mirror of
https://github.com/AlexandreRouma/SDRPlusPlus.git
synced 2025-10-08 23:09:52 +02:00
Updated to ImGui 1.87 to cleanup UI code
This commit is contained in:
@@ -2,29 +2,31 @@
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// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
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// Implemented features:
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// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
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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 AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// Missing features:
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// [ ] Platform: Clipboard support.
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// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
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// Important:
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// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
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// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
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// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
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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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// 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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// 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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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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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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// 2021-03-04: Initial version.
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#include "imgui.h"
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#include "imgui_impl_android.h"
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#include <time.h>
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#include <map>
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#include <queue>
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#include <android/native_window.h>
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#include <android/input.h>
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#include <android/keycodes.h>
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@@ -34,7 +36,119 @@
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static double g_Time = 0.0;
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static ANativeWindow* g_Window;
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static char g_LogTag[] = "ImGuiExample";
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static std::map<int32_t, std::queue<int32_t>> g_KeyEventQueues; // FIXME: Remove dependency on map and queue once we use upcoming input queue.
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static ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code)
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{
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switch (key_code)
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{
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case AKEYCODE_TAB: return ImGuiKey_Tab;
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case AKEYCODE_DPAD_LEFT: return ImGuiKey_LeftArrow;
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case AKEYCODE_DPAD_RIGHT: return ImGuiKey_RightArrow;
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case AKEYCODE_DPAD_UP: return ImGuiKey_UpArrow;
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case AKEYCODE_DPAD_DOWN: return ImGuiKey_DownArrow;
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case AKEYCODE_PAGE_UP: return ImGuiKey_PageUp;
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case AKEYCODE_PAGE_DOWN: return ImGuiKey_PageDown;
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case AKEYCODE_MOVE_HOME: return ImGuiKey_Home;
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case AKEYCODE_MOVE_END: return ImGuiKey_End;
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case AKEYCODE_INSERT: return ImGuiKey_Insert;
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case AKEYCODE_FORWARD_DEL: return ImGuiKey_Delete;
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case AKEYCODE_DEL: return ImGuiKey_Backspace;
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case AKEYCODE_SPACE: return ImGuiKey_Space;
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case AKEYCODE_ENTER: return ImGuiKey_Enter;
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case AKEYCODE_ESCAPE: return ImGuiKey_Escape;
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case AKEYCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
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case AKEYCODE_COMMA: return ImGuiKey_Comma;
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case AKEYCODE_MINUS: return ImGuiKey_Minus;
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case AKEYCODE_PERIOD: return ImGuiKey_Period;
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case AKEYCODE_SLASH: return ImGuiKey_Slash;
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case AKEYCODE_SEMICOLON: return ImGuiKey_Semicolon;
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case AKEYCODE_EQUALS: return ImGuiKey_Equal;
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case AKEYCODE_LEFT_BRACKET: return ImGuiKey_LeftBracket;
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case AKEYCODE_BACKSLASH: return ImGuiKey_Backslash;
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case AKEYCODE_RIGHT_BRACKET: return ImGuiKey_RightBracket;
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case AKEYCODE_GRAVE: return ImGuiKey_GraveAccent;
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case AKEYCODE_CAPS_LOCK: return ImGuiKey_CapsLock;
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case AKEYCODE_SCROLL_LOCK: return ImGuiKey_ScrollLock;
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case AKEYCODE_NUM_LOCK: return ImGuiKey_NumLock;
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case AKEYCODE_SYSRQ: return ImGuiKey_PrintScreen;
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case AKEYCODE_BREAK: return ImGuiKey_Pause;
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case AKEYCODE_NUMPAD_0: return ImGuiKey_Keypad0;
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case AKEYCODE_NUMPAD_1: return ImGuiKey_Keypad1;
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case AKEYCODE_NUMPAD_2: return ImGuiKey_Keypad2;
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case AKEYCODE_NUMPAD_3: return ImGuiKey_Keypad3;
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case AKEYCODE_NUMPAD_4: return ImGuiKey_Keypad4;
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case AKEYCODE_NUMPAD_5: return ImGuiKey_Keypad5;
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case AKEYCODE_NUMPAD_6: return ImGuiKey_Keypad6;
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case AKEYCODE_NUMPAD_7: return ImGuiKey_Keypad7;
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case AKEYCODE_NUMPAD_8: return ImGuiKey_Keypad8;
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case AKEYCODE_NUMPAD_9: return ImGuiKey_Keypad9;
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case AKEYCODE_NUMPAD_DOT: return ImGuiKey_KeypadDecimal;
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case AKEYCODE_NUMPAD_DIVIDE: return ImGuiKey_KeypadDivide;
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case AKEYCODE_NUMPAD_MULTIPLY: return ImGuiKey_KeypadMultiply;
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case AKEYCODE_NUMPAD_SUBTRACT: return ImGuiKey_KeypadSubtract;
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case AKEYCODE_NUMPAD_ADD: return ImGuiKey_KeypadAdd;
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case AKEYCODE_NUMPAD_ENTER: return ImGuiKey_KeypadEnter;
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case AKEYCODE_NUMPAD_EQUALS: return ImGuiKey_KeypadEqual;
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case AKEYCODE_CTRL_LEFT: return ImGuiKey_LeftCtrl;
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case AKEYCODE_SHIFT_LEFT: return ImGuiKey_LeftShift;
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case AKEYCODE_ALT_LEFT: return ImGuiKey_LeftAlt;
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case AKEYCODE_META_LEFT: return ImGuiKey_LeftSuper;
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case AKEYCODE_CTRL_RIGHT: return ImGuiKey_RightCtrl;
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case AKEYCODE_SHIFT_RIGHT: return ImGuiKey_RightShift;
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case AKEYCODE_ALT_RIGHT: return ImGuiKey_RightAlt;
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case AKEYCODE_META_RIGHT: return ImGuiKey_RightSuper;
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case AKEYCODE_MENU: return ImGuiKey_Menu;
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case AKEYCODE_0: return ImGuiKey_0;
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case AKEYCODE_1: return ImGuiKey_1;
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case AKEYCODE_2: return ImGuiKey_2;
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case AKEYCODE_3: return ImGuiKey_3;
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case AKEYCODE_4: return ImGuiKey_4;
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case AKEYCODE_5: return ImGuiKey_5;
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case AKEYCODE_6: return ImGuiKey_6;
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case AKEYCODE_7: return ImGuiKey_7;
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case AKEYCODE_8: return ImGuiKey_8;
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case AKEYCODE_9: return ImGuiKey_9;
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case AKEYCODE_A: return ImGuiKey_A;
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case AKEYCODE_B: return ImGuiKey_B;
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case AKEYCODE_C: return ImGuiKey_C;
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case AKEYCODE_D: return ImGuiKey_D;
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case AKEYCODE_E: return ImGuiKey_E;
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case AKEYCODE_F: return ImGuiKey_F;
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case AKEYCODE_G: return ImGuiKey_G;
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case AKEYCODE_H: return ImGuiKey_H;
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case AKEYCODE_I: return ImGuiKey_I;
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case AKEYCODE_J: return ImGuiKey_J;
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case AKEYCODE_K: return ImGuiKey_K;
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case AKEYCODE_L: return ImGuiKey_L;
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case AKEYCODE_M: return ImGuiKey_M;
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case AKEYCODE_N: return ImGuiKey_N;
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case AKEYCODE_O: return ImGuiKey_O;
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case AKEYCODE_P: return ImGuiKey_P;
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case AKEYCODE_Q: return ImGuiKey_Q;
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case AKEYCODE_R: return ImGuiKey_R;
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case AKEYCODE_S: return ImGuiKey_S;
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case AKEYCODE_T: return ImGuiKey_T;
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case AKEYCODE_U: return ImGuiKey_U;
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case AKEYCODE_V: return ImGuiKey_V;
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case AKEYCODE_W: return ImGuiKey_W;
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case AKEYCODE_X: return ImGuiKey_X;
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case AKEYCODE_Y: return ImGuiKey_Y;
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case AKEYCODE_Z: return ImGuiKey_Z;
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case AKEYCODE_F1: return ImGuiKey_F1;
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case AKEYCODE_F2: return ImGuiKey_F2;
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case AKEYCODE_F3: return ImGuiKey_F3;
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case AKEYCODE_F4: return ImGuiKey_F4;
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case AKEYCODE_F5: return ImGuiKey_F5;
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case AKEYCODE_F6: return ImGuiKey_F6;
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case AKEYCODE_F7: return ImGuiKey_F7;
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case AKEYCODE_F8: return ImGuiKey_F8;
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case AKEYCODE_F9: return ImGuiKey_F9;
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case AKEYCODE_F10: return ImGuiKey_F10;
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case AKEYCODE_F11: return ImGuiKey_F11;
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case AKEYCODE_F12: return ImGuiKey_F12;
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default: return ImGuiKey_None;
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}
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}
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int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
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{
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@@ -45,12 +159,14 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
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case AINPUT_EVENT_TYPE_KEY:
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{
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int32_t event_key_code = AKeyEvent_getKeyCode(input_event);
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int32_t event_scan_code = AKeyEvent_getScanCode(input_event);
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int32_t event_action = AKeyEvent_getAction(input_event);
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int32_t event_meta_state = AKeyEvent_getMetaState(input_event);
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io.KeyCtrl = ((event_meta_state & AMETA_CTRL_ON) != 0);
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io.KeyShift = ((event_meta_state & AMETA_SHIFT_ON) != 0);
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io.KeyAlt = ((event_meta_state & AMETA_ALT_ON) != 0);
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io.AddKeyEvent(ImGuiKey_ModCtrl, (event_meta_state & AMETA_CTRL_ON) != 0);
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io.AddKeyEvent(ImGuiKey_ModShift, (event_meta_state & AMETA_SHIFT_ON) != 0);
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io.AddKeyEvent(ImGuiKey_ModAlt, (event_meta_state & AMETA_ALT_ON) != 0);
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io.AddKeyEvent(ImGuiKey_ModSuper, (event_meta_state & AMETA_META_ON) != 0);
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switch (event_action)
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{
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@@ -59,8 +175,16 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
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// ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787
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case AKEY_EVENT_ACTION_DOWN:
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case AKEY_EVENT_ACTION_UP:
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g_KeyEventQueues[event_key_code].push(event_action);
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{
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ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code);
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if (key != ImGuiKey_None && (event_action == AKEY_EVENT_ACTION_DOWN || event_action == AKEY_EVENT_ACTION_UP))
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{
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io.AddKeyEvent(key, event_action == AKEY_EVENT_ACTION_DOWN);
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io.SetKeyEventNativeData(key, event_key_code, event_scan_code);
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}
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break;
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}
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default:
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break;
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}
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@@ -79,28 +203,27 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
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// but we have to process them separately to identify the actual button pressed. This is done below via
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// AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback).
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if((AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER)
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|| (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_STYLUS) || (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN))
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|| (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN))
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{
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io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN);
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io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
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io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
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io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN);
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}
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break;
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case AMOTION_EVENT_ACTION_BUTTON_PRESS:
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case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
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{
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int32_t button_state = AMotionEvent_getButtonState(input_event);
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io.MouseDown[0] = ((button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0);
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io.MouseDown[1] = ((button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0);
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io.MouseDown[2] = ((button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0);
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io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0);
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io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0);
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io.AddMouseButtonEvent(2, (button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0);
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}
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break;
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case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse)
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case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN
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io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
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io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
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break;
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case AMOTION_EVENT_ACTION_SCROLL:
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io.MouseWheel = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index);
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io.MouseWheelH = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index);
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io.AddMouseWheelEvent(AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index), AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index));
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break;
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default:
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break;
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@@ -123,30 +246,6 @@ bool ImGui_ImplAndroid_Init(ANativeWindow* window)
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ImGuiIO& io = ImGui::GetIO();
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io.BackendPlatformName = "imgui_impl_android";
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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] = AKEYCODE_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = AKEYCODE_DPAD_LEFT; // also covers physical keyboard arrow key
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io.KeyMap[ImGuiKey_RightArrow] = AKEYCODE_DPAD_RIGHT; // also covers physical keyboard arrow key
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io.KeyMap[ImGuiKey_UpArrow] = AKEYCODE_DPAD_UP; // also covers physical keyboard arrow key
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io.KeyMap[ImGuiKey_DownArrow] = AKEYCODE_DPAD_DOWN; // also covers physical keyboard arrow key
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io.KeyMap[ImGuiKey_PageUp] = AKEYCODE_PAGE_UP;
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io.KeyMap[ImGuiKey_PageDown] = AKEYCODE_PAGE_DOWN;
|
||||
io.KeyMap[ImGuiKey_Home] = AKEYCODE_MOVE_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = AKEYCODE_MOVE_END;
|
||||
io.KeyMap[ImGuiKey_Insert] = AKEYCODE_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = AKEYCODE_FORWARD_DEL;
|
||||
io.KeyMap[ImGuiKey_Backspace] = AKEYCODE_DEL;
|
||||
io.KeyMap[ImGuiKey_Space] = AKEYCODE_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = AKEYCODE_ENTER;
|
||||
io.KeyMap[ImGuiKey_Escape] = AKEYCODE_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = AKEYCODE_NUMPAD_ENTER;
|
||||
io.KeyMap[ImGuiKey_A] = AKEYCODE_A;
|
||||
io.KeyMap[ImGuiKey_C] = AKEYCODE_C;
|
||||
io.KeyMap[ImGuiKey_V] = AKEYCODE_V;
|
||||
io.KeyMap[ImGuiKey_X] = AKEYCODE_X;
|
||||
io.KeyMap[ImGuiKey_Y] = AKEYCODE_Y;
|
||||
io.KeyMap[ImGuiKey_Z] = AKEYCODE_Z;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -158,16 +257,6 @@ void ImGui_ImplAndroid_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Process queued key events
|
||||
// FIXME: This is a workaround for multiple key event actions occurring at once (see above) and can be removed once we use upcoming input queue.
|
||||
for (auto& key_queue : g_KeyEventQueues)
|
||||
{
|
||||
if (key_queue.second.empty())
|
||||
continue;
|
||||
io.KeysDown[key_queue.first] = (key_queue.second.front() == AKEY_EVENT_ACTION_DOWN);
|
||||
key_queue.second.pop();
|
||||
}
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int32_t window_width = ANativeWindow_getWidth(g_Window);
|
||||
int32_t window_height = ANativeWindow_getHeight(g_Window);
|
||||
|
@@ -2,16 +2,17 @@
|
||||
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
|
||||
// [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 AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// Missing features:
|
||||
// [ ] Platform: Clipboard support.
|
||||
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
|
||||
// Important:
|
||||
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
|
||||
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
|
||||
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
@@ -1,27 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
// No keyboard controls
|
||||
#define KB_KEY_HOME -1
|
||||
#define KB_KEY_MENU -1
|
||||
#define KB_KEY_END -1
|
||||
#define KB_KEY_ESC -1
|
||||
#define KB_KEY_PG_UP -1
|
||||
#define KB_KEY_PG_DOWN -1
|
||||
|
||||
#define KB_KEY_ENTER -1
|
||||
#define KB_KEY_KP_ENTER -1
|
||||
#define KB_KEY_DEL -1
|
||||
#define KB_KEY_BACKSPACE -1
|
||||
|
||||
#define KB_KEY_LEFT -1
|
||||
#define KB_KEY_RIGHT -1
|
||||
#define KB_KEY_UP -1
|
||||
#define KB_KEY_DOWN -1
|
||||
|
||||
#define KB_KEY_LCTRL -1
|
||||
#define KB_KEY_RCTRL -1
|
||||
#define KB_KEY_LSHIFT -1
|
||||
#define KB_KEY_RSHIFT -1
|
||||
|
||||
#define KB_KEY_A -1
|
||||
#define KB_KEY_R -1
|
@@ -5,9 +5,9 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
|
||||
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -16,6 +16,14 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after iniitializing backend.
|
||||
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
|
||||
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
|
||||
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
||||
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
|
||||
// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
|
||||
// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
|
||||
// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
@@ -44,6 +52,16 @@
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
|
||||
// Clang warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#if __has_warning("-Wzero-as-null-pointer-constant")
|
||||
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// GLFW
|
||||
#include <GLFW/glfw3.h>
|
||||
#ifdef _WIN32
|
||||
@@ -51,16 +69,13 @@
|
||||
#define GLFW_EXPOSE_NATIVE_WIN32
|
||||
#include <GLFW/glfw3native.h> // for glfwGetWin32Window
|
||||
#endif
|
||||
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
|
||||
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
|
||||
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
|
||||
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
|
||||
#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
|
||||
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
|
||||
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
|
||||
#else
|
||||
#define GLFW_HAS_NEW_CURSORS (0)
|
||||
#endif
|
||||
#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetGamepadState() new api
|
||||
#define GLFW_HAS_GET_KEY_NAME (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwGetKeyName()
|
||||
|
||||
// GLFW data
|
||||
enum GlfwClientApi
|
||||
@@ -76,12 +91,13 @@ struct ImGui_ImplGlfw_Data
|
||||
GlfwClientApi ClientApi;
|
||||
double Time;
|
||||
GLFWwindow* MouseWindow;
|
||||
bool MouseJustPressed[ImGuiMouseButton_COUNT];
|
||||
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
ImVec2 LastValidMousePos;
|
||||
bool InstalledCallbacks;
|
||||
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
GLFWwindowfocusfun PrevUserCallbackWindowFocus;
|
||||
GLFWcursorposfun PrevUserCallbackCursorPos;
|
||||
GLFWcursorenterfun PrevUserCallbackCursorEnter;
|
||||
GLFWmousebuttonfun PrevUserCallbackMousebutton;
|
||||
GLFWscrollfun PrevUserCallbackScroll;
|
||||
@@ -115,14 +131,139 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
|
||||
glfwSetClipboardString((GLFWwindow*)user_data, text);
|
||||
}
|
||||
|
||||
static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
|
||||
{
|
||||
switch (key)
|
||||
{
|
||||
case GLFW_KEY_TAB: return ImGuiKey_Tab;
|
||||
case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
|
||||
case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
|
||||
case GLFW_KEY_UP: return ImGuiKey_UpArrow;
|
||||
case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
|
||||
case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
|
||||
case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
|
||||
case GLFW_KEY_HOME: return ImGuiKey_Home;
|
||||
case GLFW_KEY_END: return ImGuiKey_End;
|
||||
case GLFW_KEY_INSERT: return ImGuiKey_Insert;
|
||||
case GLFW_KEY_DELETE: return ImGuiKey_Delete;
|
||||
case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
|
||||
case GLFW_KEY_SPACE: return ImGuiKey_Space;
|
||||
case GLFW_KEY_ENTER: return ImGuiKey_Enter;
|
||||
case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
|
||||
case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
|
||||
case GLFW_KEY_COMMA: return ImGuiKey_Comma;
|
||||
case GLFW_KEY_MINUS: return ImGuiKey_Minus;
|
||||
case GLFW_KEY_PERIOD: return ImGuiKey_Period;
|
||||
case GLFW_KEY_SLASH: return ImGuiKey_Slash;
|
||||
case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
|
||||
case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
|
||||
case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
|
||||
case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
|
||||
case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
|
||||
case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
|
||||
case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
|
||||
case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
|
||||
case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
|
||||
case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
|
||||
case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
|
||||
case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
|
||||
case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
|
||||
case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
|
||||
case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
|
||||
case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
|
||||
case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
|
||||
case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
|
||||
case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
|
||||
case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
|
||||
case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
|
||||
case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
|
||||
case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
|
||||
case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
||||
case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
|
||||
case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
|
||||
case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
|
||||
case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
|
||||
case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
|
||||
case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
|
||||
case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
|
||||
case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
|
||||
case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
|
||||
case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
|
||||
case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
|
||||
case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
|
||||
case GLFW_KEY_MENU: return ImGuiKey_Menu;
|
||||
case GLFW_KEY_0: return ImGuiKey_0;
|
||||
case GLFW_KEY_1: return ImGuiKey_1;
|
||||
case GLFW_KEY_2: return ImGuiKey_2;
|
||||
case GLFW_KEY_3: return ImGuiKey_3;
|
||||
case GLFW_KEY_4: return ImGuiKey_4;
|
||||
case GLFW_KEY_5: return ImGuiKey_5;
|
||||
case GLFW_KEY_6: return ImGuiKey_6;
|
||||
case GLFW_KEY_7: return ImGuiKey_7;
|
||||
case GLFW_KEY_8: return ImGuiKey_8;
|
||||
case GLFW_KEY_9: return ImGuiKey_9;
|
||||
case GLFW_KEY_A: return ImGuiKey_A;
|
||||
case GLFW_KEY_B: return ImGuiKey_B;
|
||||
case GLFW_KEY_C: return ImGuiKey_C;
|
||||
case GLFW_KEY_D: return ImGuiKey_D;
|
||||
case GLFW_KEY_E: return ImGuiKey_E;
|
||||
case GLFW_KEY_F: return ImGuiKey_F;
|
||||
case GLFW_KEY_G: return ImGuiKey_G;
|
||||
case GLFW_KEY_H: return ImGuiKey_H;
|
||||
case GLFW_KEY_I: return ImGuiKey_I;
|
||||
case GLFW_KEY_J: return ImGuiKey_J;
|
||||
case GLFW_KEY_K: return ImGuiKey_K;
|
||||
case GLFW_KEY_L: return ImGuiKey_L;
|
||||
case GLFW_KEY_M: return ImGuiKey_M;
|
||||
case GLFW_KEY_N: return ImGuiKey_N;
|
||||
case GLFW_KEY_O: return ImGuiKey_O;
|
||||
case GLFW_KEY_P: return ImGuiKey_P;
|
||||
case GLFW_KEY_Q: return ImGuiKey_Q;
|
||||
case GLFW_KEY_R: return ImGuiKey_R;
|
||||
case GLFW_KEY_S: return ImGuiKey_S;
|
||||
case GLFW_KEY_T: return ImGuiKey_T;
|
||||
case GLFW_KEY_U: return ImGuiKey_U;
|
||||
case GLFW_KEY_V: return ImGuiKey_V;
|
||||
case GLFW_KEY_W: return ImGuiKey_W;
|
||||
case GLFW_KEY_X: return ImGuiKey_X;
|
||||
case GLFW_KEY_Y: return ImGuiKey_Y;
|
||||
case GLFW_KEY_Z: return ImGuiKey_Z;
|
||||
case GLFW_KEY_F1: return ImGuiKey_F1;
|
||||
case GLFW_KEY_F2: return ImGuiKey_F2;
|
||||
case GLFW_KEY_F3: return ImGuiKey_F3;
|
||||
case GLFW_KEY_F4: return ImGuiKey_F4;
|
||||
case GLFW_KEY_F5: return ImGuiKey_F5;
|
||||
case GLFW_KEY_F6: return ImGuiKey_F6;
|
||||
case GLFW_KEY_F7: return ImGuiKey_F7;
|
||||
case GLFW_KEY_F8: return ImGuiKey_F8;
|
||||
case GLFW_KEY_F9: return ImGuiKey_F9;
|
||||
case GLFW_KEY_F10: return ImGuiKey_F10;
|
||||
case GLFW_KEY_F11: return ImGuiKey_F11;
|
||||
case GLFW_KEY_F12: return ImGuiKey_F12;
|
||||
default: return ImGuiKey_None;
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddKeyEvent(ImGuiKey_ModCtrl, (mods & GLFW_MOD_CONTROL) != 0);
|
||||
io.AddKeyEvent(ImGuiKey_ModShift, (mods & GLFW_MOD_SHIFT) != 0);
|
||||
io.AddKeyEvent(ImGuiKey_ModAlt, (mods & GLFW_MOD_ALT) != 0);
|
||||
io.AddKeyEvent(ImGuiKey_ModSuper, (mods & GLFW_MOD_SUPER) != 0);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)
|
||||
bd->PrevUserCallbackMousebutton(window, button, action, mods);
|
||||
|
||||
if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(bd->MouseJustPressed))
|
||||
bd->MouseJustPressed[button] = true;
|
||||
ImGui_ImplGlfw_UpdateKeyModifiers(mods);
|
||||
|
||||
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)
|
||||
@@ -132,34 +273,53 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
|
||||
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.MouseWheelH += (float)xoffset;
|
||||
io.MouseWheel += (float)yoffset;
|
||||
io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
|
||||
{
|
||||
#if GLFW_HAS_GET_KEY_NAME && !defined(__EMSCRIPTEN__)
|
||||
// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
|
||||
// (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
|
||||
// See https://github.com/glfw/glfw/issues/1502 for details.
|
||||
// Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
|
||||
// This won't cover edge cases but this is at least going to cover common cases.
|
||||
if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
|
||||
return key;
|
||||
const char* key_name = glfwGetKeyName(key, scancode);
|
||||
if (key_name && key_name[0] != 0 && key_name[1] == 0)
|
||||
{
|
||||
const char char_names[] = "`-=[]\\,;\'./";
|
||||
const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
|
||||
IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
|
||||
if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
|
||||
else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
|
||||
else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
|
||||
}
|
||||
// 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 != NULL && window == bd->Window)
|
||||
bd->PrevUserCallbackKey(window, key, scancode, action, mods);
|
||||
bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
|
||||
|
||||
if (action != GLFW_PRESS && action != GLFW_RELEASE)
|
||||
return;
|
||||
|
||||
ImGui_ImplGlfw_UpdateKeyModifiers(mods);
|
||||
|
||||
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (key >= 0 && key < IM_ARRAYSIZE(io.KeysDown))
|
||||
{
|
||||
if (action == GLFW_PRESS)
|
||||
io.KeysDown[key] = true;
|
||||
if (action == GLFW_RELEASE)
|
||||
io.KeysDown[key] = false;
|
||||
}
|
||||
|
||||
// Modifiers are not reliable across systems
|
||||
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
|
||||
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
|
||||
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
|
||||
#ifdef _WIN32
|
||||
io.KeySuper = false;
|
||||
#else
|
||||
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
|
||||
#endif
|
||||
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)
|
||||
@@ -172,16 +332,37 @@ void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
|
||||
io.AddFocusEvent(focused != 0);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackCursorPos != NULL && window == bd->Window)
|
||||
bd->PrevUserCallbackCursorPos(window, x, y);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
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 != NULL && window == bd->Window)
|
||||
bd->PrevUserCallbackCursorEnter(window, entered);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (entered)
|
||||
{
|
||||
bd->MouseWindow = window;
|
||||
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 = NULL;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
|
||||
@@ -199,6 +380,48 @@ void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
|
||||
// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
|
||||
}
|
||||
|
||||
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 = NULL;
|
||||
bd->PrevUserCallbackCursorEnter = NULL;
|
||||
bd->PrevUserCallbackCursorPos = NULL;
|
||||
bd->PrevUserCallbackMousebutton = NULL;
|
||||
bd->PrevUserCallbackScroll = NULL;
|
||||
bd->PrevUserCallbackKey = NULL;
|
||||
bd->PrevUserCallbackChar = NULL;
|
||||
bd->PrevUserCallbackMonitor = NULL;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
@@ -214,35 +437,13 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
bd->Window = window;
|
||||
bd->Time = 0.0;
|
||||
|
||||
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
|
||||
io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
|
||||
io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
|
||||
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
|
||||
io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
|
||||
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
|
||||
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
|
||||
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
|
||||
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
|
||||
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
|
||||
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
|
||||
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
|
||||
|
||||
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
|
||||
io.ClipboardUserData = bd->Window;
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
#if defined(_WIN32)
|
||||
io.ImeWindowHandle = (void*)glfwGetWin32Window(bd->Window);
|
||||
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)glfwGetWin32Window(bd->Window);
|
||||
#endif
|
||||
|
||||
// Create mouse cursors
|
||||
@@ -269,24 +470,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
glfwSetErrorCallback(prev_error_callback);
|
||||
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
bd->PrevUserCallbackWindowFocus = NULL;
|
||||
bd->PrevUserCallbackCursorEnter = NULL;
|
||||
bd->PrevUserCallbackMousebutton = NULL;
|
||||
bd->PrevUserCallbackScroll = NULL;
|
||||
bd->PrevUserCallbackKey = NULL;
|
||||
bd->PrevUserCallbackChar = NULL;
|
||||
bd->PrevUserCallbackMonitor = NULL;
|
||||
if (install_callbacks)
|
||||
{
|
||||
bd->InstalledCallbacks = true;
|
||||
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
|
||||
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
|
||||
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);
|
||||
}
|
||||
ImGui_ImplGlfw_InstallCallbacks(window);
|
||||
|
||||
bd->ClientApi = client_api;
|
||||
return true;
|
||||
@@ -314,15 +499,7 @@ void ImGui_ImplGlfw_Shutdown()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
if (bd->InstalledCallbacks)
|
||||
{
|
||||
glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus);
|
||||
glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter);
|
||||
glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton);
|
||||
glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll);
|
||||
glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey);
|
||||
glfwSetCharCallback(bd->Window, bd->PrevUserCallbackChar);
|
||||
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
|
||||
}
|
||||
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
|
||||
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
|
||||
@@ -332,39 +509,30 @@ void ImGui_ImplGlfw_Shutdown()
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
|
||||
static void ImGui_ImplGlfw_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
const ImVec2 mouse_pos_prev = io.MousePos;
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
const bool focused = true;
|
||||
const bool is_app_focused = true;
|
||||
#else
|
||||
const bool focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
|
||||
const bool is_app_focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
|
||||
#endif
|
||||
GLFWwindow* mouse_window = (bd->MouseWindow == bd->Window || focused) ? bd->Window : NULL;
|
||||
|
||||
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos && focused)
|
||||
glfwSetCursorPos(bd->Window, (double)mouse_pos_prev.x, (double)mouse_pos_prev.y);
|
||||
|
||||
// Set Dear ImGui mouse position from OS position
|
||||
if (mouse_window != NULL)
|
||||
if (is_app_focused)
|
||||
{
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y);
|
||||
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
glfwSetCursorPos(bd->Window, (double)io.MousePos.x, (double)io.MousePos.y);
|
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
|
||||
if (is_app_focused && bd->MouseWindow == NULL)
|
||||
{
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(bd->Window, &mouse_x, &mouse_y);
|
||||
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
|
||||
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -390,41 +558,57 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
|
||||
}
|
||||
}
|
||||
|
||||
// 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();
|
||||
memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
|
||||
// Update gamepad inputs
|
||||
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
|
||||
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
#if GLFW_HAS_GAMEPAD_API
|
||||
GLFWgamepadstate gamepad;
|
||||
if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
|
||||
return;
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
|
||||
#define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
|
||||
#else
|
||||
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);
|
||||
MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
|
||||
MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
|
||||
MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
|
||||
MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
|
||||
MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
|
||||
MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
|
||||
MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
|
||||
MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
|
||||
MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
|
||||
MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
|
||||
if (axes_count == 0 || buttons_count == 0)
|
||||
return;
|
||||
#define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
|
||||
#define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
|
||||
#endif
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
|
||||
MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);
|
||||
MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
if (axes_count > 0 && buttons_count > 0)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
else
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_NewFrame()
|
||||
@@ -440,16 +624,20 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
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);
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
|
||||
|
||||
// Setup time step
|
||||
double current_time = glfwGetTime();
|
||||
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_UpdateMouseData();
|
||||
ImGui_ImplGlfw_UpdateMouseCursor();
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplGlfw_UpdateGamepads();
|
||||
}
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
@@ -4,9 +4,9 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
|
||||
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -29,11 +29,16 @@ IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool ins
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
|
||||
|
||||
// GLFW callbacks
|
||||
// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
|
||||
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered);
|
||||
// GLFW callbacks (installer)
|
||||
// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
|
||||
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
|
||||
|
||||
// GLFW callbacks (individual callbacks to call if you didn't install callbacks)
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
||||
|
@@ -1,27 +0,0 @@
|
||||
#pragma once
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#define KB_KEY_HOME GLFW_KEY_HOME
|
||||
#define KB_KEY_MENU GLFW_KEY_MENU
|
||||
#define KB_KEY_END GLFW_KEY_END
|
||||
#define KB_KEY_ESC GLFW_KEY_ESCAPE
|
||||
#define KB_KEY_PG_UP GLFW_KEY_PAGE_UP
|
||||
#define KB_KEY_PG_DOWN GLFW_KEY_PAGE_DOWN
|
||||
|
||||
#define KB_KEY_ENTER GLFW_KEY_ENTER
|
||||
#define KB_KEY_KP_ENTER GLFW_KEY_KP_ENTER
|
||||
#define KB_KEY_DEL GLFW_KEY_DELETE
|
||||
#define KB_KEY_BACKSPACE GLFW_KEY_BACKSPACE
|
||||
|
||||
#define KB_KEY_LEFT GLFW_KEY_LEFT
|
||||
#define KB_KEY_RIGHT GLFW_KEY_RIGHT
|
||||
#define KB_KEY_UP GLFW_KEY_UP
|
||||
#define KB_KEY_DOWN GLFW_KEY_DOWN
|
||||
|
||||
#define KB_KEY_LCTRL GLFW_KEY_LEFT_CONTROL
|
||||
#define KB_KEY_RCTRL GLFW_KEY_RIGHT_CONTROL
|
||||
#define KB_KEY_LSHIFT GLFW_KEY_LEFT_SHIFT
|
||||
#define KB_KEY_RSHIFT GLFW_KEY_RIGHT_SHIFT
|
||||
|
||||
#define KB_KEY_A GLFW_KEY_A
|
||||
#define KB_KEY_R GLFW_KEY_R
|
Reference in New Issue
Block a user