#include "imgui_impl_cocos2dx.h" #include "cocos2d.h" #include "renderer/backend/Backend.h" #include #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 #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 }; static bool g_InstalledCallbacks = false; static bool g_WantUpdateMonitors = true; // 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 GLFWmonitorfun g_PrevUserCallbackMonitor = nullptr; static ImGuiImplCocos2dxLoadFontFun g_loadCustomFont = nullptr; static void* g_loadCustomFontUserData = nullptr; // Forward Declarations static void ImGui_ImplGlfw_InitPlatformInterface(); static void ImGui_ImplGlfw_ShutdownPlatformInterface(); static void ImGui_ImplGlfw_UpdateMonitors(); static bool ImGui_ImplCocos2dx_createShaderPrograms(); #endif // CC_PLATFORM_PC // TODO: mac metal #if defined(CC_PLATFORM_PC) && (defined(CC_USE_GL) || defined(CC_USE_GLES)) #define CC_IMGUI_ENABLE_MULTI_VIEWPORT 1 #else #define CC_IMGUI_ENABLE_MULTI_VIEWPORT 0 #endif // fps macro #define CC_IMGUI_DEFAULT_DELTA (1 / 60.f) #define CC_IMGUI_MIN_DELTA (1 / 1000.f) #define CC_IMGUI_MAX_DELTA (1 / 30.f) 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 bool g_fontDeviceObjectsDirty = false; 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> g_CallbackCommands; static std::vector> g_CustomCommands; static Vector g_ProgramStates; struct SavedRenderState { backend::CullMode cull; Viewport vp; ScissorRect scissorRect; bool scissorTest; bool depthTest; }; static SavedRenderState g_SavedRenderState; static void AddRendererCommand(const std::function& f) { const auto renderer = Director::getInstance()->getRenderer(); auto cmd = std::make_shared(); 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_SaveRenderState(cocos2d::Renderer* renderer) { 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(); }); } static void ImGui_ImplCocos2dx_SetupRenderState( cocos2d::Renderer* renderer, 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; Mat4::createOrthographicOffCenter(L, R, B, T, -1.f, 1.f, &g_Projection); } static void ImGui_ImplCocos2dx_RestoreRenderState(cocos2d::Renderer* renderer) { 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); // apply raster state renderer->beginRenderPass(); renderer->endRenderPass(); }); } 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(); ImGui_ImplCocos2dx_SaveRenderState(renderer); ImGui_ImplCocos2dx_SetupRenderState(renderer, 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(renderer, 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(); 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; } } ImGui_ImplCocos2dx_RestoreRenderState(renderer); } 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 void ImGui_ImplCocos2dx_SetCustomFontLoader(ImGuiImplCocos2dxLoadFontFun fun, void* userdata) { g_loadCustomFont = fun; g_loadCustomFontUserData = userdata; } void* ImGui_ImplCocos2dx_GetFontsTexture() { return g_FontTexture; } void ImGui_ImplCocos2dx_SetDeviceObjectsDirty() { g_fontDeviceObjectsDirty = true; } bool ImGui_ImplCocos2dx_CreateDeviceObjects() { if (g_loadCustomFont) g_loadCustomFont(g_loadCustomFontUserData); ImGui_ImplCocos2dx_createShaderPrograms(); ImGui_ImplCocos2dx_CreateFontsTexture(); g_fontDeviceObjectsDirty = false; return true; } void ImGui_ImplCocos2dx_DestroyDeviceObjects() { CC_SAFE_RELEASE_NULL(g_ProgramInfo.program); CC_SAFE_RELEASE_NULL(g_ProgramFontInfo.program); ImGui_ImplCocos2dx_DestroyFontsTexture(); } static bool ImGui_ImplCocos2dx_createShaderPrograms() { 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)); } return true; } 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_RELEASE_NULL(g_FontTexture); } } //-------------------------------------------------------------------------------------------------------- // 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 /*TODO: need check whether callbacks installed at shutdown*/) { 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 // TODO: mac osx have problem when create new window, the game scene will go to black #if CC_IMGUI_ENABLE_MULTI_VIEWPORT io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; #endif //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_InstalledCallbacks = true; 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); g_PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); } // Note: monitor callback are broken GLFW 3.2 and earlier (see github.com/glfw/glfw/issues/784) ImGui_ImplGlfw_UpdateMonitors(); // Since: required GLFW 3.3, comment follow line // 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() { const auto window = ImGui_ImplCocos2dx_GetWindow(); ImGui::DestroyPlatformWindows(); #ifdef CC_PLATFORM_PC if (g_InstalledCallbacks) { // Restore mouse and char callback glfwSetMouseButtonCallback(window, g_PrevUserCallbackMousebutton); glfwSetScrollCallback(window, g_PrevUserCallbackScroll); glfwSetKeyCallback(window, g_PrevUserCallbackKey); glfwSetCharCallback(window, g_PrevUserCallbackChar); glfwSetMonitorCallback(g_PrevUserCallbackMonitor); g_PrevUserCallbackMousebutton = nullptr; g_PrevUserCallbackScroll = nullptr; g_PrevUserCallbackKey = nullptr; g_PrevUserCallbackChar = nullptr; g_PrevUserCallbackMonitor = nullptr; } // Destroy cursors 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() { static std::chrono::steady_clock::time_point s_lastFrameTime; // Calculate deltaTime by self to avoid error when pause cocos2d::Director auto now = std::chrono::steady_clock::now(); auto deltaTime = std::chrono::duration_cast(now - s_lastFrameTime).count() / 1000000.0f; deltaTime = cocos2d::clampf(deltaTime, CC_IMGUI_MIN_DELTA, CC_IMGUI_MAX_DELTA); s_lastFrameTime = now; g_CallbackCommands.clear(); g_CustomCommands.clear(); g_ProgramStates.clear(); if (!g_FontTexture) ImGui_ImplCocos2dx_CreateDeviceObjects(); else if(g_fontDeviceObjectsDirty) { // recreate device objects, fonts also should be device objects ImGui_ImplCocos2dx_DestroyDeviceObjects(); 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 = deltaTime; 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 #if CC_IMGUI_ENABLE_MULTI_VIEWPORT 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); #if CC_IMGUI_ENABLE_MULTI_VIEWPORT // TODO: metal 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; #if CC_IMGUI_ENABLE_MULTI_VIEWPORT const auto window = data->Window; glfwMakeContextCurrent(window); AddRendererCommand([=]() { glfwMakeContextCurrent(window); }); #endif } static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) { ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; #if CC_IMGUI_ENABLE_MULTI_VIEWPORT 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 #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; // 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