mirror of https://github.com/axmolengine/axmol.git
1897 lines
90 KiB
C++
1897 lines
90 KiB
C++
// dear imgui: Platform Backend for GLFW with axmol spec
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
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// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// Issues:
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// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
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// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491)
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// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
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// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
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// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
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// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
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// 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten.
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// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
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// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
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// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
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// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18.
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// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
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// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
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// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
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// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
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// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
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// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
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// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
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// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
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// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
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// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
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// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
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// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
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// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
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// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
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// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
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// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
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// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
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// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
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#include "imgui_impl_ax.h"
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#include "cocos2d.h"
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#include "renderer/backend/Backend.h"
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#include <functional>
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#if defined(AX_USE_GL)
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#include "renderer/backend/opengl/OpenGLState.h"
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#endif
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USING_NS_AX;
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using namespace backend;
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// Clang warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
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#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
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#endif
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// GLFW
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#include <GLFW/glfw3.h>
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#ifdef _WIN32
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#undef APIENTRY
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#define GLFW_EXPOSE_NATIVE_WIN32
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#include <GLFW/glfw3native.h> // for glfwGetWin32Window()
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#endif
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#ifdef __APPLE__
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#define GLFW_EXPOSE_NATIVE_COCOA
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typedef struct objc_object *id;
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extern "C" id glfwGetCocoaWindow(GLFWwindow* window);
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// #include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
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#endif
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#include <emscripten/html5.h>
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#endif
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// We gather version tests as define in order to easily see which features are version-dependent.
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#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
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#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING
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#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED
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#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity
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#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
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#if defined(__EMSCRIPTEN__) || defined(__SWITCH__) // no Vulkan support in GLFW for Emscripten or homebrew Nintendo Switch
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#define GLFW_HAS_VULKAN (0)
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#else
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#define GLFW_HAS_VULKAN (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface
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#endif
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#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow
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#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
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#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea
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#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_COMBINED >= 3301) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
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#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
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#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
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#else
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#define GLFW_HAS_NEW_CURSORS (0)
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#endif
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#ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough)
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#define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH
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#else
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#define GLFW_HAS_MOUSE_PASSTHROUGH (0)
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#endif
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#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
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#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
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#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
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// axmol spec data
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constexpr IndexFormat IMGUI_INDEX_FORMAT = sizeof(ImDrawIdx) == 2 ? IndexFormat::U_SHORT : IndexFormat::U_INT;
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struct ProgramInfoData
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{
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Program* program = nullptr;
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// Uniforms location
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UniformLocation texture{};
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UniformLocation projection{};
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// Vertex attributes location
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int position = 0;
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int uv = 0;
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int color = 0;
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VertexLayout layout{};
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};
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struct SavedRenderStateData
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{
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backend::CullMode cull{};
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Viewport vp{};
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ScissorRect scissorRect{};
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bool scissorTest{};
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bool depthTest{};
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};
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// end of axmol spec
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// GLFW data
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enum GlfwClientApi
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{
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GlfwClientApi_Unknown,
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GlfwClientApi_OpenGL,
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GlfwClientApi_Vulkan,
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GlfwClientApi_Metal,
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};
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struct ImGui_ImplGlfw_Data
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{
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GLFWwindow* Window;
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GlfwClientApi ClientApi;
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double Time;
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GLFWwindow* MouseWindow;
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GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
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ImVec2 LastValidMousePos;
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GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST];
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bool InstalledCallbacks;
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bool CallbacksChainForAllWindows;
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bool WantUpdateMonitors;
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// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
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GLFWwindowfocusfun PrevUserCallbackWindowFocus;
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GLFWcursorposfun PrevUserCallbackCursorPos;
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GLFWcursorenterfun PrevUserCallbackCursorEnter;
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GLFWmousebuttonfun PrevUserCallbackMousebutton;
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GLFWscrollfun PrevUserCallbackScroll;
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GLFWkeyfun PrevUserCallbackKey;
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GLFWcharfun PrevUserCallbackChar;
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GLFWmonitorfun PrevUserCallbackMonitor;
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#ifdef _WIN32
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WNDPROC GlfwWndProc;
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#endif
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// ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); }
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// axmol spec data
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std::chrono::steady_clock::time_point LastFrameTime{};
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ImGuiImplCocos2dxLoadFontFun LoadCustomFont = nullptr;
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void* LoadCustomFontUserData = nullptr;
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ProgramInfoData ProgramInfo{};
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ProgramInfoData ProgramFontInfo{};
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bool FontDeviceObjectsDirty = false;
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Texture2D* FontTexture = nullptr;
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Mat4 Projection;
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// std::vector<std::shared_ptr<CallbackCommand>> CallbackCommands{};
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std::vector<std::shared_ptr<CustomCommand>> CustomCommands{};
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Vector<ProgramState*> ProgramStates{};
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SavedRenderStateData SavedRenderState{};
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};
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// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
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// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
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// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
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// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
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// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
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static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
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}
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// Forward Declarations
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static void ImGui_ImplGlfw_UpdateMonitors();
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static void ImGui_ImplGlfw_InitPlatformInterface();
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static void ImGui_ImplGlfw_ShutdownPlatformInterface();
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// Functions
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static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
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{
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return glfwGetClipboardString((GLFWwindow*)user_data);
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}
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static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
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{
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glfwSetClipboardString((GLFWwindow*)user_data, text);
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}
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static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
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{
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switch (key)
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{
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case GLFW_KEY_TAB: return ImGuiKey_Tab;
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case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
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case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
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case GLFW_KEY_UP: return ImGuiKey_UpArrow;
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case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
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case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
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case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
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case GLFW_KEY_HOME: return ImGuiKey_Home;
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case GLFW_KEY_END: return ImGuiKey_End;
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case GLFW_KEY_INSERT: return ImGuiKey_Insert;
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case GLFW_KEY_DELETE: return ImGuiKey_Delete;
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case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
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case GLFW_KEY_SPACE: return ImGuiKey_Space;
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case GLFW_KEY_ENTER: return ImGuiKey_Enter;
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case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
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case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
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case GLFW_KEY_COMMA: return ImGuiKey_Comma;
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case GLFW_KEY_MINUS: return ImGuiKey_Minus;
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case GLFW_KEY_PERIOD: return ImGuiKey_Period;
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case GLFW_KEY_SLASH: return ImGuiKey_Slash;
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case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
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case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
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case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
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case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
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case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
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case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
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case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
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case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
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case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
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case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
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case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
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case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
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case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
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case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
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case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
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case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
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case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
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case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
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case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
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case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
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case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
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case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
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case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
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case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
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case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
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case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
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case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
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case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
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case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
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case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
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case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
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case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
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case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
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case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
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case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
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case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
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case GLFW_KEY_MENU: return ImGuiKey_Menu;
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case GLFW_KEY_0: return ImGuiKey_0;
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case GLFW_KEY_1: return ImGuiKey_1;
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case GLFW_KEY_2: return ImGuiKey_2;
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case GLFW_KEY_3: return ImGuiKey_3;
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case GLFW_KEY_4: return ImGuiKey_4;
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case GLFW_KEY_5: return ImGuiKey_5;
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case GLFW_KEY_6: return ImGuiKey_6;
|
|
case GLFW_KEY_7: return ImGuiKey_7;
|
|
case GLFW_KEY_8: return ImGuiKey_8;
|
|
case GLFW_KEY_9: return ImGuiKey_9;
|
|
case GLFW_KEY_A: return ImGuiKey_A;
|
|
case GLFW_KEY_B: return ImGuiKey_B;
|
|
case GLFW_KEY_C: return ImGuiKey_C;
|
|
case GLFW_KEY_D: return ImGuiKey_D;
|
|
case GLFW_KEY_E: return ImGuiKey_E;
|
|
case GLFW_KEY_F: return ImGuiKey_F;
|
|
case GLFW_KEY_G: return ImGuiKey_G;
|
|
case GLFW_KEY_H: return ImGuiKey_H;
|
|
case GLFW_KEY_I: return ImGuiKey_I;
|
|
case GLFW_KEY_J: return ImGuiKey_J;
|
|
case GLFW_KEY_K: return ImGuiKey_K;
|
|
case GLFW_KEY_L: return ImGuiKey_L;
|
|
case GLFW_KEY_M: return ImGuiKey_M;
|
|
case GLFW_KEY_N: return ImGuiKey_N;
|
|
case GLFW_KEY_O: return ImGuiKey_O;
|
|
case GLFW_KEY_P: return ImGuiKey_P;
|
|
case GLFW_KEY_Q: return ImGuiKey_Q;
|
|
case GLFW_KEY_R: return ImGuiKey_R;
|
|
case GLFW_KEY_S: return ImGuiKey_S;
|
|
case GLFW_KEY_T: return ImGuiKey_T;
|
|
case GLFW_KEY_U: return ImGuiKey_U;
|
|
case GLFW_KEY_V: return ImGuiKey_V;
|
|
case GLFW_KEY_W: return ImGuiKey_W;
|
|
case GLFW_KEY_X: return ImGuiKey_X;
|
|
case GLFW_KEY_Y: return ImGuiKey_Y;
|
|
case GLFW_KEY_Z: return ImGuiKey_Z;
|
|
case GLFW_KEY_F1: return ImGuiKey_F1;
|
|
case GLFW_KEY_F2: return ImGuiKey_F2;
|
|
case GLFW_KEY_F3: return ImGuiKey_F3;
|
|
case GLFW_KEY_F4: return ImGuiKey_F4;
|
|
case GLFW_KEY_F5: return ImGuiKey_F5;
|
|
case GLFW_KEY_F6: return ImGuiKey_F6;
|
|
case GLFW_KEY_F7: return ImGuiKey_F7;
|
|
case GLFW_KEY_F8: return ImGuiKey_F8;
|
|
case GLFW_KEY_F9: return ImGuiKey_F9;
|
|
case GLFW_KEY_F10: return ImGuiKey_F10;
|
|
case GLFW_KEY_F11: return ImGuiKey_F11;
|
|
case GLFW_KEY_F12: return ImGuiKey_F12;
|
|
default: return ImGuiKey_None;
|
|
}
|
|
}
|
|
|
|
// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
|
|
// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
|
|
static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
|
|
io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS));
|
|
io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS));
|
|
io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));
|
|
}
|
|
|
|
static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
|
|
}
|
|
|
|
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
|
bd->PrevUserCallbackMousebutton(window, button, action, mods);
|
|
|
|
ImGui_ImplGlfw_UpdateKeyModifiers(window);
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
if (button >= 0 && button < ImGuiMouseButton_COUNT)
|
|
io.AddMouseButtonEvent(button, action == GLFW_PRESS);
|
|
}
|
|
|
|
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
|
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
// Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
|
|
return;
|
|
#endif
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
|
|
}
|
|
|
|
static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
|
|
{
|
|
#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__)
|
|
// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
|
|
// (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
|
|
// See https://github.com/glfw/glfw/issues/1502 for details.
|
|
// Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
|
|
// This won't cover edge cases but this is at least going to cover common cases.
|
|
if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
|
|
return key;
|
|
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
|
|
const char* key_name = glfwGetKeyName(key, scancode);
|
|
glfwSetErrorCallback(prev_error_callback);
|
|
#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
|
|
(void)glfwGetError(nullptr);
|
|
#endif
|
|
if (key_name && key_name[0] != 0 && key_name[1] == 0)
|
|
{
|
|
const char char_names[] = "`-=[]\\,;\'./";
|
|
const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
|
|
IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
|
|
if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
|
|
else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
|
|
else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
|
|
else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
|
|
}
|
|
// if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
|
|
#else
|
|
IM_UNUSED(scancode);
|
|
#endif
|
|
return key;
|
|
}
|
|
|
|
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
|
bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
|
|
|
|
if (action != GLFW_PRESS && action != GLFW_RELEASE)
|
|
return;
|
|
|
|
ImGui_ImplGlfw_UpdateKeyModifiers(window);
|
|
|
|
if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows))
|
|
bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr;
|
|
|
|
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
|
|
io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
|
|
io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
|
|
}
|
|
|
|
void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
|
bd->PrevUserCallbackWindowFocus(window, focused);
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.AddFocusEvent(focused != 0);
|
|
}
|
|
|
|
void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
|
bd->PrevUserCallbackCursorPos(window, x, y);
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
|
{
|
|
int window_x, window_y;
|
|
glfwGetWindowPos(window, &window_x, &window_y);
|
|
x += window_x;
|
|
y += window_y;
|
|
}
|
|
io.AddMousePosEvent((float)x, (float)y);
|
|
bd->LastValidMousePos = ImVec2((float)x, (float)y);
|
|
}
|
|
|
|
// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
|
|
// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
|
|
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
|
bd->PrevUserCallbackCursorEnter(window, entered);
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
if (entered)
|
|
{
|
|
bd->MouseWindow = window;
|
|
io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
|
|
}
|
|
else if (!entered && bd->MouseWindow == window)
|
|
{
|
|
bd->LastValidMousePos = io.MousePos;
|
|
bd->MouseWindow = nullptr;
|
|
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
|
}
|
|
}
|
|
|
|
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
|
bd->PrevUserCallbackChar(window, c);
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.AddInputCharacter(c);
|
|
}
|
|
|
|
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
bd->WantUpdateMonitors = true;
|
|
}
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
|
|
{
|
|
// Mimic Emscripten_HandleWheel() in SDL.
|
|
// Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
|
|
float multiplier = 0.0f;
|
|
if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.
|
|
else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step.
|
|
else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps.
|
|
float wheel_x = ev->deltaX * -multiplier;
|
|
float wheel_y = ev->deltaY * -multiplier;
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.AddMouseWheelEvent(wheel_x, wheel_y);
|
|
//IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y);
|
|
return EM_TRUE;
|
|
}
|
|
#endif
|
|
|
|
#ifdef _WIN32
|
|
// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
|
|
// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
|
|
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
|
|
{
|
|
LPARAM extra_info = ::GetMessageExtraInfo();
|
|
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
|
|
return ImGuiMouseSource_Pen;
|
|
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
|
|
return ImGuiMouseSource_TouchScreen;
|
|
return ImGuiMouseSource_Mouse;
|
|
}
|
|
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
switch (msg)
|
|
{
|
|
case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
|
|
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
|
|
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
|
|
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
|
|
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
|
|
ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
|
|
break;
|
|
|
|
// 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 !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED
|
|
case WM_NCHITTEST:
|
|
{
|
|
// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL).
|
|
// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
|
|
// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
|
|
// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
|
|
ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
|
|
if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs))
|
|
return HTTRANSPARENT;
|
|
break;
|
|
}
|
|
#endif
|
|
}
|
|
return ::CallWindowProc(bd->GlfwWndProc, hWnd, msg, wParam, lParam);
|
|
}
|
|
#endif
|
|
|
|
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
|
|
IM_ASSERT(bd->Window == window);
|
|
|
|
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
|
|
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
|
|
bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
|
|
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
|
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
|
bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
|
bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
|
|
bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
|
|
bd->InstalledCallbacks = true;
|
|
}
|
|
|
|
void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
|
|
IM_ASSERT(bd->Window == window);
|
|
|
|
glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
|
|
glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
|
|
glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
|
|
glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
|
|
glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
|
|
glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
|
|
glfwSetCharCallback(window, bd->PrevUserCallbackChar);
|
|
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
|
|
bd->InstalledCallbacks = false;
|
|
bd->PrevUserCallbackWindowFocus = nullptr;
|
|
bd->PrevUserCallbackCursorEnter = nullptr;
|
|
bd->PrevUserCallbackCursorPos = nullptr;
|
|
bd->PrevUserCallbackMousebutton = nullptr;
|
|
bd->PrevUserCallbackScroll = nullptr;
|
|
bd->PrevUserCallbackKey = nullptr;
|
|
bd->PrevUserCallbackChar = nullptr;
|
|
bd->PrevUserCallbackMonitor = nullptr;
|
|
}
|
|
|
|
// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user.
|
|
// This is 'false' by default meaning we only chain callbacks for the main viewport.
|
|
// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.
|
|
// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.
|
|
void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
bd->CallbacksChainForAllWindows = chain_for_all_windows;
|
|
}
|
|
|
|
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
|
//printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
|
|
|
|
// Setup backend capabilities flags
|
|
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
|
|
io.BackendPlatformUserData = (void*)bd;
|
|
io.BackendPlatformName = "imgui_impl_glfw";
|
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
|
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
|
#ifndef __EMSCRIPTEN__
|
|
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
|
#endif
|
|
#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
|
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
|
|
#endif
|
|
|
|
bd->Window = window;
|
|
bd->Time = 0.0;
|
|
bd->WantUpdateMonitors = true;
|
|
|
|
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
|
|
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
|
|
io.ClipboardUserData = bd->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 nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
|
|
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
|
|
bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
|
bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
|
|
bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
|
|
#if GLFW_HAS_NEW_CURSORS
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
|
|
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
|
|
#else
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
|
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
|
#endif
|
|
glfwSetErrorCallback(prev_error_callback);
|
|
#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
|
|
(void)glfwGetError(nullptr);
|
|
#endif
|
|
|
|
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
|
if (install_callbacks)
|
|
ImGui_ImplGlfw_InstallCallbacks(window);
|
|
// Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
|
|
// We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
|
|
// FIXME: May break chaining in case user registered their own Emscripten callback?
|
|
#ifdef __EMSCRIPTEN__
|
|
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
|
|
#endif
|
|
|
|
// 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);
|
|
|
|
// Set platform dependent data in viewport
|
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
|
main_viewport->PlatformHandle = (void*)bd->Window;
|
|
#ifdef _WIN32
|
|
main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
|
|
#elif defined(__APPLE__)
|
|
main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
|
|
#else
|
|
IM_UNUSED(main_viewport);
|
|
#endif
|
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
|
ImGui_ImplGlfw_InitPlatformInterface();
|
|
|
|
// Windows: register a WndProc hook so we can intercept some messages.
|
|
#ifdef _WIN32
|
|
bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
|
|
IM_ASSERT(bd->GlfwWndProc != nullptr);
|
|
::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
|
|
#endif
|
|
|
|
bd->ClientApi = client_api;
|
|
return true;
|
|
}
|
|
|
|
bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
|
|
{
|
|
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
|
|
}
|
|
|
|
bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
|
|
{
|
|
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
|
|
}
|
|
|
|
bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
|
|
{
|
|
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
|
|
}
|
|
|
|
void ImGui_ImplGlfw_Shutdown()
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
ImGui_ImplGlfw_ShutdownPlatformInterface();
|
|
|
|
if (bd->InstalledCallbacks)
|
|
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
|
|
#ifdef __EMSCRIPTEN__
|
|
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, nullptr);
|
|
#endif
|
|
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
|
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
|
|
|
|
// Windows: register a WndProc hook so we can intercept some messages.
|
|
#ifdef _WIN32
|
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
|
::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc);
|
|
bd->GlfwWndProc = nullptr;
|
|
#endif
|
|
|
|
io.BackendPlatformName = nullptr;
|
|
io.BackendPlatformUserData = nullptr;
|
|
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
|
|
IM_DELETE(bd);
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_UpdateMouseData()
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
|
|
|
|
ImGuiID mouse_viewport_id = 0;
|
|
const ImVec2 mouse_pos_prev = io.MousePos;
|
|
for (int n = 0; n < platform_io.Viewports.Size; n++)
|
|
{
|
|
ImGuiViewport* viewport = platform_io.Viewports[n];
|
|
GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
const bool is_window_focused = true;
|
|
#else
|
|
const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
|
|
#endif
|
|
if (is_window_focused)
|
|
{
|
|
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
|
// When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
|
|
if (io.WantSetMousePos)
|
|
glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
|
|
|
|
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
|
|
if (bd->MouseWindow == nullptr)
|
|
{
|
|
double mouse_x, mouse_y;
|
|
glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
|
{
|
|
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
|
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
|
|
int window_x, window_y;
|
|
glfwGetWindowPos(window, &window_x, &window_y);
|
|
mouse_x += window_x;
|
|
mouse_y += window_y;
|
|
}
|
|
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
|
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
|
|
}
|
|
}
|
|
|
|
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
|
|
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
|
|
// - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag.
|
|
// - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.
|
|
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
|
|
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
|
|
// by the backend, and use its flawed heuristic to guess the viewport behind.
|
|
// - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
|
|
// FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
|
|
// See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
|
|
#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
|
|
const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
|
|
#if GLFW_HAS_MOUSE_PASSTHROUGH
|
|
glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
|
|
#endif
|
|
if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input)
|
|
mouse_viewport_id = viewport->ID;
|
|
#else
|
|
// We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse.
|
|
#endif
|
|
}
|
|
|
|
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
|
|
io.AddMouseViewportEvent(mouse_viewport_id);
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_UpdateMouseCursor()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->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, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update gamepad inputs
|
|
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
|
|
static void ImGui_ImplGlfw_UpdateGamepads()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
|
return;
|
|
|
|
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
|
#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__)
|
|
GLFWgamepadstate gamepad;
|
|
if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
|
|
return;
|
|
#define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
|
|
#define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
|
|
#else
|
|
int axes_count = 0, buttons_count = 0;
|
|
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
|
|
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
|
|
if (axes_count == 0 || buttons_count == 0)
|
|
return;
|
|
#define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
|
|
#define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
|
|
#endif
|
|
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
|
MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
|
|
MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);
|
|
MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);
|
|
MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);
|
|
MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);
|
|
MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);
|
|
MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);
|
|
#undef MAP_BUTTON
|
|
#undef MAP_ANALOG
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_UpdateMonitors()
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
bd->WantUpdateMonitors = false;
|
|
|
|
int monitors_count = 0;
|
|
GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
|
|
if (monitors_count == 0) // Preserve existing monitor list if there are none. Happens on macOS sleeping (#5683)
|
|
return;
|
|
|
|
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 (vid_mode == nullptr)
|
|
continue; // Failed to get Video mode (e.g. Emscripten does not support this function)
|
|
monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
|
|
monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
|
|
#if GLFW_HAS_MONITOR_WORK_AREA
|
|
int w, h;
|
|
glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
|
|
if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761
|
|
{
|
|
monitor.WorkPos = ImVec2((float)x, (float)y);
|
|
monitor.WorkSize = ImVec2((float)w, (float)h);
|
|
}
|
|
#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
|
|
monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes"
|
|
platform_io.Monitors.push_back(monitor);
|
|
}
|
|
}
|
|
|
|
void ImGui_ImplGlfw_NewFrame()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?");
|
|
|
|
// Setup display size (every frame to accommodate for window resizing)
|
|
int w, h;
|
|
int display_w, display_h;
|
|
glfwGetWindowSize(bd->Window, &w, &h);
|
|
glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
|
|
io.DisplaySize = ImVec2((float)w, (float)h);
|
|
if (w > 0 && h > 0)
|
|
io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
|
|
if (bd->WantUpdateMonitors)
|
|
ImGui_ImplGlfw_UpdateMonitors();
|
|
|
|
// Setup time step
|
|
// (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
|
|
double current_time = glfwGetTime();
|
|
if (current_time <= bd->Time)
|
|
current_time = bd->Time + 0.00001f;
|
|
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
|
|
bd->Time = current_time;
|
|
|
|
ImGui_ImplGlfw_UpdateMouseData();
|
|
ImGui_ImplGlfw_UpdateMouseCursor();
|
|
|
|
// Update game controllers (if enabled and available)
|
|
ImGui_ImplGlfw_UpdateGamepads();
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
|
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
|
|
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
|
//--------------------------------------------------------------------------------------------------------
|
|
|
|
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
|
|
struct ImGui_ImplGlfw_ViewportData
|
|
{
|
|
GLFWwindow* Window;
|
|
bool WindowOwned;
|
|
int IgnoreWindowPosEventFrame;
|
|
int IgnoreWindowSizeEventFrame;
|
|
|
|
ImGui_ImplGlfw_ViewportData() { Window = nullptr; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
|
|
~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); }
|
|
};
|
|
|
|
static void ImGui_ImplAx_makeCurrent(GLFWwindow* window)
|
|
{
|
|
glfwMakeContextCurrent(window);
|
|
|
|
#if defined(AX_USE_GL)
|
|
auto p = glfwGetWindowUserPointer(window);
|
|
if (!p)
|
|
{
|
|
p = new OpenGLState();
|
|
glfwSetWindowUserPointer(window, p);
|
|
# if AX_GLES_PROFILE != 200
|
|
// this is a new OpenGLContext, create default VAO for it when core profile enabled
|
|
GLuint vao;
|
|
glGenVertexArrays(1, &vao);
|
|
glBindVertexArray(vao);
|
|
# endif
|
|
}
|
|
|
|
if (backend::__gl != p)
|
|
{
|
|
backend::__gl->resetVAO();
|
|
backend::__gl = (OpenGLState*)p;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
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 (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
|
|
{
|
|
bool ignore_event = (ImGui::GetFrameCount() <= vd->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 (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
|
|
{
|
|
bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1);
|
|
//data->IgnoreWindowSizeEventFrame = -1;
|
|
if (ignore_event)
|
|
return;
|
|
}
|
|
viewport->PlatformRequestResize = true;
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
|
|
viewport->PlatformUserData = vd;
|
|
|
|
// GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
|
|
// With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
|
|
glfwWindowHint(GLFW_VISIBLE, false);
|
|
glfwWindowHint(GLFW_FOCUSED, false);
|
|
#if GLFW_HAS_FOCUS_ON_SHOW
|
|
glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
|
|
#endif
|
|
glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
|
|
#if GLFW_HAS_WINDOW_TOPMOST
|
|
glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
|
|
#endif
|
|
GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr;
|
|
vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window);
|
|
vd->WindowOwned = true;
|
|
viewport->PlatformHandle = (void*)vd->Window;
|
|
#ifdef _WIN32
|
|
viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window);
|
|
#elif defined(__APPLE__)
|
|
viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window);
|
|
#endif
|
|
glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
|
|
|
|
// Install GLFW callbacks for secondary viewports
|
|
glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback);
|
|
glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback);
|
|
glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback);
|
|
glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback);
|
|
glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback);
|
|
glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback);
|
|
glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback);
|
|
glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback);
|
|
glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback);
|
|
glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback);
|
|
if (bd->ClientApi == GlfwClientApi_OpenGL)
|
|
{
|
|
ImGui_ImplAx_makeCurrent(vd->Window);
|
|
glfwSwapInterval(0);
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
|
|
{
|
|
if (vd->WindowOwned)
|
|
{
|
|
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
|
|
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
|
|
::RemovePropA(hwnd, "IMGUI_VIEWPORT");
|
|
#endif
|
|
|
|
// Release any keys that were pressed in the window being destroyed and are still held down,
|
|
// because we will not receive any release events after window is destroyed.
|
|
for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++)
|
|
if (bd->KeyOwnerWindows[i] == vd->Window)
|
|
ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called.
|
|
#if defined(AX_USE_GL)
|
|
auto p = (OpenGLState*)glfwGetWindowUserPointer(vd->Window);
|
|
if (p)
|
|
delete p;
|
|
#endif
|
|
glfwDestroyWindow(vd->Window);
|
|
}
|
|
vd->Window = nullptr;
|
|
IM_DELETE(vd);
|
|
}
|
|
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
|
|
{
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)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_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
|
|
IM_ASSERT(bd->GlfwWndProc == (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC));
|
|
::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
|
|
#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(vd->Window);
|
|
}
|
|
|
|
static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
|
|
{
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
int x = 0, y = 0;
|
|
glfwGetWindowPos(vd->Window, &x, &y);
|
|
return ImVec2((float)x, (float)y);
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
|
|
{
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();
|
|
glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y);
|
|
}
|
|
|
|
static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
|
|
{
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
int w = 0, h = 0;
|
|
glfwGetWindowSize(vd->Window, &w, &h);
|
|
return ImVec2((float)w, (float)h);
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
|
{
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
#if __APPLE__ && !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(vd->Window, &x, &y);
|
|
glfwGetWindowSize(vd->Window, &width, &height);
|
|
glfwSetWindowPos(vd->Window, x, y - height + size.y);
|
|
#endif
|
|
vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
|
|
glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y);
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
|
|
{
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
glfwSetWindowTitle(vd->Window, title);
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
|
|
{
|
|
#if GLFW_HAS_FOCUS_WINDOW
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
glfwFocusWindow(vd->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)
|
|
{
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0;
|
|
}
|
|
|
|
static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
|
|
{
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0;
|
|
}
|
|
|
|
#if GLFW_HAS_WINDOW_ALPHA
|
|
static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
|
|
{
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
glfwSetWindowOpacity(vd->Window, alpha);
|
|
}
|
|
#endif
|
|
|
|
static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
if (bd->ClientApi == GlfwClientApi_OpenGL)
|
|
ImGui_ImplAx_makeCurrent(vd->Window);
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
if (bd->ClientApi == GlfwClientApi_OpenGL)
|
|
{
|
|
ImGui_ImplAx_makeCurrent(vd->Window);
|
|
glfwSwapBuffers(vd->Window);
|
|
}
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
|
|
//--------------------------------------------------------------------------------------------------------
|
|
|
|
// Avoid including <vulkan.h> so we can build without it
|
|
#if GLFW_HAS_VULKAN
|
|
#ifndef VULKAN_H_
|
|
#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
|
|
#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
|
|
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
|
|
#else
|
|
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
|
|
#endif
|
|
VK_DEFINE_HANDLE(VkInstance)
|
|
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
|
|
struct VkAllocationCallbacks;
|
|
enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
|
|
#endif // VULKAN_H_
|
|
extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }
|
|
static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
IM_UNUSED(bd);
|
|
IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan);
|
|
VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
|
|
return (int)err;
|
|
}
|
|
#endif // GLFW_HAS_VULKAN
|
|
|
|
static void ImGui_ImplGlfw_InitPlatformInterface()
|
|
{
|
|
// Register platform interface (will be coupled with a renderer interface)
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow;
|
|
platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow;
|
|
platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow;
|
|
platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos;
|
|
platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
|
|
platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
|
|
platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
|
|
platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
|
|
platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
|
|
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
|
|
#if GLFW_HAS_VULKAN
|
|
platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
|
|
#endif
|
|
|
|
// Register main window handle (which is owned by the main application, not by us)
|
|
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
|
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
|
ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
|
|
vd->Window = bd->Window;
|
|
vd->WindowOwned = false;
|
|
main_viewport->PlatformUserData = vd;
|
|
main_viewport->PlatformHandle = (void*)bd->Window;
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_ShutdownPlatformInterface()
|
|
{
|
|
ImGui::DestroyPlatformWindows();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#if defined(__clang__)
|
|
#pragma clang diagnostic pop
|
|
#endif
|
|
|
|
|
|
////////////////////////// axmol spec /////////////////////////
|
|
|
|
#define AX_PTR_CAST(v, pointer_type) reinterpret_cast<pointer_type>(v)
|
|
|
|
|
|
// fps macro
|
|
#define AX_IMGUI_DEFAULT_DELTA (1 / 60.f)
|
|
#define AX_IMGUI_MIN_DELTA (1 / 1000.f)
|
|
#define AX_IMGUI_MAX_DELTA (1 / 30.f)
|
|
|
|
// axmol spec
|
|
bool ImGui_ImplGlfw_InitForAx(GLFWwindow* window, bool install_callbacks)
|
|
{
|
|
#if defined(AX_USE_GL)
|
|
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
|
|
#else
|
|
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Metal);
|
|
#endif
|
|
}
|
|
|
|
struct ImGui_ImplAx_Data
|
|
{
|
|
// axmol spec data
|
|
|
|
ImGuiImplCocos2dxLoadFontFun LoadCustomFont = nullptr;
|
|
void* LoadCustomFontUserData = nullptr;
|
|
|
|
ProgramInfoData ProgramInfo{};
|
|
ProgramInfoData ProgramFontInfo{};
|
|
bool FontDeviceObjectsDirty = false;
|
|
Texture2D* FontTexture = nullptr;
|
|
Mat4 Projection;
|
|
|
|
std::vector<std::shared_ptr<CallbackCommand>> CallbackCommands{};
|
|
std::vector<std::shared_ptr<CustomCommand>> CustomCommands{};
|
|
Vector<ProgramState*> ProgramStates{};
|
|
|
|
SavedRenderStateData SavedRenderState{};
|
|
};
|
|
|
|
static bool ImGui_ImplAx_CreateFontsTexture();
|
|
static void ImGui_ImplAx_DestroyFontsTexture();
|
|
static void ImGui_ImplAx_DestroyDeviceObjects();
|
|
static bool ImGui_ImplAx_CreateDeviceObjects();
|
|
static void ImGui_ImplAx_RenderWindow(ImGuiViewport* viewport, void*);
|
|
static void AddRendererCommand(const std::function<void()>& f);
|
|
|
|
|
|
static bool ImGui_ImplAx_createShaderPrograms();
|
|
|
|
|
|
static void ImGui_ImplAx_CreateWindow(ImGuiViewport* viewport);
|
|
static void ImGui_ImplAx_Renderer_RenderWindow(ImGuiViewport* viewport, void*);
|
|
|
|
static void ImGui_ImplAx_RenderWindow(ImGuiViewport* viewport, void*)
|
|
{
|
|
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
if (bd->ClientApi == GlfwClientApi_OpenGL) {
|
|
AddRendererCommand([=]() { ImGui_ImplAx_makeCurrent(vd->Window); });
|
|
}
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplAx_SwapBuffers(ImGuiViewport* viewport, void*)
|
|
{
|
|
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
if (bd->ClientApi == GlfwClientApi_OpenGL) {
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
AddRendererCommand([=]() {
|
|
ImGui_ImplAx_makeCurrent(vd->Window);
|
|
glfwSwapBuffers(vd->Window);
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplAx_InitPlatformInterface()
|
|
{
|
|
// Register platform interface (will be coupled with a renderer interface)
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
platform_io.Platform_RenderWindow = ImGui_ImplAx_RenderWindow;
|
|
platform_io.Platform_CreateWindow = ImGui_ImplAx_CreateWindow;
|
|
platform_io.Platform_SwapBuffers = ImGui_ImplAx_SwapBuffers;
|
|
|
|
platform_io.Renderer_RenderWindow = ImGui_ImplAx_Renderer_RenderWindow;
|
|
}
|
|
|
|
void ImGui_ImplAx_Init()
|
|
{
|
|
auto bd = ImGui_ImplGlfw_GetBackendData();
|
|
auto& io = ImGui::GetIO();
|
|
io.BackendRendererUserData = (void*)bd;
|
|
io.BackendRendererName = "imgui_impl_axmol";
|
|
io.BackendFlags |=
|
|
ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
|
// axmol spec: disable auto load and save
|
|
io.IniFilename = nullptr;
|
|
|
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
|
ImGui_ImplAx_InitPlatformInterface();
|
|
}
|
|
|
|
void ImGui_ImplAx_Shutdown()
|
|
{
|
|
ImGui_ImplAx_DestroyDeviceObjects();
|
|
}
|
|
|
|
IMGUI_IMPL_API void ImGui_ImplAx_NewFrame() {
|
|
auto bd = ImGui_ImplGlfw_GetBackendData();
|
|
//bd->CallbackCommands.clear();
|
|
bd->CustomCommands.clear();
|
|
bd->ProgramStates.clear();
|
|
|
|
if (!bd->FontTexture)
|
|
ImGui_ImplAx_CreateDeviceObjects();
|
|
else if (bd->FontDeviceObjectsDirty)
|
|
{ // recreate device objects, fonts also should be device objects
|
|
ImGui_ImplAx_DestroyDeviceObjects();
|
|
ImGui_ImplAx_CreateDeviceObjects();
|
|
}
|
|
}
|
|
|
|
IMGUI_IMPL_API void ImGui_ImplAx_SetCustomFontLoader(ImGuiImplCocos2dxLoadFontFun fun, void* userdata)
|
|
{
|
|
auto bd = ImGui_ImplGlfw_GetBackendData();
|
|
bd->LoadCustomFont = fun;
|
|
bd->LoadCustomFontUserData = userdata;
|
|
}
|
|
|
|
IMGUI_IMPL_API void* ImGui_ImplAx_GetFontsTexture()
|
|
{
|
|
auto bd = ImGui_ImplGlfw_GetBackendData();
|
|
return bd->FontTexture;
|
|
}
|
|
|
|
IMGUI_IMPL_API void ImGui_ImplAx_SetDeviceObjectsDirty()
|
|
{
|
|
auto bd = ImGui_ImplGlfw_GetBackendData();
|
|
bd->FontDeviceObjectsDirty = true;
|
|
}
|
|
|
|
IMGUI_IMPL_API void ImGui_ImplAx_SetViewResolution(float width, float height)
|
|
{
|
|
// Resize (expand) window
|
|
auto* view = (GLViewImpl*)Director::getInstance()->getGLView();
|
|
view->setWindowed(width, height);
|
|
}
|
|
|
|
static void ImGui_ImplAx_CreateWindow(ImGuiViewport* viewport)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
|
|
viewport->PlatformUserData = vd;
|
|
|
|
const bool multi_viewport_enabled = !!(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable); // axmol spec
|
|
|
|
// GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
|
|
// With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
|
|
glfwWindowHint(GLFW_VISIBLE, false);
|
|
glfwWindowHint(GLFW_FOCUSED, false);
|
|
#if GLFW_HAS_FOCUS_ON_SHOW
|
|
glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
|
|
#endif
|
|
glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
|
|
#if GLFW_HAS_WINDOW_TOPMOST
|
|
glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
|
|
#endif
|
|
GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr;
|
|
|
|
vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window);
|
|
vd->WindowOwned = true;
|
|
viewport->PlatformHandle = (void*)vd->Window;
|
|
#ifdef _WIN32
|
|
viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window);
|
|
#elif defined(__APPLE__)
|
|
viewport->PlatformHandleRaw = glfwGetCocoaWindow(vd->Window);
|
|
#endif
|
|
glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
|
|
|
|
// Install GLFW callbacks for secondary viewports
|
|
glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback);
|
|
glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback);
|
|
glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback);
|
|
glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback);
|
|
glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback);
|
|
glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback);
|
|
glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback);
|
|
glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback);
|
|
glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback);
|
|
glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback);
|
|
|
|
if (bd->ClientApi == GlfwClientApi_OpenGL)
|
|
{
|
|
const auto window = vd->Window;
|
|
AddRendererCommand([=]() {
|
|
ImGui_ImplAx_makeCurrent(vd->Window);
|
|
glfwSwapInterval(0);
|
|
});
|
|
}
|
|
}
|
|
|
|
static bool ImGui_ImplAx_CreateDeviceObjects()
|
|
{
|
|
auto bd = ImGui_ImplGlfw_GetBackendData();
|
|
if (bd->LoadCustomFont)
|
|
bd->LoadCustomFont(bd->LoadCustomFontUserData);
|
|
|
|
ImGui_ImplAx_createShaderPrograms();
|
|
ImGui_ImplAx_CreateFontsTexture();
|
|
|
|
bd->FontDeviceObjectsDirty = false;
|
|
return true;
|
|
}
|
|
|
|
static void ImGui_ImplAx_DestroyDeviceObjects()
|
|
{
|
|
auto pm = ProgramManager::getInstance();
|
|
|
|
auto bd = ImGui_ImplGlfw_GetBackendData();
|
|
pm->unloadProgram(bd->ProgramInfo.program);
|
|
pm->unloadProgram(bd->ProgramFontInfo.program);
|
|
ImGui_ImplAx_DestroyFontsTexture();
|
|
}
|
|
|
|
static bool ImGui_ImplAx_createShaderPrograms()
|
|
{
|
|
|
|
|
|
auto bd = ImGui_ImplGlfw_GetBackendData();
|
|
|
|
auto pm = ProgramManager::getInstance();
|
|
|
|
bd->ProgramInfo.program = pm->loadProgram("custom/imgui_sprite_vs"sv, ax::positionTextureColor_frag);
|
|
bd->ProgramFontInfo.program = pm->loadProgram("custom/imgui_sprite_vs"sv, "custom/imgui_font_fs");
|
|
|
|
IM_ASSERT(bd->ProgramInfo.program);
|
|
IM_ASSERT(bd->ProgramFontInfo.program);
|
|
|
|
if (!bd->ProgramInfo.program || !bd->ProgramFontInfo.program)
|
|
return false;
|
|
|
|
for (auto& p : {&bd->ProgramInfo, &bd->ProgramFontInfo})
|
|
{
|
|
p->texture = p->program->getUniformLocation(TEXTURE);
|
|
p->projection = p->program->getUniformLocation(MVP_MATRIX);
|
|
p->position = p->program->getAttributeLocation(POSITION);
|
|
p->uv = p->program->getAttributeLocation(TEXCOORD);
|
|
p->color = p->program->getAttributeLocation(COLOR);
|
|
IM_ASSERT(bool(p->texture));
|
|
IM_ASSERT(bool(p->projection));
|
|
IM_ASSERT(p->position >= 0);
|
|
IM_ASSERT(p->uv >= 0);
|
|
IM_ASSERT(p->color >= 0);
|
|
auto& layout = p->layout;
|
|
layout.setAttrib("a_position", p->position, VertexFormat::FLOAT2, 0, false);
|
|
layout.setAttrib("a_texCoord", p->uv, VertexFormat::FLOAT2, offsetof(ImDrawVert, uv), false);
|
|
layout.setAttrib("a_color", p->color, VertexFormat::UBYTE4, offsetof(ImDrawVert, col), true);
|
|
layout.setStride(sizeof(ImDrawVert));
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool ImGui_ImplAx_CreateFontsTexture()
|
|
{
|
|
auto bd = ImGui_ImplGlfw_GetBackendData();
|
|
// Build texture atlas
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
unsigned char* pixels;
|
|
int width, height;
|
|
// Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small)
|
|
// because it is more likely to be compatible with user's existing shaders.
|
|
// If your ImTextureId represent a higher-level concept than just a GL texture id,
|
|
// consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
|
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
|
|
|
|
AX_SAFE_RELEASE(bd->FontTexture);
|
|
bd->FontTexture = new Texture2D();
|
|
|
|
bd->FontTexture->setAntiAliasTexParameters();
|
|
bd->FontTexture->initWithData(pixels, width * height,
|
|
AX_GLES_PROFILE != 200 ? backend ::PixelFormat::R8 : backend ::PixelFormat::A8, width,
|
|
height);
|
|
//#endif
|
|
io.Fonts->TexID = (ImTextureID)bd->FontTexture;
|
|
return true;
|
|
}
|
|
|
|
IMGUI_IMPL_API void ImGui_ImplAx_DestroyFontsTexture()
|
|
{
|
|
auto bd = ImGui_ImplGlfw_GetBackendData();
|
|
if (bd->FontTexture)
|
|
{
|
|
ImGui::GetIO().Fonts->TexID = nullptr;
|
|
AX_SAFE_RELEASE_NULL(bd->FontTexture);
|
|
}
|
|
}
|
|
|
|
static void AddRendererCommand(const std::function<void()>& f)
|
|
{
|
|
auto bd = ImGui_ImplGlfw_GetBackendData();
|
|
const auto renderer = Director::getInstance()->getRenderer();
|
|
auto cmd = renderer->nextCallbackCommand();
|
|
cmd->init(0.f);
|
|
cmd->func = f;
|
|
renderer->addCommand(cmd);
|
|
//bd->CallbackCommands.push_back(cmd);
|
|
}
|
|
|
|
static void ImGui_ImplAx_SaveRenderState(ax::Renderer* renderer)
|
|
{
|
|
AddRendererCommand([renderer]() {
|
|
auto bd = ImGui_ImplGlfw_GetBackendData();
|
|
bd->SavedRenderState.cull = renderer->getCullMode();
|
|
bd->SavedRenderState.vp = renderer->getViewport();
|
|
bd->SavedRenderState.scissorTest = renderer->getScissorTest();
|
|
bd->SavedRenderState.scissorRect = renderer->getScissorRect();
|
|
bd->SavedRenderState.depthTest = renderer->getDepthTest();
|
|
});
|
|
}
|
|
|
|
static void ImGui_ImplAx_SetupRenderState(ax::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;
|
|
|
|
auto bd = ImGui_ImplGlfw_GetBackendData();
|
|
Mat4::createOrthographicOffCenter(L, R, B, T, -1.f, 1.f, &bd->Projection);
|
|
}
|
|
|
|
static void ImGui_ImplAx_RestoreRenderState(ax::Renderer* renderer)
|
|
{
|
|
AddRendererCommand([renderer]() {
|
|
auto bd = ImGui_ImplGlfw_GetBackendData();
|
|
renderer->setCullMode(bd->SavedRenderState.cull);
|
|
auto& vp = bd->SavedRenderState.vp;
|
|
renderer->setViewPort(vp.x, vp.y, vp.w, vp.h);
|
|
renderer->setScissorTest(bd->SavedRenderState.scissorTest);
|
|
auto& sc = bd->SavedRenderState.scissorRect;
|
|
renderer->setScissorRect(sc.x, sc.y, sc.width, sc.height);
|
|
renderer->setDepthTest(bd->SavedRenderState.depthTest);
|
|
|
|
// apply raster state
|
|
renderer->beginRenderPass();
|
|
renderer->endRenderPass();
|
|
});
|
|
}
|
|
|
|
IMGUI_IMPL_API void ImGui_ImplAx_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_ImplAx_SaveRenderState(renderer);
|
|
|
|
ImGui_ImplAx_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_ImplAx_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);
|
|
});
|
|
|
|
auto bd = ImGui_ImplGlfw_GetBackendData();
|
|
|
|
if (typeid(*((Ref*)pcmd->TextureId)) == typeid(Texture2D))
|
|
{
|
|
auto tex = AX_PTR_CAST(pcmd->TextureId, Texture2D*);
|
|
auto cmd = std::make_shared<CustomCommand>();
|
|
bd->CustomCommands.push_back(cmd);
|
|
cmd->init(0.f, BlendFunc::ALPHA_NON_PREMULTIPLIED);
|
|
const auto pinfo = tex == bd->FontTexture ? &bd->ProgramFontInfo : &bd->ProgramInfo;
|
|
// create new ProgramState
|
|
auto state = new ProgramState(pinfo->program);
|
|
state->autorelease();
|
|
bd->ProgramStates.pushBack(state);
|
|
auto& desc = cmd->getPipelineDescriptor();
|
|
desc.programState = state;
|
|
// setup attributes for ImDrawVert
|
|
desc.programState->setSharedVertexLayout(&pinfo->layout);
|
|
desc.programState->setUniform(pinfo->projection, &bd->Projection, sizeof(Mat4));
|
|
desc.programState->setTexture(pinfo->texture, 0, tex->getBackendTexture());
|
|
// In order to composite our output buffer we need to preserve alpha
|
|
desc.blendDescriptor.sourceAlphaBlendFactor = BlendFactor::ONE;
|
|
// set vertex/index buffer
|
|
cmd->setIndexBuffer(ibuffer, IMGUI_INDEX_FORMAT);
|
|
cmd->setVertexBuffer(vbuffer);
|
|
cmd->setDrawType(CustomCommand::DrawType::ELEMENT);
|
|
cmd->setPrimitiveType(PrimitiveType::TRIANGLE);
|
|
cmd->setIndexDrawInfo(ibuffer_offset, pcmd->ElemCount);
|
|
renderer->addCommand(cmd.get());
|
|
}
|
|
else
|
|
{
|
|
auto node = AX_PTR_CAST(pcmd->TextureId, Node*);
|
|
const auto tr = node->getNodeToParentTransform();
|
|
node->setVisible(true);
|
|
node->setNodeToParentTransform(tr);
|
|
const auto& proj =
|
|
Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
|
|
node->visit(Director::getInstance()->getRenderer(), proj.getInversed() * bd->Projection, 0);
|
|
node->setVisible(false);
|
|
}
|
|
}
|
|
}
|
|
ibuffer_offset += pcmd->ElemCount;
|
|
}
|
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}
|
|
|
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ImGui_ImplAx_RestoreRenderState(renderer);
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}
|
|
|
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IMGUI_IMPL_API void ImGui_ImplAx_RenderPlatform()
|
|
{
|
|
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
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{
|
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GLFWwindow* prev_current_context = glfwGetCurrentContext();
|
|
ImGui::UpdatePlatformWindows();
|
|
ImGui::RenderPlatformWindowsDefault();
|
|
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
if (bd->ClientApi == GlfwClientApi_OpenGL) {
|
|
// restore context
|
|
AddRendererCommand([=]() { ImGui_ImplAx_makeCurrent(prev_current_context); });
|
|
}
|
|
}
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
|
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports
|
|
// simultaneously. If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you
|
|
// completely ignore this section first..
|
|
//--------------------------------------------------------------------------------------------------------
|
|
|
|
static void ImGui_ImplAx_Renderer_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_ImplAx_RenderDrawData(viewport->DrawData);
|
|
}
|
|
|