dear-imgui-impl-glfw (empty) → 1.0.0
raw patch · 14 files changed
+2525/−0 lines, 14 filesdep +GLFW-bdep +basedep +bindings-GLFW
Dependencies added: GLFW-b, base, bindings-GLFW, dear-imgui-raw, text, unliftio-core
Files
- CHANGELOG.md +13/−0
- LICENSE +26/−0
- README.md +6/−0
- cbits/DearImGuiWrappers.cpp +3/−0
- cbits/DearImGuiWrappers.h +16/−0
- cbits/dcimgui_impl_glfw.cpp +202/−0
- cbits/dcimgui_impl_glfw.h +98/−0
- cbits/imgui_impl_glfw.cpp +1734/−0
- cbits/imgui_impl_glfw.h +73/−0
- dear-imgui-impl-glfw.cabal +72/−0
- src/DearImGui/Impl/GLFW.hs +84/−0
- src/DearImGui/Raw/Impl/GLFW.hsc +37/−0
- src/DearImGui/Raw/Impl/GLFW/GLFWmonitor.hsc +34/−0
- src/DearImGui/Raw/Impl/GLFW/GLFWwindow.hsc +127/−0
+ CHANGELOG.md view
@@ -0,0 +1,13 @@+# Changelog for `dear-imgui-impl-glfw`++All notable changes to this package will be documented in this file.++The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),+and this project adheres to the+[Haskell Package Versioning Policy](https://pvp.haskell.org/).++## 1.0.0 - 2026-10-21++Initial release.++- Generated with dear_bindings `v0.26` from Dear ImGui `v1.93.0-docking`.
+ LICENSE view
@@ -0,0 +1,26 @@+Copyright 2026 IC Rainbow++Redistribution and use in source and binary forms, with or without+modification, are permitted provided that the following conditions are met:++1. Redistributions of source code must retain the above copyright notice, this+ list of conditions and the following disclaimer.++2. Redistributions in binary form must reproduce the above copyright notice,+ this list of conditions and the following disclaimer in the documentation+ and/or other materials provided with the distribution.++3. Neither the name of the copyright holder nor the names of its contributors+ may be used to endorse or promote products derived from this software+ without specific prior written permission.++THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR+ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON+ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ README.md view
@@ -0,0 +1,6 @@+# dear-imgui-impl-glfw++Platform backend for [Dear ImGui] on GLFW windows.+Pair it with a renderer backend.++[Dear ImGui]: https://github.com/ocornut/imgui
+ cbits/DearImGuiWrappers.cpp view
@@ -0,0 +1,3 @@+// Generated by dear-bindings-ffi. Do not edit.+#include "DearImGuiWrappers.h"+
+ cbits/DearImGuiWrappers.h view
@@ -0,0 +1,16 @@+// Generated by dear-bindings-ffi. Do not edit.+#ifndef DEAR_IMGUI_WRAPPERS_H+#define DEAR_IMGUI_WRAPPERS_H++#include "dcimgui_impl_glfw.h"++#ifdef __cplusplus+extern "C" {+#endif+++#ifdef __cplusplus+}+#endif++#endif
+ cbits/dcimgui_impl_glfw.cpp view
@@ -0,0 +1,202 @@+// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.+// **DO NOT EDIT DIRECTLY**+// https://github.com/dearimgui/dear_bindings++#include "imgui.h"+#include "imgui_impl_glfw.h"++#include <stdio.h>++// Wrap this in a namespace to keep it separate from the C++ API+// This define prevents #defines in the header getting defined again (as they are already in the normal header above),+// and thus generating redefinition warnings+#define DEAR_BINDINGS_INTERNAL_GLUE_CODE+namespace cimgui+{+#include "dcimgui_impl_glfw.h"+}+#undef DEAR_BINDINGS_INTERNAL_GLUE_CODE++// By-value struct conversions++static inline cimgui::ImVec2 ConvertFromCPP_ImVec2(const ::ImVec2& src)+{+ cimgui::ImVec2 dest;+ dest.x = src.x;+ dest.y = src.y;+ return dest;+}++static inline ::ImVec2 ConvertToCPP_ImVec2(const cimgui::ImVec2& src)+{+ ::ImVec2 dest;+ dest.x = src.x;+ dest.y = src.y;+ return dest;+}++static inline cimgui::ImVec4 ConvertFromCPP_ImVec4(const ::ImVec4& src)+{+ cimgui::ImVec4 dest;+ dest.x = src.x;+ dest.y = src.y;+ dest.z = src.z;+ dest.w = src.w;+ return dest;+}++static inline ::ImVec4 ConvertToCPP_ImVec4(const cimgui::ImVec4& src)+{+ ::ImVec4 dest;+ dest.x = src.x;+ dest.y = src.y;+ dest.z = src.z;+ dest.w = src.w;+ return dest;+}++static inline cimgui::ImTextureRef ConvertFromCPP_ImTextureRef(const ::ImTextureRef& src)+{+ cimgui::ImTextureRef dest;+ dest._TexData = reinterpret_cast<cimgui::ImTextureData*>(src._TexData);+ dest._TexID = src._TexID;+ return dest;+}++static inline ::ImTextureRef ConvertToCPP_ImTextureRef(const cimgui::ImTextureRef& src)+{+ ::ImTextureRef dest;+ dest._TexData = reinterpret_cast<::ImTextureData*>(src._TexData);+ dest._TexID = src._TexID;+ return dest;+}++static inline cimgui::ImColor ConvertFromCPP_ImColor(const ::ImColor& src)+{+ cimgui::ImColor dest;+ dest.Value.x = src.Value.x;+ dest.Value.y = src.Value.y;+ dest.Value.z = src.Value.z;+ dest.Value.w = src.Value.w;+ return dest;+}++static inline ::ImColor ConvertToCPP_ImColor(const cimgui::ImColor& src)+{+ ::ImColor dest;+ dest.Value.x = src.Value.x;+ dest.Value.y = src.Value.y;+ dest.Value.z = src.Value.z;+ dest.Value.w = src.Value.w;+ return dest;+}++// Function stubs++#ifndef IMGUI_DISABLE++CIMGUI_IMPL_API bool cimgui::cImGui_ImplGlfw_InitForOpenGL(cimgui::GLFWwindow* window, bool install_callbacks)+{+ return ::ImGui_ImplGlfw_InitForOpenGL(reinterpret_cast<::GLFWwindow*>(window), install_callbacks);+}++CIMGUI_IMPL_API bool cimgui::cImGui_ImplGlfw_InitForVulkan(cimgui::GLFWwindow* window, bool install_callbacks)+{+ return ::ImGui_ImplGlfw_InitForVulkan(reinterpret_cast<::GLFWwindow*>(window), install_callbacks);+}++CIMGUI_IMPL_API bool cimgui::cImGui_ImplGlfw_InitForOther(cimgui::GLFWwindow* window, bool install_callbacks)+{+ return ::ImGui_ImplGlfw_InitForOther(reinterpret_cast<::GLFWwindow*>(window), install_callbacks);+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_Shutdown(void)+{+ ::ImGui_ImplGlfw_Shutdown();+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_NewFrame(void)+{+ ::ImGui_ImplGlfw_NewFrame();+}++#ifdef __EMSCRIPTEN__++CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_InstallEmscriptenCallbacks(cimgui::GLFWwindow* window, const char* canvas_selector)+{+ ::ImGui_ImplGlfw_InstallEmscriptenCallbacks(reinterpret_cast<::GLFWwindow*>(window), canvas_selector);+}++#endif // #ifdef __EMSCRIPTEN__++CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_InstallCallbacks(cimgui::GLFWwindow* window)+{+ ::ImGui_ImplGlfw_InstallCallbacks(reinterpret_cast<::GLFWwindow*>(window));+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_RestoreCallbacks(cimgui::GLFWwindow* window)+{+ ::ImGui_ImplGlfw_RestoreCallbacks(reinterpret_cast<::GLFWwindow*>(window));+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)+{+ ::ImGui_ImplGlfw_SetCallbacksChainForAllWindows(chain_for_all_windows);+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_WindowFocusCallback(cimgui::GLFWwindow* window, int focused)+{+ ::ImGui_ImplGlfw_WindowFocusCallback(reinterpret_cast<::GLFWwindow*>(window), focused);+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_CursorEnterCallback(cimgui::GLFWwindow* window, int entered)+{+ ::ImGui_ImplGlfw_CursorEnterCallback(reinterpret_cast<::GLFWwindow*>(window), entered);+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_CursorPosCallback(cimgui::GLFWwindow* window, double x, double y)+{+ ::ImGui_ImplGlfw_CursorPosCallback(reinterpret_cast<::GLFWwindow*>(window), x, y);+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_MouseButtonCallback(cimgui::GLFWwindow* window, int button, int action, int mods)+{+ ::ImGui_ImplGlfw_MouseButtonCallback(reinterpret_cast<::GLFWwindow*>(window), button, action, mods);+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_ScrollCallback(cimgui::GLFWwindow* window, double xoffset, double yoffset)+{+ ::ImGui_ImplGlfw_ScrollCallback(reinterpret_cast<::GLFWwindow*>(window), xoffset, yoffset);+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_KeyCallback(cimgui::GLFWwindow* window, int key, int scancode, int action, int mods)+{+ ::ImGui_ImplGlfw_KeyCallback(reinterpret_cast<::GLFWwindow*>(window), key, scancode, action, mods);+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_CharCallback(cimgui::GLFWwindow* window, unsigned int c)+{+ ::ImGui_ImplGlfw_CharCallback(reinterpret_cast<::GLFWwindow*>(window), c);+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_MonitorCallback(cimgui::GLFWmonitor* monitor, int event)+{+ ::ImGui_ImplGlfw_MonitorCallback(reinterpret_cast<::GLFWmonitor*>(monitor), event);+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_Sleep(int milliseconds)+{+ ::ImGui_ImplGlfw_Sleep(milliseconds);+}++CIMGUI_IMPL_API float cimgui::cImGui_ImplGlfw_GetContentScaleForWindow(cimgui::GLFWwindow* window)+{+ return ::ImGui_ImplGlfw_GetContentScaleForWindow(reinterpret_cast<::GLFWwindow*>(window));+}++CIMGUI_IMPL_API float cimgui::cImGui_ImplGlfw_GetContentScaleForMonitor(cimgui::GLFWmonitor* monitor)+{+ return ::ImGui_ImplGlfw_GetContentScaleForMonitor(reinterpret_cast<::GLFWmonitor*>(monitor));+}++#endif // #ifndef IMGUI_DISABLE
+ cbits/dcimgui_impl_glfw.h view
@@ -0,0 +1,98 @@+// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.+// **DO NOT EDIT DIRECTLY**+// https://github.com/dearimgui/dear_bindings++// Dear Bindings version as a string+#ifndef DEAR_BINDINGS_VERSION+#define DEAR_BINDINGS_VERSION "0.26"+#endif++// Dear Bindings version as an integer+#ifndef DEAR_BINDINGS_VERSION_NUMBER+#define DEAR_BINDINGS_VERSION_NUMBER 26+#endif++// dear imgui: Platform Backend for GLFW+// ImDrawIdx: vertex index. [Compile-time configurable type]+// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).+// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.+#ifndef ImDrawIdx+typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)+#endif // #ifndef ImDrawIdx+// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)+// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)+// (Requires: GLFW 3.0+. Prefer GLFW 3.3+/3.4+ for full feature support.)++// Implemented features:+// [X] Platform: Clipboard support.+// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).+// [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 are obsolete since 1.87 and not supported since 1.91.5]+// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.+// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.+// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.+// [X] Multiple Dear ImGui contexts support.+// Missing features or Issues:+// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.+// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.+// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.++// 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.+// Learn about Dear ImGui:+// - FAQ https://dearimgui.com/faq+// - Getting Started https://dearimgui.com/getting-started+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).+// - Introduction, links and more at the top of imgui.cpp++#pragma once++#ifdef __cplusplus+extern "C"+{+#endif+#include "dcimgui.h"+#ifndef IMGUI_DISABLE+typedef struct GLFWwindow GLFWwindow;+typedef struct GLFWmonitor GLFWmonitor;++typedef struct ImDrawData_t ImDrawData;+// Follow "Getting Started" link and check examples/ folder to learn about using backends!+CIMGUI_IMPL_API bool cImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);+CIMGUI_IMPL_API bool cImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);+CIMGUI_IMPL_API bool cImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);+CIMGUI_IMPL_API void cImGui_ImplGlfw_Shutdown(void);+CIMGUI_IMPL_API void cImGui_ImplGlfw_NewFrame(void);++// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL)+#ifdef __EMSCRIPTEN__+CIMGUI_IMPL_API void cImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector);+//static inline void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0+#endif // #ifdef __EMSCRIPTEN__+// GLFW callbacks install+// - 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.+CIMGUI_IMPL_API void cImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);+CIMGUI_IMPL_API void cImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);++// GLFW callbacks options:+// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)+CIMGUI_IMPL_API void cImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);++// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)+CIMGUI_IMPL_API void cImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84+CIMGUI_IMPL_API void cImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84+CIMGUI_IMPL_API void cImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87+CIMGUI_IMPL_API void cImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);+CIMGUI_IMPL_API void cImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);+CIMGUI_IMPL_API void cImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);+CIMGUI_IMPL_API void cImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);+CIMGUI_IMPL_API void cImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);++// GLFW helpers+CIMGUI_IMPL_API void cImGui_ImplGlfw_Sleep(int milliseconds);+CIMGUI_IMPL_API float cImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window);+CIMGUI_IMPL_API float cImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor);+#endif// #ifndef IMGUI_DISABLE+#ifdef __cplusplus+} // End of extern "C" block+#endif
+ cbits/imgui_impl_glfw.cpp view
@@ -0,0 +1,1734 @@+// dear imgui: Platform Backend for GLFW+// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)+// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)+// (Requires: GLFW 3.0+. Prefer GLFW 3.3+/3.4+ for full feature support.)++// Implemented features:+// [X] Platform: Clipboard support.+// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).+// [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 are obsolete since 1.87 and not supported since 1.91.5]+// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.+// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.+// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.+// [X] Multiple Dear ImGui contexts support.+// Missing features or Issues:+// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.+// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.+// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.++// 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.+// Learn about Dear ImGui:+// - FAQ https://dearimgui.com/faq+// - Getting Started https://dearimgui.com/getting-started+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).+// - Introduction, links and more at the top of imgui.cpp++// About Emscripten support:+// - Emscripten provides its own GLFW (3.2.1) implementation (syntax: "-sUSE_GLFW=3"), but Joystick is broken and several features are not supported (multiple windows, clipboard, timer, etc.)+// - A third-party Emscripten GLFW (3.4.0) implementation (syntax: "--use-port=contrib.glfw3") fixes the Joystick issue and implements all relevant features for the browser.+// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details.++// CHANGELOG+// (minor and older changes stripped away, please see git history for details)+// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.+// 2026-09-15: [Docking] Fixed applying mouse cursor shapes to secondary viewports (broken in 1.92.6, 2025-12-10).+// 2026-04-21: Added a Win32-specific implementation of ImGui_ImplGlfw_GetContentScaleXXXX functions for legacy GLFW 3.2.+// 2026-03-25: Mouse cursor is properly restored if changed by user app/code while using glfwSetInputMode(..., GLFW_CURSOR_DISABLED) or ImGuiConfigFlags_NoMouseCursorChange. Amend change from 2025-12-10.+// 2026-02-10: Try to set IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND automatically if corresponding headers are not accessible. (#9225)+// 2026-01-25: [Docking] Improve workarounds for cases where GLFW is unable to provide any reliable monitor info. Preserve existing monitor list when none of the new one is valid. (#9195, #7902, #5683)+// 2026-01-18: [Docking] Dynamically load X11 functions to avoid -lx11 linking requirement introduced on 2025-09-10.+// 2025-12-12: Added IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND to forcefully disable either.+// 2025-12-10: Avoid repeated glfwSetCursor()/glfwSetInputMode() calls when unnecessary. Lowers overhead for very high framerates (e.g. 10k+ FPS).+// 2025-11-06: Lower minimum requirement to GLFW 3.0. Though a recent version e.g GLFW 3.4 is highly recommended.+// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.+// 2025-09-15: Content Scales are always reported as 1.0 on Wayland. FramebufferScale are always reported as 1.0 on X11. (#8920, #8921)+// 2025-09-10: [Docking] Improve multi-viewport behavior in tiling WMs on X11 via the ImGui_ImplGlfw_SetWindowFloating() function. Note: using GLFW backend on Linux/BSD etc. requires linking with -lX11. (#8884, #8474, #8289)+// 2025-07-08: Made ImGui_ImplGlfw_GetContentScaleForWindow(), ImGui_ImplGlfw_GetContentScaleForMonitor() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733)+// 2025-06-18: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069)+// 2025-06-11: Added ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) and ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) helper to facilitate making DPI-aware apps.+// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.+// 2025-04-26: [Docking] Disable multi-viewports under Wayland. (#8587)+// 2025-03-10: Map GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 into ImGuiKey_Oem102.+// 2025-03-03: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled.+// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)+// 2024-11-05: [Docking] Added Linux workaround for spurious mouse up events emitted while dragging and creating new viewport. (#3158, #7733, #7922)+// 2024-08-22: Moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:+// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn+// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn+// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn+// 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one.+// 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.+// 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw)+// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.+// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.+// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.+// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)+// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491)+// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)+// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)+// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)+// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)+// 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten.+// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.+// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)+// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.+// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).+// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18.+// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.+// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.+// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing 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).+// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.+// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).+// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.+// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.+// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().+// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.+// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.+// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.+// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.+// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.+// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.+// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.+// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.+// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.+// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.+// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).+// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.+// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.+// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).+// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.++#include "imgui.h"+#ifndef IMGUI_DISABLE+#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+#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.+#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.+#elif defined(__GNUC__)+#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe+#endif++#if defined(__has_include)+#if !__has_include(<X11/Xlib.h>) || !__has_include(<X11/extensions/Xrandr.h>)+#define IMGUI_IMPL_GLFW_DISABLE_X11+#endif+#if !__has_include(<wayland-client.h>)+#define IMGUI_IMPL_GLFW_DISABLE_WAYLAND+#endif+#endif++// GLFW+#if !defined(IMGUI_IMPL_GLFW_DISABLE_X11) && (defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__))+#define GLFW_HAS_X11 1+#else+#define GLFW_HAS_X11 0+#endif+#if !defined(IMGUI_IMPL_GLFW_DISABLE_WAYLAND) && (defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__))+#define GLFW_HAS_WAYLAND 1+#else+#define GLFW_HAS_WAYLAND 0+#endif+#include <GLFW/glfw3.h>+#ifdef _WIN32+#undef APIENTRY+#ifndef GLFW_EXPOSE_NATIVE_WIN32 // for glfwGetWin32Window()+#define GLFW_EXPOSE_NATIVE_WIN32+#endif+#include <GLFW/glfw3native.h>+#elif defined(__APPLE__)+#ifndef GLFW_EXPOSE_NATIVE_COCOA // for glfwGetCocoaWindow()+#define GLFW_EXPOSE_NATIVE_COCOA+#endif+#include <GLFW/glfw3native.h>+#elif GLFW_HAS_X11+#ifndef GLFW_EXPOSE_NATIVE_X11 // for glfwGetX11Display(), glfwGetX11Window() on Freedesktop (Linux, BSD, etc.)+#define GLFW_EXPOSE_NATIVE_X11+#include <X11/Xatom.h>+#include <dlfcn.h> // for dlopen()+#endif+#include <GLFW/glfw3native.h>+#undef Status // X11 headers are leaking this.+#endif++#ifndef _WIN32+#include <unistd.h> // for usleep()+#endif+#include <stdio.h> // for snprintf()++#ifdef __EMSCRIPTEN__+#include <emscripten.h>+#include <emscripten/html5.h>+#ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3+#include <GLFW/emscripten_glfw3.h>+#else+#define EMSCRIPTEN_USE_EMBEDDED_GLFW3+#endif+#endif++// We gather version tests as define in order to easily see which features are version-dependent.+#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)+#define GLFW_HAS_CREATECURSOR (GLFW_VERSION_COMBINED >= 3100) // 3.1+ glfwCreateCursor()+#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING+#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED+#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity+#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale+#if defined(__EMSCRIPTEN__) || defined(__SWITCH__) // no Vulkan support in GLFW for Emscripten or homebrew Nintendo Switch+#define GLFW_HAS_VULKAN (0)+#else+#define GLFW_HAS_VULKAN (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface+#endif+#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow+#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW+#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea+#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_COMBINED >= 3301) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553+#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_COMBINED >= 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+#ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough)+#define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH+#else+#define GLFW_HAS_MOUSE_PASSTHROUGH (0)+#endif+#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api+#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()+#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()+#define GLFW_HAS_GETPLATFORM (GLFW_VERSION_COMBINED >= 3400) // 3.4+ glfwGetPlatform()++// Map GLFWWindow* to ImGuiContext*.+// - Would be simpler if we could use glfwSetWindowUserPointer()/glfwGetWindowUserPointer(), but this is a single and shared resource.+// - Would be simpler if we could use e.g. std::map<> as well. But we don't.+// - This is not particularly optimized as we expect size to be small and queries to be rare.+struct ImGui_ImplGlfw_WindowToContext { GLFWwindow* Window; ImGuiContext* Context; };+static ImVector<ImGui_ImplGlfw_WindowToContext> g_ContextMap;+static void ImGui_ImplGlfw_ContextMap_Add(GLFWwindow* window, ImGuiContext* ctx) { g_ContextMap.push_back(ImGui_ImplGlfw_WindowToContext{ window, ctx }); }+static void ImGui_ImplGlfw_ContextMap_Remove(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) { g_ContextMap.erase_unsorted(&entry); if (g_ContextMap.empty()) g_ContextMap.clear(); return; } }+static ImGuiContext* ImGui_ImplGlfw_ContextMap_Get(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) return entry.Context; return nullptr; }++enum GlfwClientApi+{+ GlfwClientApi_OpenGL,+ GlfwClientApi_Vulkan,+ GlfwClientApi_Unknown, // Anything else fits here.+};++#if GLFW_HAS_X11+typedef Atom (*PFN_XInternAtom)(Display*, const char* ,Bool);+typedef int (*PFN_XChangeProperty)(Display*, Window, Atom, Atom, int, int, const unsigned char*, int);+typedef int (*PFN_XChangeWindowAttributes)(Display*, Window, unsigned long, XSetWindowAttributes*);+typedef int (*PFN_XFlush)(Display*);+#endif++// GLFW data+struct ImGui_ImplGlfw_Data+{+ ImGuiContext* Context;+ GLFWwindow* Window;+ GlfwClientApi ClientApi;+ double Time;+ GLFWwindow* MouseWindow;+#if GLFW_HAS_CREATECURSOR+ GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];+ GLFWcursor* LastMouseCursor;+#endif+ bool MouseIgnoreButtonUpWaitForFocusLoss;+ bool MouseIgnoreButtonUp;+ ImVec2 LastValidMousePos;+ GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST];+ bool IsWayland;+ bool InstalledCallbacks;+ bool CallbacksChainForAllWindows;+ char BackendPlatformName[40];+#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3+ const char* CanvasSelector;+#endif++ // 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;+ GLFWkeyfun PrevUserCallbackKey;+ GLFWcharfun PrevUserCallbackChar;+ GLFWmonitorfun PrevUserCallbackMonitor;+#ifdef _WIN32+ WNDPROC PrevWndProc;+#endif++#if GLFW_HAS_X11+ // Module and function pointers loaded at initialization to avoid linking statically with X11.+ void* X11Module;+ PFN_XInternAtom XInternAtom;+ PFN_XChangeProperty XChangeProperty;+ PFN_XChangeWindowAttributes XChangeWindowAttributes;+ PFN_XFlush XFlush;+#endif++ ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }+};++// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.+// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.+// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks+// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.+// - 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.+// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.+namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); }+static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()+{+ // Get data for current context+ return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;+}+static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData(GLFWwindow* window)+{+ // Get data for a given GLFW window, regardless of current context (since GLFW events are sent together)+ ImGuiContext* ctx = ImGui_ImplGlfw_ContextMap_Get(window);+ return (ImGui_ImplGlfw_Data*)ImGui::GetIO(ctx).BackendPlatformUserData;+}++// Forward Declarations+static void ImGui_ImplGlfw_UpdateMonitors();+static void ImGui_ImplGlfw_InitMultiViewportSupport();+static void ImGui_ImplGlfw_ShutdownMultiViewportSupport();++// Functions+static bool ImGui_ImplGlfw_IsWayland()+{+#if !GLFW_HAS_WAYLAND+ return false;+#elif GLFW_HAS_GETPLATFORM+ return glfwGetPlatform() == GLFW_PLATFORM_WAYLAND;+#else+ const char* version = glfwGetVersionString();+ if (strstr(version, "Wayland") == nullptr) // e.g. Ubuntu 22.04 ships with GLFW 3.3.6 compiled without Wayland+ return false;+#ifdef GLFW_EXPOSE_NATIVE_X11+ if (glfwGetX11Display() != nullptr)+ return false;+#endif+ return true;+#endif+}++// Not static to allow third-party code to use that if they want to (but undocumented)+ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode);+ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)+{+ IM_UNUSED(scancode);+ switch (keycode)+ {+ 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_WORLD_1: return ImGuiKey_Oem102;+ case GLFW_KEY_WORLD_2: return ImGuiKey_Oem102;+ 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;+ case GLFW_KEY_F13: return ImGuiKey_F13;+ case GLFW_KEY_F14: return ImGuiKey_F14;+ case GLFW_KEY_F15: return ImGuiKey_F15;+ case GLFW_KEY_F16: return ImGuiKey_F16;+ case GLFW_KEY_F17: return ImGuiKey_F17;+ case GLFW_KEY_F18: return ImGuiKey_F18;+ case GLFW_KEY_F19: return ImGuiKey_F19;+ case GLFW_KEY_F20: return ImGuiKey_F20;+ case GLFW_KEY_F21: return ImGuiKey_F21;+ case GLFW_KEY_F22: return ImGuiKey_F22;+ case GLFW_KEY_F23: return ImGuiKey_F23;+ case GLFW_KEY_F24: return ImGuiKey_F24;+ default: return ImGuiKey_None;+ }+}++// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW+// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630+static void ImGui_ImplGlfw_UpdateKeyModifiers(ImGuiIO& io, GLFWwindow* window)+{+ io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));+ io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS));+ io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS));+ io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));+}++static bool ImGui_ImplGlfw_ShouldChainCallback(ImGui_ImplGlfw_Data* bd, GLFWwindow* window)+{+ return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);+}++void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)+{+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);+ if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))+ bd->PrevUserCallbackMousebutton(window, button, action, mods);++ // Workaround for Linux: ignore mouse up events which are following an focus loss following a viewport creation+ if (bd->MouseIgnoreButtonUp && action == GLFW_RELEASE)+ return;++ ImGuiIO& io = ImGui::GetIO(bd->Context);+ ImGui_ImplGlfw_UpdateKeyModifiers(io, window);+ if (button >= 0 && button < ImGuiMouseButton_COUNT)+ io.AddMouseButtonEvent(button, action == GLFW_PRESS);+}++void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)+{+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);+ if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))+ bd->PrevUserCallbackScroll(window, xoffset, yoffset);++#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3+ // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().+ return;+#endif++ ImGuiIO& io = ImGui::GetIO(bd->Context);+ io.AddMouseWheelEvent((float)xoffset, (float)yoffset);+}++// FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()?+static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)+{+#if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)+ // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.+ // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)+ // See https://github.com/glfw/glfw/issues/1502 for details.+ // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).+ // This won't cover edge cases but this is at least going to cover common cases.+ if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)+ return key;+ GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);+ const char* key_name = glfwGetKeyName(key, scancode);+ glfwSetErrorCallback(prev_error_callback);+#if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908)+ (void)glfwGetError(nullptr);+#endif+ if (key_name && key_name[0] != 0 && key_name[1] == 0)+ {+ const char char_names[] = "`-=[]\\,;\'./";+ const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };+ IM_ASSERT(IM_COUNTOF(char_names) == IM_COUNTOF(char_keys));+ if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }+ else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }+ else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }+ else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }+ }+ // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);+#else+ IM_UNUSED(scancode);+#endif+ return key;+}++void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)+{+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);+ if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))+ bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);++ if (action != GLFW_PRESS && action != GLFW_RELEASE)+ return;++ ImGuiIO& io = ImGui::GetIO(bd->Context);+ ImGui_ImplGlfw_UpdateKeyModifiers(io, window);++ if (keycode >= 0 && keycode < IM_COUNTOF(bd->KeyOwnerWindows))+ bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr;++ keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);++ ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode);+ io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));+ io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)+}++void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)+{+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);+ if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))+ bd->PrevUserCallbackWindowFocus(window, focused);++ // Workaround for Linux: when losing focus with MouseIgnoreButtonUpWaitForFocusLoss set, we will temporarily ignore subsequent Mouse Up events+ bd->MouseIgnoreButtonUp = (bd->MouseIgnoreButtonUpWaitForFocusLoss && focused == 0);+ bd->MouseIgnoreButtonUpWaitForFocusLoss = false;++ ImGuiIO& io = ImGui::GetIO(bd->Context);+ io.AddFocusEvent(focused != 0);+}++void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)+{+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);+ if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))+ bd->PrevUserCallbackCursorPos(window, x, y);++ ImGuiIO& io = ImGui::GetIO(bd->Context);+ if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)+ {+ int window_x, window_y;+ glfwGetWindowPos(window, &window_x, &window_y);+ x += window_x;+ y += window_y;+ }+ io.AddMousePosEvent((float)x, (float)y);+ bd->LastValidMousePos = ImVec2((float)x, (float)y);+}++// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,+// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)+void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)+{+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);+ if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))+ bd->PrevUserCallbackCursorEnter(window, entered);++ ImGuiIO& io = ImGui::GetIO(bd->Context);+ if (entered)+ {+ bd->MouseWindow = window;+ io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);+ }+ else if (!entered && bd->MouseWindow == window)+ {+ bd->LastValidMousePos = io.MousePos;+ bd->MouseWindow = nullptr;+ io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);+ }+}++void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)+{+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);+ if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))+ bd->PrevUserCallbackChar(window, c);++ ImGuiIO& io = ImGui::GetIO(bd->Context);+ io.AddInputCharacter(c);+}++void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)+{+ // This function is technically part of the API even if we stopped using the callback, so leaving it around.+}++#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3+static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void* user_data)+{+ // Mimic Emscripten_HandleWheel() in SDL.+ // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096+ ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;+ float multiplier = 0.0f;+ if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.+ else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step.+ else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps.+ float wheel_x = ev->deltaX * -multiplier;+ float wheel_y = ev->deltaY * -multiplier;+ ImGuiIO& io = ImGui::GetIO(bd->Context);+ io.AddMouseWheelEvent(wheel_x, wheel_y);+ //IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y);+ return EM_TRUE;+}+#endif++#ifdef _WIN32+static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);+#endif++void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)+{+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);+ 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(window);+ IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");+ IM_ASSERT(bd->Window == window);++ glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);+ glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);+ glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);+ glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);+ glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);+ glfwSetKeyCallback(window, bd->PrevUserCallbackKey);+ glfwSetCharCallback(window, bd->PrevUserCallbackChar);+ glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);+ bd->InstalledCallbacks = false;+ bd->PrevUserCallbackWindowFocus = nullptr;+ bd->PrevUserCallbackCursorEnter = nullptr;+ bd->PrevUserCallbackCursorPos = nullptr;+ bd->PrevUserCallbackMousebutton = nullptr;+ bd->PrevUserCallbackScroll = nullptr;+ bd->PrevUserCallbackKey = nullptr;+ bd->PrevUserCallbackChar = nullptr;+ bd->PrevUserCallbackMonitor = nullptr;+}++// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user).+// This is 'false' by default meaning we only chain callbacks for the main viewport.+// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.+// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.+void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)+{+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();+ bd->CallbacksChainForAllWindows = chain_for_all_windows;+}++#ifdef __EMSCRIPTEN__+#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817+void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); }+#else+EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });+#endif+#endif++static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)+{+ ImGuiIO& io = ImGui::GetIO();+ IMGUI_CHECKVERSION();+ IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");+ //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);++ // Setup backend capabilities flags+ ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();+ bd->Context = ImGui::GetCurrentContext();+ bd->Window = window;+ bd->Time = 0.0;+ bd->IsWayland = ImGui_ImplGlfw_IsWayland();+ ImGui_ImplGlfw_ContextMap_Add(window, bd->Context);++ snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_glfw (%d)%s", GLFW_VERSION_COMBINED, bd->IsWayland ? " (Wayland)" : "");+ io.BackendPlatformUserData = (void*)bd;+ io.BackendPlatformName = bd->BackendPlatformName;+#if GLFW_HAS_CREATECURSOR+ io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)+#endif+ io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)++ bool has_viewports = false;+#ifndef __EMSCRIPTEN__+ has_viewports = true;+#if GLFW_HAS_GETPLATFORM+ if (glfwGetPlatform() == GLFW_PLATFORM_WAYLAND)+ has_viewports = false;+#endif+ if (has_viewports)+ io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)+#endif+#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED+ io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)+#endif++ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();+#if GLFW_VERSION_COMBINED < 3300+ platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window, text); };+ platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window); };+#else+ platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); };+ platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); };+#endif++#ifdef __EMSCRIPTEN__+ platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };+#endif++ // Create mouse cursors+ // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,+ // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.+ // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)+#if GLFW_HAS_CREATECURSOR+ GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);+ bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);+ bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);+ bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);+ bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);+ bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);+#if GLFW_HAS_NEW_CURSORS+ bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);+ bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);+ bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);+ bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);+#else+ bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);+ bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);+ bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);+ bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);+#endif+ glfwSetErrorCallback(prev_error_callback);+#endif+#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)+ (void)glfwGetError(nullptr);+#endif++ // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.+ if (install_callbacks)+ ImGui_ImplGlfw_InstallCallbacks(window);++ // Update monitor a first time during init+ // (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)+ ImGui_ImplGlfw_UpdateMonitors();+ glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);++ // Set platform dependent data in viewport+ ImGuiViewport* main_viewport = ImGui::GetMainViewport();+ main_viewport->PlatformHandle = (void*)bd->Window;+#ifdef _WIN32+ main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);+#elif defined(__APPLE__)+ main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);+#else+ IM_UNUSED(main_viewport);+#endif+ if (has_viewports)+ ImGui_ImplGlfw_InitMultiViewportSupport();++ // Windows: register a WndProc hook so we can intercept some messages.+#ifdef _WIN32+ HWND hwnd = (HWND)main_viewport->PlatformHandleRaw;+ ::SetPropA(hwnd, "IMGUI_BACKEND_DATA", bd);+ bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);+ IM_ASSERT(bd->PrevWndProc != nullptr);+ ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);+#endif++#if GLFW_HAS_X11+ if (!bd->IsWayland)+ {+ // Load X11 module dynamically. Copied from the way that GLFW does it in x11_init.c+#if defined(__CYGWIN__)+ const char* x11_module_path = "libX11-6.so";+#elif defined(__OpenBSD__) || defined(__NetBSD__)+ const char* x11_module_path = "libX11.so";+#else+ const char* x11_module_path = "libX11.so.6";+#endif+ bd->X11Module = dlopen(x11_module_path, RTLD_LAZY | RTLD_LOCAL);+ bd->XInternAtom = (PFN_XInternAtom)dlsym(bd->X11Module, "XInternAtom");+ bd->XChangeProperty = (PFN_XChangeProperty)dlsym(bd->X11Module, "XChangeProperty");+ bd->XChangeWindowAttributes = (PFN_XChangeWindowAttributes)dlsym(bd->X11Module, "XChangeWindowAttributes");+ bd->XFlush = (PFN_XFlush)dlsym(bd->X11Module, "XFlush");+ IM_ASSERT(bd->XInternAtom != nullptr && bd->XChangeProperty != nullptr && bd->XChangeWindowAttributes != nullptr && bd->XFlush != nullptr);+ }+#endif++ // Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime+ // to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten).+#ifdef __EMSCRIPTEN__+#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817+ if (emscripten::glfw3::IsRuntimePlatformApple())+ {+ io.ConfigMacOSXBehaviors = true;++ // Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used.+ // This means that Meta + V only registers a single key-press, even if the keys are held.+ // This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself.+ // See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key+ emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10);+ }+#endif+#endif++ bd->ClientApi = client_api;+ return true;+}++bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)+{+ return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);+}++bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)+{+ return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);+}++bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)+{+ return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);+}++void ImGui_ImplGlfw_Shutdown()+{+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();+ IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");++ ImGuiIO& io = ImGui::GetIO();+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();++ ImGui_ImplGlfw_ShutdownMultiViewportSupport();+ if (bd->InstalledCallbacks)+ ImGui_ImplGlfw_RestoreCallbacks(bd->Window);+#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3+ if (bd->CanvasSelector)+ emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr);+#endif+#if GLFW_HAS_CREATECURSOR+ for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)+ glfwDestroyCursor(bd->MouseCursors[cursor_n]);+#endif+ // Windows: restore our WndProc hook+#ifdef _WIN32+ ImGuiViewport* main_viewport = ImGui::GetMainViewport();+ ::SetPropA((HWND)main_viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", nullptr);+ ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);+ bd->PrevWndProc = nullptr;+#endif++#if GLFW_HAS_X11+ if (bd->X11Module != nullptr)+ dlclose(bd->X11Module);+#endif++ io.BackendPlatformName = nullptr;+ io.BackendPlatformUserData = nullptr;+ io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);+ platform_io.ClearPlatformHandlers();+ ImGui_ImplGlfw_ContextMap_Remove(bd->Window);+ IM_DELETE(bd);+}++static void ImGui_ImplGlfw_UpdateMouseData()+{+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();+ ImGuiIO& io = ImGui::GetIO();+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();++ ImGuiID mouse_viewport_id = 0;+ const ImVec2 mouse_pos_prev = io.MousePos;+ for (int n = 0; n < platform_io.Viewports.Size; n++)+ {+ ImGuiViewport* viewport = platform_io.Viewports[n];+ GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;++#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3+ const bool is_window_focused = true;+#else+ const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;+#endif+ if (is_window_focused)+ {+ // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)+ // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.+ if (io.WantSetMousePos)+ glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));++ // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)+ if (bd->MouseWindow == nullptr)+ {+ double mouse_x, mouse_y;+ glfwGetCursorPos(window, &mouse_x, &mouse_y);+ if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)+ {+ // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)+ // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)+ int window_x, window_y;+ glfwGetWindowPos(window, &window_x, &window_y);+ mouse_x += window_x;+ mouse_y += window_y;+ }+ bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);+ io.AddMousePosEvent((float)mouse_x, (float)mouse_y);+ }+ }++ // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.+ // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.+ // - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag (since we implement hit via our WndProc hook)+ // On other platforms we rely on the library fallbacking to its own search when reporting a viewport with _NoInputs flag.+ // - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.+ // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window+ // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported+ // by the backend, and use its flawed heuristic to guess the viewport behind.+ // - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).+ // FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.+ // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.+#if GLFW_HAS_MOUSE_PASSTHROUGH+ const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;+ glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);+#endif+#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED+ if (glfwGetWindowAttrib(window, GLFW_HOVERED))+ mouse_viewport_id = viewport->ID;+#else+ // We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse.+#endif+ }++ if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)+ io.AddMouseViewportEvent(mouse_viewport_id);+}++static void ImGui_ImplGlfw_UpdateMouseCursor()+{+ ImGuiIO& io = ImGui::GetIO();+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();+ if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)+ {+ bd->LastMouseCursor = nullptr; // Invalidate so that if user changes underlying cursor we will update it next time we can.+ return;+ }++ ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();++#if GLFW_HAS_CREATECURSOR+ GLFWcursor* set_mouse_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];+ if (bd->LastMouseCursor == set_mouse_cursor)+ set_mouse_cursor = NULL;+ else+ bd->LastMouseCursor = set_mouse_cursor;+#endif++ for (int n = 0; n < platform_io.Viewports.Size; n++)+ {+ GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;+ if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)+ {+ if (bd->LastMouseCursor != nullptr)+ {+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor+ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);+ bd->LastMouseCursor = nullptr;+ }+ }+ else+ {+ // Show OS mouse cursor+ // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.+#if GLFW_HAS_CREATECURSOR+ if (set_mouse_cursor)+ glfwSetCursor(window, set_mouse_cursor);+#endif+ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);+ }+ }+}++// Update gamepad inputs+static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }+static void ImGui_ImplGlfw_UpdateGamepads()+{+ ImGuiIO& io = ImGui::GetIO();+ if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs, but see #8075+ return;++ io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;+#if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)+ GLFWgamepadstate gamepad;+ if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))+ return;+ #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)+ #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)+#else+ int axes_count = 0, buttons_count = 0;+ const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);+ const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);+ if (axes_count == 0 || buttons_count == 0)+ return;+ #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)+ #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)+#endif+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;+ MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);+ MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);+ MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square+ MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle+ MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle+ MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross+ MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);+ MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);+ MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);+ MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);+ MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);+ MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);+ MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);+ MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);+ MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);+ MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);+ MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);+ MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);+ MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);+ MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);+ MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);+ MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);+ MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);+ MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);+ #undef MAP_BUTTON+ #undef MAP_ANALOG+}++static void ImGui_ImplGlfw_UpdateMonitors()+{+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();+ int monitors_count = 0;+ GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);++ bool updated_monitors = false;+ for (int n = 0; n < monitors_count; n++)+ {+ ImGuiPlatformMonitor monitor;+ int x, y;+ glfwGetMonitorPos(glfw_monitors[n], &x, &y);+ const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);+ if (vid_mode == nullptr)+ continue; // Failed to get Video mode (e.g. Emscripten does not support this function)+ if (vid_mode->width <= 0 || vid_mode->height <= 0)+ continue; // Failed to query suitable monitor info (#9195)+ monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);+ monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);+#if GLFW_HAS_MONITOR_WORK_AREA+ int w, h;+ glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);+ if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761+ {+ monitor.WorkPos = ImVec2((float)x, (float)y);+ monitor.WorkSize = ImVec2((float)w, (float)h);+ }+#endif+ float scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfw_monitors[n]);+ if (scale == 0.0f)+ continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0 (#7902)+ monitor.DpiScale = scale;+ monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes"++ // Preserve existing monitor list until a valid one is added.+ // Happens on macOS sleeping (#5683) and seemingly occasionally on Windows (#9195)+ if (!updated_monitors)+ platform_io.Monitors.resize(0);+ updated_monitors = true;+ platform_io.Monitors.push_back(monitor);+ }+}++// For GFLW 3.2 + Windows: include a simplified non-monitor aware version of ImGui_ImplWin32_GetDpiScaleForMonitor().+// This is merely a band-aid to make using GLFW 3.2 a little bit nicer, but prefer to use GLFW 3.3+ or the full correct functions from the Win32 backend.+#if !GLFW_HAS_PER_MONITOR_DPI && defined(_WIN32) && !defined(NOGDI)+static float ImGui_ImplWin32_GetLegacyDpiScale() { const HDC dc = ::GetDC(nullptr); UINT xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); ::ReleaseDC(nullptr, dc); return (float)xdpi / 96.0f; }+static void glfwGetWindowContentScale(GLFWwindow*, float* x_scale, float* y_scale) { *x_scale = *y_scale = ImGui_ImplWin32_GetLegacyDpiScale(); }+static void glfwGetMonitorContentScale(GLFWmonitor*, float* x_scale, float* y_scale) { *x_scale = *y_scale = ImGui_ImplWin32_GetLegacyDpiScale(); }+#undef GLFW_HAS_PER_MONITOR_DPI+#define GLFW_HAS_PER_MONITOR_DPI 1+#endif++// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend.+// - Apple platforms use FramebufferScale so we always return 1.0f.+// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle.+float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window)+{+#if GLFW_HAS_WAYLAND+ if (ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window))+ if (bd->IsWayland)+ return 1.0f;+#endif+#if GLFW_HAS_PER_MONITOR_DPI && !(defined(__APPLE__) || defined(__EMSCRIPTEN__) || defined(__ANDROID__))+ float x_scale, y_scale;+ glfwGetWindowContentScale(window, &x_scale, &y_scale);+ return x_scale;+#else+ IM_UNUSED(window);+ return 1.0f;+#endif+}++float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor)+{+#if GLFW_HAS_WAYLAND+ if (ImGui_ImplGlfw_IsWayland()) // We can't access our bd->IsWayland cache for a monitor.+ return 1.0f;+#endif+#if GLFW_HAS_PER_MONITOR_DPI && !(defined(__APPLE__) || defined(__EMSCRIPTEN__) || defined(__ANDROID__))+ float x_scale, y_scale;+ glfwGetMonitorContentScale(monitor, &x_scale, &y_scale);+ return x_scale;+#else+ IM_UNUSED(monitor);+ return 1.0f;+#endif+}++static void ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(GLFWwindow* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)+{+ int w, h;+ int display_w, display_h;+ glfwGetWindowSize(window, &w, &h);+ glfwGetFramebufferSize(window, &display_w, &display_h);+ float fb_scale_x = (w > 0) ? (float)display_w / (float)w : 1.0f;+ float fb_scale_y = (h > 0) ? (float)display_h / (float)h : 1.0f;+#if GLFW_HAS_WAYLAND+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);+ if (!bd->IsWayland)+ fb_scale_x = fb_scale_y = 1.0f;+#endif+ if (out_size != nullptr)+ *out_size = ImVec2((float)w, (float)h);+ if (out_framebuffer_scale != nullptr)+ *out_framebuffer_scale = ImVec2(fb_scale_x, fb_scale_y);+}++void ImGui_ImplGlfw_NewFrame()+{+ ImGuiIO& io = ImGui::GetIO();+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();+ IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");++ // Setup main viewport size (every frame to accommodate for window resizing)+ ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);+ ImGui_ImplGlfw_UpdateMonitors();++ // Setup time step+ // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)+ double current_time = glfwGetTime();+ if (current_time <= bd->Time)+ current_time = bd->Time + 0.00001;+ io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);+ bd->Time = current_time;++ bd->MouseIgnoreButtonUp = false;+ ImGui_ImplGlfw_UpdateMouseData();+ ImGui_ImplGlfw_UpdateMouseCursor();++ // Update game controllers (if enabled and available)+ ImGui_ImplGlfw_UpdateGamepads();+}++// GLFW doesn't provide a portable sleep function+void ImGui_ImplGlfw_Sleep(int milliseconds)+{+#ifdef _WIN32+ ::Sleep(milliseconds);+#else+ usleep(milliseconds * 1000);+#endif+}++#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3+static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)+{+ ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;+ double canvas_width, canvas_height;+ emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);+ glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);+ return true;+}++static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data)+{+ ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;+ double canvas_width, canvas_height;+ emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);+ glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);+ return true;+}++// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query.+// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID.+void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector)+{+ IM_ASSERT(canvas_selector != nullptr);+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();+ IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");++ bd->CanvasSelector = canvas_selector;+ emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);+ emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback);++ // Change the size of the GLFW window according to the size of the canvas+ ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd);++ // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)+ // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.+ // FIXME: May break chaining in case user registered their own Emscripten callback?+ emscripten_set_wheel_callback(bd->CanvasSelector, bd, false, ImGui_ImplEmscripten_WheelCallback);+}+#elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)+// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call+// by invoking emscripten_glfw_make_canvas_resizable afterward.+// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation+void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector)+{+ GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector));+ IM_ASSERT(window == w); // Sanity check+ IM_UNUSED(w);+ emscripten_glfw_make_canvas_resizable(window, "window", nullptr);+}+#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3+++//--------------------------------------------------------------------------------------------------------+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT+// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.+// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..+//--------------------------------------------------------------------------------------------------------++// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.+struct ImGui_ImplGlfw_ViewportData+{+ GLFWwindow* Window; // Stored in ImGuiViewport::PlatformHandle+ bool WindowOwned;+ int IgnoreWindowPosEventFrame;+ int IgnoreWindowSizeEventFrame;+#ifdef _WIN32+ WNDPROC PrevWndProc;+#endif++ ImGui_ImplGlfw_ViewportData() { memset((void*)this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }+ ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); }+};++static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)+{+ if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))+ viewport->PlatformRequestClose = true;+}++// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize().+// However: depending on the platform the callback may be invoked at different time:+// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call+// - on Linux it is queued and invoked during glfwPollEvents()+// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only+// ignore recent glfwSetWindowXXX() calls.+static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)+{+ if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))+ {+ if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)+ {+ bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1);+ //data->IgnoreWindowPosEventFrame = -1;+ if (ignore_event)+ return;+ }+ viewport->PlatformRequestMove = true;+ }+}++static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)+{+ if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))+ {+ if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)+ {+ bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1);+ //data->IgnoreWindowSizeEventFrame = -1;+ if (ignore_event)+ return;+ }+ viewport->PlatformRequestResize = true;+ }+}++#if !defined(__APPLE__) && !defined(_WIN32) && !defined(__EMSCRIPTEN__) && GLFW_HAS_GETPLATFORM+#define IMGUI_GLFW_HAS_SETWINDOWFLOATING+static void ImGui_ImplGlfw_SetWindowFloating(ImGui_ImplGlfw_Data* bd, GLFWwindow* window)+{+#ifdef GLFW_EXPOSE_NATIVE_X11+ if (glfwGetPlatform() == GLFW_PLATFORM_X11)+ {+ Display* display = glfwGetX11Display();+ Window xwindow = glfwGetX11Window(window);+ Atom wm_type = bd->XInternAtom(display, "_NET_WM_WINDOW_TYPE", False);+ Atom wm_type_dialog = bd->XInternAtom(display, "_NET_WM_WINDOW_TYPE_DIALOG", False);+ bd->XChangeProperty(display, xwindow, wm_type, XA_ATOM, 32, PropModeReplace, (unsigned char*)&wm_type_dialog, 1);+ XSetWindowAttributes attrs;+ attrs.override_redirect = False;+ bd->XChangeWindowAttributes(display, xwindow, CWOverrideRedirect, &attrs);+ bd->XFlush(display);+ }+#endif // GLFW_EXPOSE_NATIVE_X11+#ifdef GLFW_EXPOSE_NATIVE_WAYLAND+ // FIXME: Help needed, see #8884, #8474 for discussions about this.+#endif // GLFW_EXPOSE_NATIVE_X11+}+#endif // IMGUI_GLFW_HAS_SETWINDOWFLOATING++static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)+{+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();+ ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();+ viewport->PlatformUserData = vd;++ // Workaround for Linux: ignore mouse up events corresponding to losing focus of the previously focused window (#7733, #3158, #7922)+#ifdef __linux__+ bd->MouseIgnoreButtonUpWaitForFocusLoss = true;+#endif++ // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED+ // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem+ glfwWindowHint(GLFW_VISIBLE, false);+ glfwWindowHint(GLFW_FOCUSED, false);+#if GLFW_HAS_FOCUS_ON_SHOW+ glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);+#endif+ glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);+#if GLFW_HAS_WINDOW_TOPMOST+ glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);+#endif+ GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr;+ vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window);+ vd->WindowOwned = true;+ ImGui_ImplGlfw_ContextMap_Add(vd->Window, bd->Context);+ viewport->PlatformHandle = (void*)vd->Window;+#ifdef IMGUI_GLFW_HAS_SETWINDOWFLOATING+ ImGui_ImplGlfw_SetWindowFloating(bd, vd->Window);+#endif+#ifdef _WIN32+ viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window);+ ::SetPropA((HWND)viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", bd);+#elif defined(__APPLE__)+ viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window);+#endif+ glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);++ // Install GLFW callbacks for secondary viewports+ glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback);+ glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback);+ glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback);+ glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback);+ glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback);+ glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback);+ glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback);+ glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback);+ glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback);+ glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback);+ if (bd->ClientApi == GlfwClientApi_OpenGL)+ {+ glfwMakeContextCurrent(vd->Window);+ glfwSwapInterval(0);+ }+ bd->LastMouseCursor = nullptr; // Invalidate so that cursor is set again+}++static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)+{+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();+ if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)+ {+ if (vd->WindowOwned)+ {+#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)+ HWND hwnd = (HWND)viewport->PlatformHandleRaw;+ ::RemovePropA(hwnd, "IMGUI_VIEWPORT");+#endif++ // Release any keys that were pressed in the window being destroyed and are still held down,+ // because we will not receive any release events after window is destroyed.+ for (int i = 0; i < IM_COUNTOF(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.++ ImGui_ImplGlfw_ContextMap_Remove(vd->Window);+ glfwDestroyWindow(vd->Window);+ }+ vd->Window = nullptr;+ IM_DELETE(vd);+ }+ viewport->PlatformUserData = viewport->PlatformHandle = nullptr;+}++static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)+{+ ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;++#if defined(_WIN32)+ // GLFW hack: Hide icon from task bar+ HWND hwnd = (HWND)viewport->PlatformHandleRaw;+ if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)+ {+ LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);+ ex_style &= ~WS_EX_APPWINDOW;+ ex_style |= WS_EX_TOOLWINDOW;+ ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);+ }++ // GLFW hack: install WndProc for mouse source event and WM_NCHITTEST message handler.+ ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);+ vd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);+ ::SetWindowLongPtrW(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);++#if !GLFW_HAS_FOCUS_ON_SHOW+ // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.+ // The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute.+ // See https://github.com/glfw/glfw/issues/1189+ // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.+ if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)+ {+ ::ShowWindow(hwnd, SW_SHOWNA);+ return;+ }+#endif+#endif++ glfwShowWindow(vd->Window);+}++static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)+{+ ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;+ int x = 0, y = 0;+ glfwGetWindowPos(vd->Window, &x, &y);+ return ImVec2((float)x, (float)y);+}++static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)+{+ ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;+ vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();+ glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y);+}++static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)+{+ ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;+ int w = 0, h = 0;+ glfwGetWindowSize(vd->Window, &w, &h);+ return ImVec2((float)w, (float)h);+}++static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)+{+ ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;+#if defined(__APPLE__) && !GLFW_HAS_OSX_WINDOW_POS_FIX+ // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are+ // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it+ // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based+ // on the upper-left corner.+ int x, y, width, height;+ glfwGetWindowPos(vd->Window, &x, &y);+ glfwGetWindowSize(vd->Window, &width, &height);+ glfwSetWindowPos(vd->Window, x, y - height + size.y);+#endif+ vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();+ glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y);+}++static ImVec2 ImGui_ImplGlfw_GetWindowFramebufferScale(ImGuiViewport* viewport)+{+ ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;+ ImVec2 framebuffer_scale;+ ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, &framebuffer_scale);+ return framebuffer_scale;+}++static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)+{+ ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;+ glfwSetWindowTitle(vd->Window, title);+}++static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)+{+#if GLFW_HAS_FOCUS_WINDOW+ ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;+ glfwFocusWindow(vd->Window);+#else+ // FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later.+ (void)viewport;+#endif+}++static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)+{+ ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;+ return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0;+}++static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)+{+ ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;+ return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0;+}++#if GLFW_HAS_WINDOW_ALPHA+static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)+{+ ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;+ glfwSetWindowOpacity(vd->Window, alpha);+}+#endif++static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)+{+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();+ ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;+ if (bd->ClientApi == GlfwClientApi_OpenGL)+ glfwMakeContextCurrent(vd->Window);+}++static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)+{+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();+ ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;+ if (bd->ClientApi == GlfwClientApi_OpenGL)+ {+ glfwMakeContextCurrent(vd->Window);+ glfwSwapBuffers(vd->Window);+ }+}++//--------------------------------------------------------------------------------------------------------+// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)+//--------------------------------------------------------------------------------------------------------++// Avoid including <vulkan.h> so we can build without it+#if GLFW_HAS_VULKAN+#ifndef VULKAN_H_+#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;+#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)+#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;+#else+#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;+#endif+VK_DEFINE_HANDLE(VkInstance)+VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)+struct VkAllocationCallbacks;+enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };+#endif // VULKAN_H_+extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }+static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)+{+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();+ ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;+ IM_UNUSED(bd);+ IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan);+ VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);+ return (int)err;+}+#endif // GLFW_HAS_VULKAN++static void ImGui_ImplGlfw_InitMultiViewportSupport()+{+ // Register platform interface (will be coupled with a renderer interface)+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();+ platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow;+ platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow;+ platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow;+ platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos;+ platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;+ platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;+ platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;+ platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplGlfw_GetWindowFramebufferScale;+ platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;+ platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;+ platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;+ platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;+ platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;+ platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;+#if GLFW_HAS_WINDOW_ALPHA+ platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha;+#endif+#if GLFW_HAS_VULKAN+ platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;+#endif++ // Register main window handle (which is owned by the main application, not by us)+ // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.+ ImGuiViewport* main_viewport = ImGui::GetMainViewport();+ ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();+ vd->Window = bd->Window;+ vd->WindowOwned = false;+ main_viewport->PlatformUserData = vd;+ main_viewport->PlatformHandle = (void*)bd->Window;+}++static void ImGui_ImplGlfw_ShutdownMultiViewportSupport()+{+ ImGui::DestroyPlatformWindows();+}++//-----------------------------------------------------------------------------++// WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData)+#ifdef _WIN32+static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()+{+ LPARAM extra_info = ::GetMessageExtraInfo();+ if ((extra_info & 0xFFFFFF80) == 0xFF515700)+ return ImGuiMouseSource_Pen;+ if ((extra_info & 0xFFFFFF80) == 0xFF515780)+ return ImGuiMouseSource_TouchScreen;+ return ImGuiMouseSource_Mouse;+}+static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)+{+ ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)::GetPropA(hWnd, "IMGUI_BACKEND_DATA");+ ImGuiIO& io = ImGui::GetIO(bd->Context);++ WNDPROC prev_wndproc = bd->PrevWndProc;+ ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");+ if (viewport != NULL)+ if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)+ prev_wndproc = vd->PrevWndProc;++ switch (msg)+ {+ // GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.+ // Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.+ case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:+ case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:+ case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:+ case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:+ case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:+ io.AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());+ break;++ // We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".+ // In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)+#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED+ case WM_NCHITTEST:+ {+ // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL).+ // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.+ // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in+ // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.+ if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs))+ return HTTRANSPARENT;+ break;+ }+#endif+ default: break;+ }+ return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam);+}+#endif // #ifdef _WIN32++//-----------------------------------------------------------------------------++#if defined(__clang__)+#pragma clang diagnostic pop+#endif++#endif // #ifndef IMGUI_DISABLE
+ cbits/imgui_impl_glfw.h view
@@ -0,0 +1,73 @@+// dear imgui: Platform Backend for GLFW+// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)+// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)+// (Requires: GLFW 3.0+. Prefer GLFW 3.3+/3.4+ for full feature support.)++// Implemented features:+// [X] Platform: Clipboard support.+// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).+// [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 are obsolete since 1.87 and not supported since 1.91.5]+// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.+// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.+// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.+// [X] Multiple Dear ImGui contexts support.+// Missing features or Issues:+// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.+// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.+// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.++// 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.+// Learn about Dear ImGui:+// - FAQ https://dearimgui.com/faq+// - Getting Started https://dearimgui.com/getting-started+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).+// - Introduction, links and more at the top of imgui.cpp++#pragma once+#include "imgui.h" // IMGUI_IMPL_API+#ifndef IMGUI_DISABLE++struct GLFWwindow;+struct GLFWmonitor;++// Follow "Getting Started" link and check examples/ folder to learn about using backends!+IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);+IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);+IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);+IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();+IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();++// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL)+#ifdef __EMSCRIPTEN__+IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector);+//static inline void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0+#endif++// GLFW callbacks install+// - 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 options:+// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)+IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);++// GLFW callbacks (individual callbacks to call yourself 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);+IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);+IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);++// GLFW helpers+IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds);+IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window);+IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor);+++#endif // #ifndef IMGUI_DISABLE
+ dear-imgui-impl-glfw.cabal view
@@ -0,0 +1,72 @@+cabal-version: 2.2++-- This file has been generated from package.yaml by hpack version 0.39.6.+--+-- see: https://github.com/sol/hpack++name: dear-imgui-impl-glfw+version: 1.0.0+synopsis: GLFW backend bindings for dear-imgui-raw.+description: Generated with dear_bindings from the imgui_impl_glfw backend that ships with Dear ImGui.+category: GUI+maintainer: IC Rainbow <aenor.realm@gmail.com>+license: BSD-3-Clause+license-file: LICENSE+build-type: Simple+extra-source-files:+ cbits/dcimgui_impl_glfw.h+ cbits/DearImGuiWrappers.h+ cbits/imgui_impl_glfw.h+extra-doc-files:+ README.md+ CHANGELOG.md++flag glfw-b+ description: Bridge module DearImGui.Impl.GLFW over the GLFW-b Window and Monitor types.+ manual: True+ default: True++library+ exposed-modules:+ DearImGui.Raw.Impl.GLFW+ DearImGui.Raw.Impl.GLFW.GLFWmonitor+ DearImGui.Raw.Impl.GLFW.GLFWwindow+ other-modules:+ Paths_dear_imgui_impl_glfw+ autogen-modules:+ Paths_dear_imgui_impl_glfw+ hs-source-dirs:+ src+ default-extensions:+ BlockArguments+ DataKinds+ DuplicateRecordFields+ LambdaCase+ NoFieldSelectors+ OverloadedRecordDot+ OverloadedStrings+ StrictData+ ghc-options: -Wall -optc-Wno-discarded-qualifiers -optc-Wno-incompatible-pointer-types+ cxx-options: -std=c++11 -fpermissive+ include-dirs:+ cbits+ cxx-sources:+ cbits/dcimgui_impl_glfw.cpp+ cbits/DearImGuiWrappers.cpp+ cbits/imgui_impl_glfw.cpp+ pkgconfig-depends:+ glfw3+ build-tool-depends:+ hsc2hs:hsc2hs+ build-depends:+ base >=4.16 && <5+ , dear-imgui-raw ==1.0.*+ default-language: GHC2021+ if flag(glfw-b)+ exposed-modules:+ DearImGui.Impl.GLFW+ build-depends:+ GLFW-b+ , bindings-GLFW+ , text+ , unliftio-core
+ src/DearImGui/Impl/GLFW.hs view
@@ -0,0 +1,84 @@+{-| "DearImGui.Raw.Impl.GLFW" over the @GLFW-b@ 'GLFW.Window' and+'GLFW.Monitor' handles.+-}+module DearImGui.Impl.GLFW+ ( windowPtr+ , monitorPtr+ , initForOpenGL+ , initForVulkan+ , initForOther+ , withInitForOpenGL+ , withInitForVulkan+ , withInitForOther+ , installCallbacks+ , restoreCallbacks+ , getContentScaleForWindow+ , getContentScaleForMonitor+ , setCallbacksChainForAllWindows+ , Raw.newFrame+ , Raw.shutdown+ , Raw.sleep+ ) where++import Bindings.GLFW (C'GLFWmonitor, C'GLFWwindow)+import Control.Monad.IO.Unlift (MonadUnliftIO)+import Data.Text (Text)+import Foreign.C.Types (CBool)+import Foreign.Marshal.Utils (fromBool, toBool)+import Foreign.Ptr (Ptr, castPtr)+import Graphics.UI.GLFW qualified as GLFW+import Graphics.UI.GLFW.C qualified as GLFWC++import DearImGui.Impl.Init (withInitOrFail)+import DearImGui.Raw.Impl.GLFW qualified as Raw+import DearImGui.Raw.Impl.GLFW.GLFWmonitor (GLFWmonitor)+import DearImGui.Raw.Impl.GLFW.GLFWmonitor qualified as RawMonitor+import DearImGui.Raw.Impl.GLFW.GLFWwindow (GLFWwindow)+import DearImGui.Raw.Impl.GLFW.GLFWwindow qualified as RawWindow++windowPtr :: GLFW.Window -> Ptr GLFWwindow+windowPtr = castPtr . GLFWC.toC @(Ptr C'GLFWwindow)++monitorPtr :: GLFW.Monitor -> Ptr GLFWmonitor+monitorPtr = castPtr . GLFWC.toC @(Ptr C'GLFWmonitor)++initForOpenGL :: GLFW.Window -> Bool -> IO Bool+initForOpenGL = initWith RawWindow.initForOpenGL++initForVulkan :: GLFW.Window -> Bool -> IO Bool+initForVulkan = initWith RawWindow.initForVulkan++initForOther :: GLFW.Window -> Bool -> IO Bool+initForOther = initWith RawWindow.initForOther++withInitForOpenGL :: (MonadUnliftIO m) => GLFW.Window -> Bool -> m a -> m a+withInitForOpenGL = withInitWith "ImGui_ImplGlfw_InitForOpenGL" initForOpenGL++withInitForVulkan :: (MonadUnliftIO m) => GLFW.Window -> Bool -> m a -> m a+withInitForVulkan = withInitWith "ImGui_ImplGlfw_InitForVulkan" initForVulkan++withInitForOther :: (MonadUnliftIO m) => GLFW.Window -> Bool -> m a -> m a+withInitForOther = withInitWith "ImGui_ImplGlfw_InitForOther" initForOther++installCallbacks :: GLFW.Window -> IO ()+installCallbacks = RawWindow.installCallbacks . windowPtr++restoreCallbacks :: GLFW.Window -> IO ()+restoreCallbacks = RawWindow.restoreCallbacks . windowPtr++getContentScaleForWindow :: GLFW.Window -> IO Float+getContentScaleForWindow = RawWindow.getContentScaleForWindow . windowPtr++getContentScaleForMonitor :: GLFW.Monitor -> IO Float+getContentScaleForMonitor = RawMonitor.getContentScaleForMonitor . monitorPtr++setCallbacksChainForAllWindows :: Bool -> IO ()+setCallbacksChainForAllWindows = Raw.setCallbacksChainForAllWindows . fromBool++initWith :: (Ptr GLFWwindow -> CBool -> IO CBool) -> GLFW.Window -> Bool -> IO Bool+initWith rawInit window installCallbacksToo =+ toBool <$> rawInit (windowPtr window) (fromBool installCallbacksToo)++withInitWith :: (MonadUnliftIO m) => Text -> (GLFW.Window -> Bool -> IO Bool) -> GLFW.Window -> Bool -> m a -> m a+withInitWith name doInit window installCallbacksToo =+ withInitOrFail name (doInit window installCallbacksToo) Raw.shutdown
+ src/DearImGui/Raw/Impl/GLFW.hsc view
@@ -0,0 +1,37 @@+{-# LANGUAGE CApiFFI #-}+{-# LANGUAGE PatternSynonyms #-}++-- This file was generated by dear-bindings-ffi. Do not edit by hand.++module DearImGui.Raw.Impl.GLFW+ ( newFrame+ , setCallbacksChainForAllWindows+ , shutdown+ , sleep+ ) where++import Foreign.C.Types++#include "dcimgui_impl_glfw.h"++-- functions++-- C: void ImGui_ImplGlfw_NewFrame()+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_NewFrame"+ newFrame :: IO ()++-- C: void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_SetCallbacksChainForAllWindows"+ setCallbacksChainForAllWindows+ :: CBool -- ^ chain_for_all_windows+ -> IO ()++-- C: void ImGui_ImplGlfw_Shutdown()+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_Shutdown"+ shutdown :: IO ()++-- C: void ImGui_ImplGlfw_Sleep(int milliseconds)+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_Sleep"+ sleep+ :: CInt -- ^ milliseconds+ -> IO ()
+ src/DearImGui/Raw/Impl/GLFW/GLFWmonitor.hsc view
@@ -0,0 +1,34 @@+{-# LANGUAGE CApiFFI #-}+{-# LANGUAGE PatternSynonyms #-}++-- This file was generated by dear-bindings-ffi. Do not edit by hand.++module DearImGui.Raw.Impl.GLFW.GLFWmonitor+ ( GLFWmonitor+ , getContentScaleForMonitor+ , monitorCallback+ ) where++import Foreign.C.Types+import Foreign.Ptr (Ptr)++#include "dcimgui_impl_glfw.h"++-- structs (opaque)++data GLFWmonitor++-- functions++-- C: float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor)+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_GetContentScaleForMonitor"+ getContentScaleForMonitor+ :: (Ptr GLFWmonitor) -- ^ monitor+ -> IO Float++-- C: void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event)+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_MonitorCallback"+ monitorCallback+ :: (Ptr GLFWmonitor) -- ^ monitor+ -> CInt -- ^ event+ -> IO ()
+ src/DearImGui/Raw/Impl/GLFW/GLFWwindow.hsc view
@@ -0,0 +1,127 @@+{-# LANGUAGE CApiFFI #-}+{-# LANGUAGE PatternSynonyms #-}++-- This file was generated by dear-bindings-ffi. Do not edit by hand.++module DearImGui.Raw.Impl.GLFW.GLFWwindow+ ( GLFWwindow+ , charCallback+ , cursorEnterCallback+ , cursorPosCallback+ , getContentScaleForWindow+ , initForOpenGL+ , initForOther+ , initForVulkan+ , installCallbacks+ , keyCallback+ , mouseButtonCallback+ , restoreCallbacks+ , scrollCallback+ , windowFocusCallback+ ) where++import Foreign.C.Types+import Foreign.Ptr (Ptr)++#include "dcimgui_impl_glfw.h"++-- structs (opaque)++data GLFWwindow++-- functions++-- C: void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_CharCallback"+ charCallback+ :: (Ptr GLFWwindow) -- ^ window+ -> CUInt -- ^ c+ -> IO ()++-- C: void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_CursorEnterCallback"+ cursorEnterCallback+ :: (Ptr GLFWwindow) -- ^ window+ -> CInt -- ^ entered+ -> IO ()++-- C: void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_CursorPosCallback"+ cursorPosCallback+ :: (Ptr GLFWwindow) -- ^ window+ -> Double -- ^ x+ -> Double -- ^ y+ -> IO ()++-- C: float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window)+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_GetContentScaleForWindow"+ getContentScaleForWindow+ :: (Ptr GLFWwindow) -- ^ window+ -> IO Float++-- C: bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_InitForOpenGL"+ initForOpenGL+ :: (Ptr GLFWwindow) -- ^ window+ -> CBool -- ^ install_callbacks+ -> IO CBool++-- C: bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_InitForOther"+ initForOther+ :: (Ptr GLFWwindow) -- ^ window+ -> CBool -- ^ install_callbacks+ -> IO CBool++-- C: bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_InitForVulkan"+ initForVulkan+ :: (Ptr GLFWwindow) -- ^ window+ -> CBool -- ^ install_callbacks+ -> IO CBool++-- C: void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_InstallCallbacks"+ installCallbacks+ :: (Ptr GLFWwindow) -- ^ window+ -> IO ()++-- C: void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_KeyCallback"+ keyCallback+ :: (Ptr GLFWwindow) -- ^ window+ -> CInt -- ^ key+ -> CInt -- ^ scancode+ -> CInt -- ^ action+ -> CInt -- ^ mods+ -> IO ()++-- C: void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_MouseButtonCallback"+ mouseButtonCallback+ :: (Ptr GLFWwindow) -- ^ window+ -> CInt -- ^ button+ -> CInt -- ^ action+ -> CInt -- ^ mods+ -> IO ()++-- C: void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_RestoreCallbacks"+ restoreCallbacks+ :: (Ptr GLFWwindow) -- ^ window+ -> IO ()++-- C: void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_ScrollCallback"+ scrollCallback+ :: (Ptr GLFWwindow) -- ^ window+ -> Double -- ^ xoffset+ -> Double -- ^ yoffset+ -> IO ()++-- C: void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_WindowFocusCallback"+ windowFocusCallback+ :: (Ptr GLFWwindow) -- ^ window+ -> CInt -- ^ focused+ -> IO ()