ( ) - > getMatrix ( MATRIX_STACK_TYPE : : MATRIX_STACK_PROJECTION ) ;
node - > visit ( Director : : getInstance ( ) - > getRenderer ( ) , proj . getInversed ( ) * bd - > Projection , 0 ) ;
node - > setVisible ( false ) ;
}
}
}
ibuffer_offset + = pcmd - > ElemCount ;
}
}
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ImGui_ImplAx_RestoreRenderState ( renderer ) ;
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}
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IMGUI_IMPL_API void ImGui_ImplAx_RenderPlatform ( )
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{
if ( ImGui : : GetIO ( ) . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
GLFWwindow * prev_current_context = glfwGetCurrentContext ( ) ;
ImGui : : UpdatePlatformWindows ( ) ;
ImGui : : RenderPlatformWindowsDefault ( ) ;
glfwMakeContextCurrent ( prev_current_context ) ;
AddRendererCommand ( [ = ] ( ) { glfwMakeContextCurrent ( prev_current_context ) ; } ) ;
}
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports
// simultaneously. If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you
// completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
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static void ImGui_ImplAx_Renderer_RenderWindow ( ImGuiViewport * viewport , void * )
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{
if ( ! ( viewport - > Flags & ImGuiViewportFlags_NoRendererClear ) )
{
const auto renderer = Director : : getInstance ( ) - > getRenderer ( ) ;
renderer - > clear ( ClearFlag : : COLOR , { 0 , 0 , 0 , 1 } , 1 , 0 , 0 ) ;
}
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ImGui_ImplAx_RenderDrawData ( viewport - > DrawData ) ;
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}