axmol/extensions/ImGui/imgui_impl_cocos2dx.cpp

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2020-09-04 16:13:40 +08:00
#include "imgui_impl_cocos2dx.h"
#include "cocos2d.h"
#include "renderer/backend/Backend.h"
#include <functional>
#ifdef CC_PLATFORM_PC
// GLFW
#ifdef _WIN32
#include "glfw3.h"
#undef APIENTRY
#ifndef GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WIN32
#endif
#include "glfw3native.h"
#else
#include <glfw3.h>
#endif // _WIN32
static_assert(
GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300,
"glfw version should be 3.3+");
// 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION * 10 >= 3310)
#ifdef GLFW_RESIZE_NESW_CURSOR
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400)
#else
#define GLFW_HAS_NEW_CURSORS (0)
#endif
#endif // CC_PLATFORM_PC
using namespace cocos2d;
using namespace backend;
// GLFW data
static double g_Time = 0.0;
static bool g_MouseJustPressed[5] = { false, false, false, false, false };
static ImVec2 g_CursorPos = ImVec2(-FLT_MAX, -FLT_MAX);
#ifdef CC_PLATFORM_PC
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { nullptr };
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = nullptr;
static GLFWscrollfun g_PrevUserCallbackScroll = nullptr;
static GLFWkeyfun g_PrevUserCallbackKey = nullptr;
static GLFWcharfun g_PrevUserCallbackChar = nullptr;
static bool g_WantUpdateMonitors = true;
// Forward Declarations
static void ImGui_ImplGlfw_InitPlatformInterface();
static void ImGui_ImplGlfw_ShutdownPlatformInterface();
static void ImGui_ImplGlfw_UpdateMonitors();
#endif // CC_PLATFORM_PC
struct ProgramInfo
{
Program* program = nullptr;
// Uniforms location
UniformLocation texture;
UniformLocation projection;
// Vertex attributes location
int position = 0;
int uv = 0;
int color = 0;
VertexLayout layout;
};
static ProgramInfo g_ProgramInfo;
static ProgramInfo g_ProgramFontInfo;
static Texture2D* g_FontTexture = nullptr;
static Mat4 g_Projection;
constexpr IndexFormat g_IndexFormat = sizeof(ImDrawIdx) == 2 ? IndexFormat::U_SHORT : IndexFormat::U_INT;
static std::vector<std::shared_ptr<CallbackCommand>> g_CallbackCommands;
static std::vector<std::shared_ptr<CustomCommand>> g_CustomCommands;
static Vector<ProgramState*> g_ProgramStates;
static void AddRendererCommand(const std::function<void()>& f)
{
const auto renderer = Director::getInstance()->getRenderer();
auto cmd = std::make_shared<CallbackCommand>();
g_CallbackCommands.push_back(cmd);
cmd->init(0.f);
cmd->func = f;
renderer->addCommand(cmd.get());
}
#ifdef CC_PLATFORM_PC
static GLFWwindow* ImGui_ImplCocos2dx_GetWindow()
{
const auto glv = (GLViewImpl*)Director::getInstance()->getOpenGLView();
return glv->getWindow();
}
#endif // CC_PLATFORM_PC
static void ImGui_ImplCocos2dx_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
{
const auto renderer = Director::getInstance()->getRenderer();
// setup
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;
Mat4::createOrthographicOffCenter(L, R, B, T, -1.f, 1.f, &g_Projection);
}
struct SavedRenderState
{
backend::CullMode cull;
Viewport vp;
ScissorRect scissorRect;
bool scissorTest;
bool depthTest;
};
static SavedRenderState g_SavedRenderState;
void ImGui_ImplCocos2dx_RenderDrawData(ImDrawData* draw_data)
{
// 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();
// store
AddRendererCommand([renderer]()
{
g_SavedRenderState.cull = renderer->getCullMode();
g_SavedRenderState.vp = renderer->getViewport();
g_SavedRenderState.scissorTest = renderer->getScissorTest();
g_SavedRenderState.scissorRect = renderer->getScissorRect();
g_SavedRenderState.depthTest = renderer->getDepthTest();
});
ImGui_ImplCocos2dx_SetupRenderState(draw_data, fb_width, fb_height);
// 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)
ImGui_ImplCocos2dx_SetupRenderState(draw_data, fb_width, fb_height);
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);
});
if (typeid(*((Ref*)pcmd->TextureId)) == typeid(Texture2D))
{
auto tex = (Texture2D*)pcmd->TextureId;
auto cmd = std::make_shared<CustomCommand>();
g_CustomCommands.push_back(cmd);
cmd->init(0.f, BlendFunc::ALPHA_NON_PREMULTIPLIED);
const auto pinfo = tex == g_FontTexture ? &g_ProgramFontInfo : &g_ProgramInfo;
// create new ProgramState
auto state = new ProgramState(pinfo->program);
state->autorelease();
g_ProgramStates.pushBack(state);
auto& desc = cmd->getPipelineDescriptor();
desc.programState = state;
// setup attributes for ImDrawVert
*desc.programState->getVertexLayout() = pinfo->layout;
desc.programState->setUniform(pinfo->projection, &g_Projection, sizeof(Mat4));
desc.programState->setTexture(pinfo->texture, 0, tex->getBackendTexture());
// set vertex/index buffer
cmd->setIndexBuffer(ibuffer, g_IndexFormat);
cmd->setVertexBuffer(vbuffer);
cmd->setDrawType(CustomCommand::DrawType::ELEMENT);
cmd->setPrimitiveType(PrimitiveType::TRIANGLE);
cmd->setIndexDrawInfo(ibuffer_offset, pcmd->ElemCount);
renderer->addCommand(cmd.get());
}
else
{
auto node = (Node*)pcmd->TextureId;
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() * g_Projection, 0);
node->setVisible(false);
}
}
}
ibuffer_offset += pcmd->ElemCount;
}
}
// restore
AddRendererCommand([renderer]()
{
renderer->setCullMode(g_SavedRenderState.cull);
auto& vp = g_SavedRenderState.vp;
renderer->setViewPort(vp.x, vp.y, vp.w, vp.h);
renderer->setScissorTest(g_SavedRenderState.scissorTest);
auto& sc = g_SavedRenderState.scissorRect;
renderer->setScissorRect(sc.x, sc.y, sc.width, sc.height);
renderer->setDepthTest(g_SavedRenderState.depthTest);
});
}
void ImGui_ImplCocos2dx_RenderPlatform()
{
#ifdef CC_PLATFORM_PC
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
GLFWwindow* backup_current_context = glfwGetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
glfwMakeContextCurrent(backup_current_context);
AddRendererCommand([=]()
{
glfwMakeContextCurrent(backup_current_context);
});
}
#endif
}
static const char* ImGui_ImplCocos2dx_GetClipboardText(void* user_data)
{
#ifdef CC_PLATFORM_PC
return glfwGetClipboardString((GLFWwindow*)user_data);
#else
return "";
#endif
}
static void ImGui_ImplCocos2dx_SetClipboardText(void* user_data, const char* text)
{
#ifdef CC_PLATFORM_PC
glfwSetClipboardString((GLFWwindow*)user_data, text);
#else
#endif
}
#ifdef CC_PLATFORM_PC
void ImGui_ImplCocos2dx_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{
if (g_PrevUserCallbackMousebutton != nullptr && window == ImGui_ImplCocos2dx_GetWindow())
g_PrevUserCallbackMousebutton(window, button, action, mods);
if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
g_MouseJustPressed[button] = true;
}
void ImGui_ImplCocos2dx_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{
if (g_PrevUserCallbackScroll != nullptr && window == ImGui_ImplCocos2dx_GetWindow())
g_PrevUserCallbackScroll(window, xoffset, yoffset);
ImGuiIO& io = ImGui::GetIO();
io.MouseWheelH += (float)xoffset;
io.MouseWheel += (float)yoffset;
}
void ImGui_ImplCocos2dx_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (g_PrevUserCallbackKey != nullptr && window == ImGui_ImplCocos2dx_GetWindow())
g_PrevUserCallbackKey(window, key, scancode, action, mods);
if (key < 0)
return;
ImGuiIO& io = ImGui::GetIO();
if (action == GLFW_PRESS)
io.KeysDown[key] = true;
if (action == GLFW_RELEASE)
io.KeysDown[key] = false;
// Modifiers are not reliable across systems
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
io.KeySuper = false;
#else
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
#endif
}
void ImGui_ImplCocos2dx_CharCallback(GLFWwindow* window, unsigned int c)
{
if (g_PrevUserCallbackChar != nullptr && window == ImGui_ImplCocos2dx_GetWindow())
g_PrevUserCallbackChar(window, c);
ImGuiIO& io = ImGui::GetIO();
io.AddInputCharacter(c);
}
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
{
g_WantUpdateMonitors = true;
}
#endif
bool ImGui_ImplCocos2dx_CreateFontsTexture()
{
// 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);
CC_SAFE_RELEASE(g_FontTexture);
g_FontTexture = new Texture2D();
g_FontTexture->setAntiAliasTexParameters();
g_FontTexture->initWithData(pixels, width*height,
backend::PixelFormat::A8, width, height, Size(width, height));
io.Fonts->TexID = (ImTextureID)g_FontTexture;
return true;
}
void ImGui_ImplCocos2dx_DestroyFontsTexture()
{
if (g_FontTexture)
{
ImGui::GetIO().Fonts->TexID = nullptr;
CC_SAFE_DELETE(g_FontTexture);
}
}
bool ImGui_ImplCocos2dx_CreateDeviceObjects()
{
static 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";
static auto fragment_shader =
"#ifdef GL_ES\n"
" precision mediump float;\n"
"#endif\n"
"uniform sampler2D u_texture;\n"
"varying vec2 v_texCoord;\n"
"varying vec4 v_fragmentColor;\n"
"void main()\n"
"{\n"
" gl_FragColor = v_fragmentColor * texture2D(u_texture, v_texCoord.st);\n"
"}\n";
static auto fragment_shader_font =
"#ifdef GL_ES\n"
" precision mediump float;\n"
"#endif\n"
"uniform sampler2D u_texture;\n"
"varying vec2 v_texCoord;\n"
"varying vec4 v_fragmentColor;\n"
"void main()\n"
"{\n"
" float a = texture2D(u_texture, v_texCoord.st).a;\n"
" gl_FragColor = vec4(v_fragmentColor.rgb, v_fragmentColor.a * a);\n"
"}\n";
CC_SAFE_RELEASE(g_ProgramInfo.program);
CC_SAFE_RELEASE(g_ProgramFontInfo.program);
g_ProgramInfo.program = backend::Device::getInstance()->newProgram(
vertex_shader, fragment_shader);
g_ProgramFontInfo.program = backend::Device::getInstance()->newProgram(
vertex_shader, fragment_shader_font);
IM_ASSERT(g_ProgramInfo.program);
IM_ASSERT(g_ProgramFontInfo.program);
if (!g_ProgramInfo.program || !g_ProgramFontInfo.program)
return false;
for (auto& p : { &g_ProgramInfo,&g_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);
layout.setLayout(sizeof(ImDrawVert));
}
ImGui_ImplCocos2dx_CreateFontsTexture();
return true;
}
void ImGui_ImplCocos2dx_DestroyDeviceObjects()
{
CC_SAFE_RELEASE_NULL(g_ProgramInfo.program);
CC_SAFE_RELEASE_NULL(g_ProgramFontInfo.program);
ImGui_ImplCocos2dx_DestroyFontsTexture();
}
//--------------------------------------------------------------------------------------------------------
// 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..
//--------------------------------------------------------------------------------------------------------
static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
{
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
{
const auto renderer = Director::getInstance()->getRenderer();
renderer->clear(ClearFlag::COLOR, { 0,0,0,1 }, 1, 0, 0);
}
ImGui_ImplCocos2dx_RenderDrawData(viewport->DrawData);
}
bool ImGui_ImplCocos2dx_Init(bool install_callbacks)
{
g_Time = 0.0;
ImGui::CreateContext();
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
#ifdef CC_PLATFORM_PC
// Enable Multi-Viewport / Platform Windows
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
const auto window = ImGui_ImplCocos2dx_GetWindow();
// We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;
// We can honor io.WantSetMousePos requests (optional, rarely used)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;
// We can create multi-viewports on the Platform side (optional)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;
#if GLFW_HAS_GLFW_HOVERED && CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
// We can set io.MouseHoveredViewport correctly (optional, not easy)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
#endif
// backend
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
#endif // CC_PLATFORM_PC
io.BackendPlatformName = "imgui_impl_cocos";
io.BackendRendererName = "imgui_impl_cocos";
// disable auto load and save
io.IniFilename = nullptr;
#ifdef CC_PLATFORM_PC
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
io.SetClipboardTextFn = ImGui_ImplCocos2dx_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplCocos2dx_GetClipboardText;
io.ClipboardUserData = window;
// 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.)
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
#if GLFW_HAS_NEW_CURSORS
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
#else
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
#endif
glfwSetErrorCallback(prev_error_callback);
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
g_PrevUserCallbackMousebutton = nullptr;
g_PrevUserCallbackScroll = nullptr;
g_PrevUserCallbackKey = nullptr;
g_PrevUserCallbackChar = nullptr;
if (install_callbacks)
{
g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplCocos2dx_MouseButtonCallback);
g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplCocos2dx_ScrollCallback);
g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplCocos2dx_KeyCallback);
g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplCocos2dx_CharCallback);
}
// Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
ImGui_ImplGlfw_UpdateMonitors();
glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)window;
#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
main_viewport->PlatformHandleRaw = glfwGetWin32Window(window);
#endif
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplGlfw_InitPlatformInterface();
#else
/*
auto e = cocos2d::EventListenerMouse::create();
e->onMouseDown = [](cocos2d::EventMouse* ev)
{
const auto b = (int)ev->getMouseButton();
if (0 <= b && b < 5)
g_MouseJustPressed[b] = true;
};
e->onMouseUp = [](cocos2d::EventMouse* ev)
{
const auto b = (int)ev->getMouseButton();
if (0 <= b && b < 5)
g_MouseJustPressed[b] = false;
};
e->onMouseMove = [](cocos2d::EventMouse* ev)
{
g_CursorPos.x = ev->getCursorX();
g_CursorPos.y = ev->getCursorY();
};
e->onMouseScroll = [](cocos2d::EventMouse* ev)
{
auto& _io = ImGui::GetIO();
_io.MouseWheelH += (float)ev->getScrollX();
_io.MouseWheel += (float)ev->getScrollY();
};
cocos2d::Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(e, 1);
*/
auto e1 = cocos2d::EventListenerTouchOneByOne::create();
//e1->setSwallowTouches(true);
e1->onTouchBegan = [](Touch* touch, Event*)
{
const auto loc = touch->getLocationInView();
g_CursorPos.x = loc.x;
g_CursorPos.y = loc.y;
g_MouseJustPressed[0] = true;
return true;
};
e1->onTouchMoved = [](Touch* touch, Event*)
{
const auto loc = touch->getLocationInView();
g_CursorPos.x = loc.x;
g_CursorPos.y = loc.y;
g_MouseJustPressed[0] = true;
};
e1->onTouchEnded = [](Touch* touch, Event*)
{
const auto loc = touch->getLocationInView();
g_CursorPos.x = loc.x;
g_CursorPos.y = loc.y;
g_MouseJustPressed[0] = false;
};
e1->onTouchCancelled = [&](Touch* touch, Event*)
{
g_CursorPos = ImVec2(-FLT_MAX, -FLT_MAX);
g_MouseJustPressed[0] = false;
};
cocos2d::Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(e1, 1);
auto e2 = cocos2d::EventListenerKeyboard::create();
using KeyCode = cocos2d::EventKeyboard::KeyCode;
e2->onKeyPressed = [](KeyCode k, cocos2d::Event* ev)
{
auto& _io = ImGui::GetIO();
_io.KeysDown[(int)k] = true;
// Modifiers are not reliable across systems
_io.KeyCtrl = _io.KeysDown[(int)KeyCode::KEY_LEFT_CTRL] || _io.KeysDown[(int)KeyCode::KEY_RIGHT_CTRL];
_io.KeyShift = _io.KeysDown[(int)KeyCode::KEY_LEFT_SHIFT] || _io.KeysDown[(int)KeyCode::KEY_RIGHT_SHIFT];
_io.KeyAlt = _io.KeysDown[(int)KeyCode::KEY_LEFT_ALT] || _io.KeysDown[(int)KeyCode::KEY_RIGHT_ALT];
_io.KeySuper = _io.KeysDown[(int)KeyCode::KEY_HYPER];
};
e2->onKeyReleased = [](KeyCode k, cocos2d::Event* ev)
{
auto& _io = ImGui::GetIO();
_io.KeysDown[(int)k] = false;
// Modifiers are not reliable across systems
_io.KeyCtrl = _io.KeysDown[(int)KeyCode::KEY_LEFT_CTRL] || _io.KeysDown[(int)KeyCode::KEY_RIGHT_CTRL];
_io.KeyShift = _io.KeysDown[(int)KeyCode::KEY_LEFT_SHIFT] || _io.KeysDown[(int)KeyCode::KEY_RIGHT_SHIFT];
_io.KeyAlt = _io.KeysDown[(int)KeyCode::KEY_LEFT_ALT] || _io.KeysDown[(int)KeyCode::KEY_RIGHT_ALT];
_io.KeySuper = _io.KeysDown[(int)KeyCode::KEY_HYPER];
};
cocos2d::Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(e2, 1);
#endif // CC_PLATFORM_PC
return true;
}
void ImGui_ImplCocos2dx_Shutdown()
{
ImGui::DestroyPlatformWindows();
#ifdef CC_PLATFORM_PC
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
{
glfwDestroyCursor(g_MouseCursors[cursor_n]);
g_MouseCursors[cursor_n] = nullptr;
}
#endif // CC_PLATFORM_PC
ImGui_ImplCocos2dx_DestroyDeviceObjects();
ImGui::DestroyContext();
}
static void ImGui_ImplCocos2dx_UpdateMousePosAndButtons()
{
#ifdef CC_PLATFORM_PC
const auto g_Window = ImGui_ImplCocos2dx_GetWindow();
// Update buttons
ImGuiIO& io = ImGui::GetIO();
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
{
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
g_MouseJustPressed[i] = false;
}
// Update mouse position
const ImVec2 mouse_pos_backup = io.MousePos;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
io.MouseHoveredViewport = 0;
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int n = 0; n < platform_io.Viewports.Size; n++)
{
ImGuiViewport* viewport = platform_io.Viewports[n];
GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
IM_ASSERT(window != NULL);
#ifdef __EMSCRIPTEN__
const bool focused = true;
IM_ASSERT(platform_io.Viewports.Size == 1);
#else
const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
#endif
if (focused)
{
if (io.WantSetMousePos)
{
glfwSetCursorPos(window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y);
}
else
{
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
int window_x, window_y;
glfwGetWindowPos(window, &window_x, &window_y);
io.MousePos = ImVec2((float)mouse_x + window_x, (float)mouse_y + window_y);
}
else
{
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
}
}
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
}
// (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
// Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because
// - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
// - This is _regardless_ of whether another viewport is focused or being dragged from.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the back-end, imgui will ignore this field and infer the information by relying on the
// rectangles and last focused time of every viewports it knows about. It will be unaware of other windows that may be sitting between or over your windows.
// [GLFW] FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
// See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
#if GLFW_HAS_GLFW_HOVERED && CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !(viewport->Flags & ImGuiViewportFlags_NoInputs))
io.MouseHoveredViewport = viewport->ID;
#endif
}
#else
// Update buttons
ImGuiIO& io = ImGui::GetIO();
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
{
// g_MouseJustPressed represents touch state on mobile platforms
io.MouseDown[i] = g_MouseJustPressed[i];
}
// Update mouse position
const ImVec2 mouse_pos_backup = io.MousePos;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
if (io.WantSetMousePos)
{
io.MousePos = mouse_pos_backup;
}
else
{
if (g_CursorPos.x != -FLT_MAX && g_CursorPos.y != -FLT_MAX)
{
// convert g_CursorPos
const auto glv = cocos2d::Director::getInstance()->getOpenGLView();
const auto rect = glv->getViewPortRect();
io.MousePos.x = g_CursorPos.x * glv->getScaleX() + rect.origin.x;
io.MousePos.y = g_CursorPos.y * glv->getScaleY() + rect.origin.y;
}
}
#endif // CC_PLATFORM_PC
}
static void ImGui_ImplCocos2dx_UpdateMouseCursor()
{
#ifdef CC_PLATFORM_PC
const auto g_Window = ImGui_ImplCocos2dx_GetWindow();
ImGuiIO& io = ImGui::GetIO();
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
return;
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int n = 0; n < platform_io.Viewports.Size; n++)
{
GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
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
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
glfwSetCursor(window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
}
#endif // CC_PLATFORM_PC
}
static void ImGui_ImplCocos2dx_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
// Update gamepad inputs
int axes_count = 0, buttons_count = 0;
#ifdef CC_PLATFORM_PC
#define MAP_BUTTON(NAV_NO, BUTTON_NO) {\
if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) {\
float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0;\
v = (v - V0) / (V1 - V0);\
if (v > 1.0f) v = 1.0f;\
if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
#undef MAP_BUTTON
#undef MAP_ANALOG
#else
//TODO:
#endif // CC_PLATFORM_PC
if (axes_count > 0 && buttons_count > 0)
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
}
static void ImGui_ImplGlfw_UpdateMonitors()
{
#ifdef CC_PLATFORM_PC
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
int monitors_count = 0;
GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
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]);
#if GLFW_HAS_MONITOR_WORK_AREA
monitor.MainPos = ImVec2((float)x, (float)y);
monitor.MainSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
int w, h;
glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
monitor.WorkPos = ImVec2((float)x, (float)y);;
monitor.WorkSize = ImVec2((float)w, (float)h);
#else
monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
#endif
#if GLFW_HAS_PER_MONITOR_DPI
// 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.
float x_scale, y_scale;
glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
monitor.DpiScale = x_scale;
#endif
platform_io.Monitors.push_back(monitor);
}
g_WantUpdateMonitors = false;
#endif // CC_PLATFORM_PC
}
void ImGui_ImplCocos2dx_NewFrame()
{
g_CallbackCommands.clear();
g_CustomCommands.clear();
g_ProgramStates.clear();
if (!g_FontTexture)
ImGui_ImplCocos2dx_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.Fonts->IsBuilt() &&
"Font atlas not built! Missing call to renderer _NewFrame() function?");
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int buffer_w, buffer_h;
#ifdef CC_PLATFORM_PC
const auto g_Window = ImGui_ImplCocos2dx_GetWindow();
glfwGetWindowSize(g_Window, &w, &h);
glfwGetFramebufferSize(g_Window, &buffer_w, &buffer_h);
#else
auto glv = cocos2d::Director::getInstance()->getOpenGLView();
const auto frame_size = glv->getFrameSize();
//const auto buffer_size = glv->getDesignResolutionSize();
w = buffer_w = frame_size.width;
h = buffer_h = frame_size.height;
#endif // CC_PLATFORM_PC
io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)buffer_w / w, (float)buffer_h / h);
#ifdef CC_PLATFORM_PC
if (g_WantUpdateMonitors)
ImGui_ImplGlfw_UpdateMonitors();
#endif // CC_PLATFORM_PC
// Setup time step
io.DeltaTime = Director::getInstance()->getDeltaTime();
ImGui_ImplCocos2dx_UpdateMousePosAndButtons();
ImGui_ImplCocos2dx_UpdateMouseCursor();
// Update game controllers (if enabled and available)
ImGui_ImplCocos2dx_UpdateGamepads();
ImGui::NewFrame();
}
#ifdef CC_PLATFORM_PC
//--------------------------------------------------------------------------------------------------------
// 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..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGuiViewportDataGlfw
{
GLFWwindow* Window;
bool WindowOwned;
int IgnoreWindowPosEventFrame;
int IgnoreWindowSizeEventFrame;
ImGuiViewportDataGlfw() { Window = NULL; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
~ImGuiViewportDataGlfw() { 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))
{
if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
{
bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowPosEventFrame + 1);
//data->IgnoreWindowPosEventFrame = -1;
if (ignore_event)
return;
}
viewport->PlatformRequestMove = true;
}
}
static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
{
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
{
if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
{
bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowSizeEventFrame + 1);
//data->IgnoreWindowSizeEventFrame = -1;
if (ignore_event)
return;
}
viewport->PlatformRequestResize = true;
}
}
static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
{
ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
viewport->PlatformUserData = data;
// 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
#ifdef CC_USE_GL
GLFWwindow* share_window = ImGui_ImplCocos2dx_GetWindow();
#else
GLFWwindow* share_window = nullptr;
#endif
data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window);
data->WindowOwned = true;
viewport->PlatformHandle = (void*)data->Window;
#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
viewport->PlatformHandleRaw = glfwGetWin32Window(data->Window);
#endif
glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
// Install GLFW callbacks for secondary viewports
glfwSetMouseButtonCallback(data->Window, ImGui_ImplCocos2dx_MouseButtonCallback);
glfwSetScrollCallback(data->Window, ImGui_ImplCocos2dx_ScrollCallback);
glfwSetKeyCallback(data->Window, ImGui_ImplCocos2dx_KeyCallback);
glfwSetCharCallback(data->Window, ImGui_ImplCocos2dx_CharCallback);
glfwSetWindowCloseCallback(data->Window, ImGui_ImplGlfw_WindowCloseCallback);
glfwSetWindowPosCallback(data->Window, ImGui_ImplGlfw_WindowPosCallback);
glfwSetWindowSizeCallback(data->Window, ImGui_ImplGlfw_WindowSizeCallback);
#ifdef CC_USE_GL
const auto window = data->Window;
glfwMakeContextCurrent(window);
glfwSwapInterval(0);
AddRendererCommand([=]()
{
glfwMakeContextCurrent(window);
});
#endif
}
static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
{
if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
{
if (data->WindowOwned)
{
const auto window = data->Window;
const auto PlatformHandleRaw = viewport->PlatformHandleRaw;
AddRendererCommand([=]()
{
#if GLFW_HAS_GLFW_HOVERED && CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
HWND hwnd = PlatformHandleRaw;
::RemovePropA(hwnd, "IMGUI_VIEWPORT");
#endif
glfwDestroyWindow(window);
});
}
data->Window = NULL;
IM_DELETE(data);
}
viewport->PlatformUserData = viewport->PlatformHandle = NULL;
}
// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 && GLFW_HAS_GLFW_HOVERED
static WNDPROC g_GlfwWndProc = NULL;
static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (msg == WM_NCHITTEST)
{
// Let mouse pass-through the window. This will allow the back-end to set io.MouseHoveredViewport 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");
if (viewport->Flags & ImGuiViewportFlags_NoInputs)
return HTTRANSPARENT;
}
return ::CallWindowProc(g_GlfwWndProc, hWnd, msg, wParam, lParam);
}
#endif
static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
{
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
#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
#if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
if (g_GlfwWndProc == NULL)
g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC);
::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs);
#endif
#if !GLFW_HAS_FOCUS_ON_SHOW
// GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
// 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
// FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
{
::ShowWindow(hwnd, SW_SHOWNA);
return;
}
#endif
#endif
glfwShowWindow(data->Window);
}
static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
{
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
int x = 0, y = 0;
glfwGetWindowPos(data->Window, &x, &y);
return ImVec2((float)x, (float)y);
}
static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
glfwSetWindowPos(data->Window, (int)pos.x, (int)pos.y);
}
static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
{
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
int w = 0, h = 0;
glfwGetWindowSize(data->Window, &w, &h);
return ImVec2((float)w, (float)h);
}
static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
#if CC_TARGET_PLATFORM == CC_PLATFORM_MAC && !GLFW_HAS_OSX_WINDOW_POS_FIX
// 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(data->Window, &x, &y);
glfwGetWindowSize(data->Window, &width, &height);
glfwSetWindowPos(data->Window, x, y - height + size.y);
#endif
data->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
glfwSetWindowSize(data->Window, (int)size.x, (int)size.y);
}
static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
glfwSetWindowTitle(data->Window, title);
}
static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
{
#if GLFW_HAS_FOCUS_WINDOW
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
glfwFocusWindow(data->Window);
#else
// 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.
(void)viewport;
#endif
}
static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
{
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
return glfwGetWindowAttrib(data->Window, GLFW_FOCUSED) != 0;
}
static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
return glfwGetWindowAttrib(data->Window, GLFW_ICONIFIED) != 0;
}
#if GLFW_HAS_WINDOW_ALPHA
static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
glfwSetWindowOpacity(data->Window, alpha);
}
#endif
static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
#ifdef CC_USE_GL
const auto window = data->Window;
glfwMakeContextCurrent(window);
AddRendererCommand([=]()
{
glfwMakeContextCurrent(window);
});
#endif
}
static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
#ifdef CC_USE_GL
const auto window = data->Window;
glfwMakeContextCurrent(window);
AddRendererCommand([=]()
{
glfwMakeContextCurrent(window);
glfwSwapBuffers(window);
});
#endif
}
//--------------------------------------------------------------------------------------------------------
// IME (Input Method Editor) basic support for e.g. Asian language users
//--------------------------------------------------------------------------------------------------------
#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
#include <imm.h>
#ifdef _MSC_VER
#pragma comment(lib, "imm32")
#endif
static void ImGui_ImplCocos2dx_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
{
const auto hwnd = (HWND)glfwGetWin32Window(ImGui_ImplCocos2dx_GetWindow());
if (hwnd)
if (HIMC himc = ::ImmGetContext(hwnd))
{
COMPOSITIONFORM cf = {
CFS_FORCE_POSITION,
{ (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) },
{ 0, 0, 0, 0 } };
::ImmSetCompositionWindow(himc, &cf);
::ImmReleaseContext(hwnd, himc);
}
}
#else
static void ImGui_ImplCocos2dx_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos) {}
#endif
static void ImGui_ImplGlfw_InitPlatformInterface()
{
// Register platform interface (will be coupled with a renderer interface)
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;
platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
#if GLFW_HAS_WINDOW_ALPHA
platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha;
#endif
platform_io.Platform_SetImeInputPos = ImGui_ImplCocos2dx_SetImeInputPos;
// Note: monitor callback are broken GLFW 3.2 and earlier (see github.com/glfw/glfw/issues/784)
ImGui_ImplGlfw_UpdateMonitors();
glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
// Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
const auto window = ImGui_ImplCocos2dx_GetWindow();
data->Window = window;
data->WindowOwned = false;
main_viewport->PlatformUserData = data;
main_viewport->PlatformHandle = (void*)window;
}
static void ImGui_ImplGlfw_ShutdownPlatformInterface()
{
}
#endif // CC_PLATFORM_PC