mirror of
https://github.com/wolfpld/tracy.git
synced 2026-10-12 03:45:27 +00:00
Update ImGui GLFW and OpenGL 3.x backends.
The new embedded ImGui OpenGL loader has been extended with a couple of functions and definitions needed by TracyTexture.cpp.
This commit is contained in:
@@ -13,13 +13,17 @@
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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 copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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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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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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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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@@ -72,34 +76,56 @@
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#define GLFW_HAS_MOUSE_PASSTHROUGH (0)
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#endif
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// Data
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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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};
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static GLFWwindow* g_Window = NULL; // Main window
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static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
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static double g_Time = 0.0;
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static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
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static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
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static GLFWwindow* g_KeyOwnerWindows[512] = {};
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static bool g_InstalledCallbacks = false;
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static bool g_WantUpdateMonitors = true;
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// Chain GLFW callbacks for main viewport: our callbacks will call the user's previously installed callbacks, if any.
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static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
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static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
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static GLFWkeyfun g_PrevUserCallbackKey = NULL;
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static GLFWcharfun g_PrevUserCallbackChar = NULL;
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static GLFWmonitorfun g_PrevUserCallbackMonitor = NULL;
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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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bool MouseJustPressed[ImGuiMouseButton_COUNT];
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GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
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GLFWwindow* KeyOwnerWindows[512];
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bool InstalledCallbacks;
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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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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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ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); }
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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 : NULL;
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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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@@ -112,17 +138,19 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
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void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
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{
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if (g_PrevUserCallbackMousebutton != NULL && window == g_Window)
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g_PrevUserCallbackMousebutton(window, button, action, mods);
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)
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bd->PrevUserCallbackMousebutton(window, button, action, mods);
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if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
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g_MouseJustPressed[button] = true;
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if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(bd->MouseJustPressed))
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bd->MouseJustPressed[button] = true;
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}
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void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
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{
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if (g_PrevUserCallbackScroll != NULL && window == g_Window)
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g_PrevUserCallbackScroll(window, xoffset, yoffset);
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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if (bd->PrevUserCallbackScroll != NULL && window == bd->Window)
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bd->PrevUserCallbackScroll(window, xoffset, yoffset);
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ImGuiIO& io = ImGui::GetIO();
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io.MouseWheelH += (float)xoffset;
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@@ -131,8 +159,9 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
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void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (g_PrevUserCallbackKey != NULL && window == g_Window)
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g_PrevUserCallbackKey(window, key, scancode, action, mods);
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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if (bd->PrevUserCallbackKey != NULL && window == bd->Window)
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bd->PrevUserCallbackKey(window, key, scancode, action, mods);
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ImGuiIO& io = ImGui::GetIO();
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if (key >= 0 && key < IM_ARRAYSIZE(io.KeysDown))
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@@ -140,12 +169,12 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int a
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if (action == GLFW_PRESS)
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{
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io.KeysDown[key] = true;
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g_KeyOwnerWindows[key] = window;
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bd->KeyOwnerWindows[key] = window;
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}
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if (action == GLFW_RELEASE)
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{
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io.KeysDown[key] = false;
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g_KeyOwnerWindows[key] = NULL;
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bd->KeyOwnerWindows[key] = NULL;
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}
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}
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@@ -160,10 +189,33 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int a
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#endif
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}
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void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window)
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bd->PrevUserCallbackWindowFocus(window, focused);
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ImGuiIO& io = ImGui::GetIO();
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io.AddFocusEvent(focused != 0);
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}
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void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)
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bd->PrevUserCallbackCursorEnter(window, entered);
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if (entered)
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bd->MouseWindow = window;
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if (!entered && bd->MouseWindow == window)
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bd->MouseWindow = NULL;
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}
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void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
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{
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if (g_PrevUserCallbackChar != NULL && window == g_Window)
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g_PrevUserCallbackChar(window, c);
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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if (bd->PrevUserCallbackChar != NULL && window == bd->Window)
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bd->PrevUserCallbackChar(window, c);
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ImGuiIO& io = ImGui::GetIO();
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io.AddInputCharacter(c);
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@@ -171,23 +223,29 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
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void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
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{
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g_WantUpdateMonitors = true;
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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bd->WantUpdateMonitors = true;
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}
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static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
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{
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g_Window = window;
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g_Time = 0.0;
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
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// Setup backend capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
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io.BackendPlatformUserData = (void*)bd;
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io.BackendPlatformName = "imgui_impl_glfw";
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
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#endif
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io.BackendPlatformName = "imgui_impl_glfw";
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bd->Window = window;
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bd->Time = 0.0;
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bd->WantUpdateMonitors = true;
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// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
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io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
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@@ -215,45 +273,48 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
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io.ClipboardUserData = g_Window;
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io.ClipboardUserData = bd->Window;
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// Create mouse cursors
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// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
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// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
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// Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
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GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
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g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
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bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
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bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
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bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
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bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
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#if GLFW_HAS_NEW_CURSORS
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g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
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bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
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bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
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bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
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bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
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#else
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g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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#endif
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glfwSetErrorCallback(prev_error_callback);
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// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
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g_PrevUserCallbackMousebutton = NULL;
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g_PrevUserCallbackScroll = NULL;
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g_PrevUserCallbackKey = NULL;
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g_PrevUserCallbackChar = NULL;
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g_PrevUserCallbackMonitor = NULL;
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bd->PrevUserCallbackWindowFocus = NULL;
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bd->PrevUserCallbackMousebutton = NULL;
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bd->PrevUserCallbackScroll = NULL;
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bd->PrevUserCallbackKey = NULL;
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bd->PrevUserCallbackChar = NULL;
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bd->PrevUserCallbackMonitor = NULL;
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if (install_callbacks)
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{
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g_InstalledCallbacks = true;
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g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
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g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
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g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
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g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
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g_PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
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bd->InstalledCallbacks = true;
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bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
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bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
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bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
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bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
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bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
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bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
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bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
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}
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// Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
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@@ -262,14 +323,14 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)g_Window;
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main_viewport->PlatformHandle = (void*)bd->Window;
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#ifdef _WIN32
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main_viewport->PlatformHandleRaw = glfwGetWin32Window(g_Window);
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main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
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#endif
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplGlfw_InitPlatformInterface();
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g_ClientApi = client_api;
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bd->ClientApi = client_api;
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return true;
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}
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@@ -290,77 +351,87 @@ bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
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void ImGui_ImplGlfw_Shutdown()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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ImGui_ImplGlfw_ShutdownPlatformInterface();
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if (g_InstalledCallbacks)
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if (bd->InstalledCallbacks)
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{
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glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton);
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glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll);
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glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey);
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glfwSetCharCallback(g_Window, g_PrevUserCallbackChar);
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g_InstalledCallbacks = false;
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glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus);
|
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glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter);
|
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glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton);
|
||||
glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll);
|
||||
glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey);
|
||||
glfwSetCharCallback(bd->Window, bd->PrevUserCallbackChar);
|
||||
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
|
||||
}
|
||||
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
{
|
||||
glfwDestroyCursor(g_MouseCursors[cursor_n]);
|
||||
g_MouseCursors[cursor_n] = NULL;
|
||||
}
|
||||
g_ClientApi = GlfwClientApi_Unknown;
|
||||
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
|
||||
|
||||
io.BackendPlatformName = NULL;
|
||||
io.BackendPlatformUserData = NULL;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
|
||||
{
|
||||
// Update buttons
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
|
||||
{
|
||||
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
|
||||
g_MouseJustPressed[i] = false;
|
||||
}
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
// Update mouse position
|
||||
const ImVec2 mouse_pos_backup = io.MousePos;
|
||||
const ImVec2 mouse_pos_prev = io.MousePos;
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
io.MouseHoveredViewport = 0;
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
// Update mouse buttons
|
||||
// (if a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame)
|
||||
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
|
||||
{
|
||||
io.MouseDown[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Window, i) != 0;
|
||||
bd->MouseJustPressed[i] = false;
|
||||
}
|
||||
|
||||
for (int n = 0; n < platform_io.Viewports.Size; n++)
|
||||
{
|
||||
ImGuiViewport* viewport = platform_io.Viewports[n];
|
||||
GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
|
||||
IM_ASSERT(window != NULL);
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
const bool focused = true;
|
||||
IM_ASSERT(platform_io.Viewports.Size == 1);
|
||||
#else
|
||||
const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
|
||||
#endif
|
||||
GLFWwindow* mouse_window = (bd->MouseWindow == window || focused) ? window : NULL;
|
||||
|
||||
// Update mouse buttons
|
||||
if (focused)
|
||||
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
|
||||
io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
|
||||
|
||||
// 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 && focused)
|
||||
glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
|
||||
|
||||
// Set Dear ImGui mouse position from OS position
|
||||
if (mouse_window != NULL)
|
||||
{
|
||||
if (io.WantSetMousePos)
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y);
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
glfwSetCursorPos(window, (double)(mouse_pos_backup.x - viewport->Pos.x), (double)(mouse_pos_backup.y - viewport->Pos.y));
|
||||
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
|
||||
int window_x, window_y;
|
||||
glfwGetWindowPos(window, &window_x, &window_y);
|
||||
io.MousePos = ImVec2((float)mouse_x + window_x, (float)mouse_y + window_y);
|
||||
}
|
||||
else
|
||||
{
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
|
||||
int window_x, window_y;
|
||||
glfwGetWindowPos(window, &window_x, &window_y);
|
||||
io.MousePos = ImVec2((float)mouse_x + window_x, (float)mouse_y + window_y);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
||||
}
|
||||
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
||||
}
|
||||
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
|
||||
io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
|
||||
}
|
||||
|
||||
// (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
|
||||
@@ -385,7 +456,8 @@ static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
|
||||
static void ImGui_ImplGlfw_UpdateMouseCursor()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
|
||||
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();
|
||||
@@ -402,7 +474,7 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
|
||||
glfwSetCursor(window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}
|
||||
}
|
||||
@@ -447,6 +519,7 @@ static void ImGui_ImplGlfw_UpdateGamepads()
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMonitors()
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
int monitors_count = 0;
|
||||
GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
|
||||
@@ -476,29 +549,30 @@ static void ImGui_ImplGlfw_UpdateMonitors()
|
||||
#endif
|
||||
platform_io.Monitors.push_back(monitor);
|
||||
}
|
||||
g_WantUpdateMonitors = false;
|
||||
bd->WantUpdateMonitors = false;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd != NULL && "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(g_Window, &w, &h);
|
||||
glfwGetFramebufferSize(g_Window, &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 / w, (float)display_h / h);
|
||||
if (g_WantUpdateMonitors)
|
||||
if (bd->WantUpdateMonitors)
|
||||
ImGui_ImplGlfw_UpdateMonitors();
|
||||
|
||||
// Setup time step
|
||||
double current_time = glfwGetTime();
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
|
||||
g_Time = current_time;
|
||||
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
ImGui_ImplGlfw_UpdateMousePosAndButtons();
|
||||
ImGui_ImplGlfw_UpdateMouseCursor();
|
||||
@@ -514,15 +588,15 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
|
||||
struct ImGuiViewportDataGlfw
|
||||
struct ImGui_ImplGlfw_ViewportData
|
||||
{
|
||||
GLFWwindow* Window;
|
||||
bool WindowOwned;
|
||||
int IgnoreWindowPosEventFrame;
|
||||
int IgnoreWindowSizeEventFrame;
|
||||
|
||||
ImGuiViewportDataGlfw() { Window = NULL; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
|
||||
~ImGuiViewportDataGlfw() { IM_ASSERT(Window == NULL); }
|
||||
ImGui_ImplGlfw_ViewportData() { Window = NULL; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
|
||||
~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == NULL); }
|
||||
};
|
||||
|
||||
static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
|
||||
@@ -541,9 +615,9 @@ static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)
|
||||
{
|
||||
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
|
||||
{
|
||||
if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
|
||||
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
|
||||
{
|
||||
bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowPosEventFrame + 1);
|
||||
bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1);
|
||||
//data->IgnoreWindowPosEventFrame = -1;
|
||||
if (ignore_event)
|
||||
return;
|
||||
@@ -556,9 +630,9 @@ static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
|
||||
{
|
||||
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
|
||||
{
|
||||
if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
|
||||
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
|
||||
{
|
||||
bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowSizeEventFrame + 1);
|
||||
bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1);
|
||||
//data->IgnoreWindowSizeEventFrame = -1;
|
||||
if (ignore_event)
|
||||
return;
|
||||
@@ -569,8 +643,9 @@ static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
|
||||
|
||||
static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
|
||||
viewport->PlatformUserData = data;
|
||||
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
|
||||
@@ -583,35 +658,38 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
|
||||
#if GLFW_HAS_WINDOW_TOPMOST
|
||||
glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
|
||||
#endif
|
||||
GLFWwindow* share_window = (g_ClientApi == GlfwClientApi_OpenGL) ? g_Window : NULL;
|
||||
data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window);
|
||||
data->WindowOwned = true;
|
||||
viewport->PlatformHandle = (void*)data->Window;
|
||||
GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : NULL;
|
||||
vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window);
|
||||
vd->WindowOwned = true;
|
||||
viewport->PlatformHandle = (void*)vd->Window;
|
||||
#ifdef _WIN32
|
||||
viewport->PlatformHandleRaw = glfwGetWin32Window(data->Window);
|
||||
viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window);
|
||||
#endif
|
||||
glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
|
||||
glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
|
||||
|
||||
// Install GLFW callbacks for secondary viewports
|
||||
glfwSetMouseButtonCallback(data->Window, ImGui_ImplGlfw_MouseButtonCallback);
|
||||
glfwSetScrollCallback(data->Window, ImGui_ImplGlfw_ScrollCallback);
|
||||
glfwSetKeyCallback(data->Window, ImGui_ImplGlfw_KeyCallback);
|
||||
glfwSetCharCallback(data->Window, ImGui_ImplGlfw_CharCallback);
|
||||
glfwSetWindowCloseCallback(data->Window, ImGui_ImplGlfw_WindowCloseCallback);
|
||||
glfwSetWindowPosCallback(data->Window, ImGui_ImplGlfw_WindowPosCallback);
|
||||
glfwSetWindowSizeCallback(data->Window, ImGui_ImplGlfw_WindowSizeCallback);
|
||||
if (g_ClientApi == GlfwClientApi_OpenGL)
|
||||
glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback);
|
||||
glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback);
|
||||
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)
|
||||
{
|
||||
glfwMakeContextCurrent(data->Window);
|
||||
glfwMakeContextCurrent(vd->Window);
|
||||
glfwSwapInterval(0);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
|
||||
{
|
||||
if (data->WindowOwned)
|
||||
if (vd->WindowOwned)
|
||||
{
|
||||
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
|
||||
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
|
||||
@@ -620,14 +698,14 @@ static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
|
||||
|
||||
// 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(g_KeyOwnerWindows); i++)
|
||||
if (g_KeyOwnerWindows[i] == data->Window)
|
||||
ImGui_ImplGlfw_KeyCallback(data->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called.
|
||||
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.
|
||||
|
||||
glfwDestroyWindow(data->Window);
|
||||
glfwDestroyWindow(vd->Window);
|
||||
}
|
||||
data->Window = NULL;
|
||||
IM_DELETE(data);
|
||||
vd->Window = NULL;
|
||||
IM_DELETE(vd);
|
||||
}
|
||||
viewport->PlatformUserData = viewport->PlatformHandle = NULL;
|
||||
}
|
||||
@@ -654,7 +732,7 @@ static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPAR
|
||||
|
||||
static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
|
||||
#if defined(_WIN32)
|
||||
// GLFW hack: Hide icon from task bar
|
||||
@@ -688,60 +766,60 @@ static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
|
||||
#endif
|
||||
#endif
|
||||
|
||||
glfwShowWindow(data->Window);
|
||||
glfwShowWindow(vd->Window);
|
||||
}
|
||||
|
||||
static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
int x = 0, y = 0;
|
||||
glfwGetWindowPos(data->Window, &x, &y);
|
||||
glfwGetWindowPos(vd->Window, &x, &y);
|
||||
return ImVec2((float)x, (float)y);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
data->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();
|
||||
glfwSetWindowPos(data->Window, (int)pos.x, (int)pos.y);
|
||||
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)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
int w = 0, h = 0;
|
||||
glfwGetWindowSize(data->Window, &w, &h);
|
||||
glfwGetWindowSize(vd->Window, &w, &h);
|
||||
return ImVec2((float)w, (float)h);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
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(data->Window, &x, &y);
|
||||
glfwGetWindowSize(data->Window, &width, &height);
|
||||
glfwSetWindowPos(data->Window, x, y - height + size.y);
|
||||
glfwGetWindowPos(vd->Window, &x, &y);
|
||||
glfwGetWindowSize(vd->Window, &width, &height);
|
||||
glfwSetWindowPos(vd->Window, x, y - height + size.y);
|
||||
#endif
|
||||
data->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
|
||||
glfwSetWindowSize(data->Window, (int)size.x, (int)size.y);
|
||||
vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
|
||||
glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
glfwSetWindowTitle(data->Window, title);
|
||||
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
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
glfwFocusWindow(data->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;
|
||||
@@ -750,38 +828,40 @@ static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
|
||||
|
||||
static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
return glfwGetWindowAttrib(data->Window, GLFW_FOCUSED) != 0;
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
return glfwGetWindowAttrib(data->Window, GLFW_ICONIFIED) != 0;
|
||||
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)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
glfwSetWindowOpacity(data->Window, alpha);
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
glfwSetWindowOpacity(vd->Window, alpha);
|
||||
}
|
||||
#endif
|
||||
|
||||
static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
if (g_ClientApi == GlfwClientApi_OpenGL)
|
||||
glfwMakeContextCurrent(data->Window);
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
if (bd->ClientApi == GlfwClientApi_OpenGL)
|
||||
glfwMakeContextCurrent(vd->Window);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
if (g_ClientApi == GlfwClientApi_OpenGL)
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
if (bd->ClientApi == GlfwClientApi_OpenGL)
|
||||
{
|
||||
glfwMakeContextCurrent(data->Window);
|
||||
glfwSwapBuffers(data->Window);
|
||||
glfwMakeContextCurrent(vd->Window);
|
||||
glfwSwapBuffers(vd->Window);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -831,9 +911,10 @@ enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
|
||||
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)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
IM_ASSERT(g_ClientApi == GlfwClientApi_Vulkan);
|
||||
VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, data->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
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
|
||||
@@ -841,6 +922,7 @@ static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
|
||||
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;
|
||||
@@ -868,11 +950,11 @@ static void ImGui_ImplGlfw_InitPlatformInterface()
|
||||
// Register main window handle (which is owned by the main application, not by us)
|
||||
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
|
||||
data->Window = g_Window;
|
||||
data->WindowOwned = false;
|
||||
main_viewport->PlatformUserData = data;
|
||||
main_viewport->PlatformHandle = (void*)g_Window;
|
||||
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()
|
||||
|
||||
Reference in New Issue
Block a user