/// this is a port of cimgui/imgui/examples/imgui_impl_glfw.cpp const c = @import("c.zig"); const builtin = @import("builtin"); const debug = @import("std").debug; const math = @import("std").math; pub const ClientApi = enum { Unknown, OpenGL, Vulkan, }; // Data var g_Window: ?*c.GLFWwindow = null; var g_ClientApi: ClientApi = .Unknown; var g_Time: f64 = 0.0; var g_MouseJustPressed = [_]bool{false} ** 5; var g_MouseCursors = [_]?*c.GLFWcursor{null} ** c.ImGuiMouseCursor_COUNT; var g_WantUpdateMonitors = true; // Chain GLFW callbacks for main viewport: // our callbacks will call the user's previously installed callbacks, if any. var g_PrevUserCallbackMousebutton: c.GLFWmousebuttonfun = null; var g_PrevUserCallbackScroll: c.GLFWscrollfun = null; var g_PrevUserCallbackKey: c.GLFWkeyfun = null; var g_PrevUserCallbackChar: c.GLFWcharfun = null; pub fn Init(window: *c.GLFWwindow, install_callbacks: bool, client_api: ClientApi) void { g_Window = window; g_Time = 0.0; // Setup back-end capabilities flags const io = c.igGetIO(); io.*.BackendFlags |= c.ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.*.BackendFlags |= c.ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) if (false) io.*.BackendFlags |= c.ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) if (false and @hasField(c, "GLFW_HAS_GLFW_HOVERED") and builtin.os == builtin.Os.windows) { io.*.BackendFlags |= c.ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) } io.*.BackendPlatformName = "imgui_impl_glfw.zig"; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. io.*.KeyMap[c.ImGuiKey_Tab] = c.GLFW_KEY_TAB; io.*.KeyMap[c.ImGuiKey_LeftArrow] = c.GLFW_KEY_LEFT; io.*.KeyMap[c.ImGuiKey_RightArrow] = c.GLFW_KEY_RIGHT; io.*.KeyMap[c.ImGuiKey_UpArrow] = c.GLFW_KEY_UP; io.*.KeyMap[c.ImGuiKey_DownArrow] = c.GLFW_KEY_DOWN; io.*.KeyMap[c.ImGuiKey_PageUp] = c.GLFW_KEY_PAGE_UP; io.*.KeyMap[c.ImGuiKey_PageDown] = c.GLFW_KEY_PAGE_DOWN; io.*.KeyMap[c.ImGuiKey_Home] = c.GLFW_KEY_HOME; io.*.KeyMap[c.ImGuiKey_End] = c.GLFW_KEY_END; io.*.KeyMap[c.ImGuiKey_Insert] = c.GLFW_KEY_INSERT; io.*.KeyMap[c.ImGuiKey_Delete] = c.GLFW_KEY_DELETE; io.*.KeyMap[c.ImGuiKey_Backspace] = c.GLFW_KEY_BACKSPACE; io.*.KeyMap[c.ImGuiKey_Space] = c.GLFW_KEY_SPACE; io.*.KeyMap[c.ImGuiKey_Enter] = c.GLFW_KEY_ENTER; io.*.KeyMap[c.ImGuiKey_Escape] = c.GLFW_KEY_ESCAPE; io.*.KeyMap[c.ImGuiKey_KeyPadEnter] = c.GLFW_KEY_KP_ENTER; io.*.KeyMap[c.ImGuiKey_A] = c.GLFW_KEY_A; io.*.KeyMap[c.ImGuiKey_C] = c.GLFW_KEY_C; io.*.KeyMap[c.ImGuiKey_V] = c.GLFW_KEY_V; io.*.KeyMap[c.ImGuiKey_X] = c.GLFW_KEY_X; io.*.KeyMap[c.ImGuiKey_Y] = c.GLFW_KEY_Y; io.*.KeyMap[c.ImGuiKey_Z] = c.GLFW_KEY_Z; // @TODO: Clipboard // io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; // io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; io.*.ClipboardUserData = g_Window; g_MouseCursors[c.ImGuiMouseCursor_Arrow] = c.glfwCreateStandardCursor(c.GLFW_ARROW_CURSOR); g_MouseCursors[c.ImGuiMouseCursor_TextInput] = c.glfwCreateStandardCursor(c.GLFW_IBEAM_CURSOR); g_MouseCursors[c.ImGuiMouseCursor_ResizeAll] = c.glfwCreateStandardCursor(c.GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. g_MouseCursors[c.ImGuiMouseCursor_ResizeNS] = c.glfwCreateStandardCursor(c.GLFW_VRESIZE_CURSOR); g_MouseCursors[c.ImGuiMouseCursor_ResizeEW] = c.glfwCreateStandardCursor(c.GLFW_HRESIZE_CURSOR); g_MouseCursors[c.ImGuiMouseCursor_ResizeNESW] = c.glfwCreateStandardCursor(c.GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. g_MouseCursors[c.ImGuiMouseCursor_ResizeNWSE] = c.glfwCreateStandardCursor(c.GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. g_MouseCursors[c.ImGuiMouseCursor_Hand] = c.glfwCreateStandardCursor(c.GLFW_HAND_CURSOR); // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. g_PrevUserCallbackMousebutton = null; g_PrevUserCallbackScroll = null; g_PrevUserCallbackKey = null; g_PrevUserCallbackChar = null; if (install_callbacks) { g_PrevUserCallbackMousebutton = c.glfwSetMouseButtonCallback(window, Callback_MouseButton); g_PrevUserCallbackScroll = c.glfwSetScrollCallback(window, Callback_Scroll); g_PrevUserCallbackKey = c.glfwSetKeyCallback(window, Callback_Key); g_PrevUserCallbackChar = c.glfwSetCharCallback(window, Callback_Char); } // Our mouse update function expect PlatformHandle to be filled for the main viewport const main_viewport = c.igGetMainViewport(); main_viewport.*.PlatformHandle = g_Window; // if (builtin.os == builtin.Os.windows) // main_viewport.*.PlatformHandleRaw = c.glfwGetWin32Window(g_Window); // @TODO: Platform Interface (Viewport) if (io.*.ConfigFlags & c.ImGuiConfigFlags_ViewportsEnable != 0) unreachable; // ImGui_ImplGlfw_InitPlatformInterface(); g_ClientApi = client_api; } pub fn Shutdown() void { // @TODO: Platform Interface (Viewport) // ImGui_ImplGlfw_ShutdownPlatformInterface(); for (g_MouseCursors) |*cursor| { c.glfwDestroyCursor(cursor.*); cursor.* = null; } g_ClientApi = .Unknown; } pub fn NewFrame() void { const io = c.igGetIO(); debug.assert(c.ImFontAtlas_IsBuilt(io.*.Fonts)); var w: c_int = undefined; var h: c_int = undefined; var display_w: c_int = undefined; var display_h: c_int = undefined; c.glfwGetWindowSize(g_Window, &w, &h); c.glfwGetFramebufferSize(g_Window, &display_w, &display_h); io.*.DisplaySize = c.ImVec2{ .x = @intToFloat(f32, w), .y = @intToFloat(f32, h) }; if (w > 0 and h > 0) io.*.DisplayFramebufferScale = c.ImVec2{ .x = @intToFloat(f32, display_w) / @intToFloat(f32, w), .y = @intToFloat(f32, display_h) / @intToFloat(f32, h), }; if (g_WantUpdateMonitors) UpdateMonitors(); // Setup time step const current_time = c.glfwGetTime(); io.*.DeltaTime = if (g_Time > 0.0) @floatCast(f32, current_time - g_Time) else 1.0 / 60.0; g_Time = current_time; UpdateMousePosAndButtons(); UpdateMouseCursor(); UpdateGamepads(); } fn UpdateMonitors() void { const platform_io = c.igGetPlatformIO(); var monitors_count: c_int = 0; const glfw_monitors = c.glfwGetMonitors(&monitors_count)[0..@intCast(usize, monitors_count)]; c.ImVector_ImGuiPlatformMonitor_Resize(&platform_io.*.Monitors, monitors_count); for (glfw_monitors) |glfw_monitor, n| { var monitor = &platform_io.*.Monitors.Data[n]; var x: c_int = undefined; var y: c_int = undefined; c.glfwGetMonitorPos(glfw_monitor, &x, &y); const vid_mode = c.glfwGetVideoMode(glfw_monitor); // glfw_monitors[n]); monitor.*.MainPos = c.ImVec2{ .x = @intToFloat(f32, x), .y = @intToFloat(f32, y) }; monitor.*.MainSize = c.ImVec2{ .x = @intToFloat(f32, vid_mode.*.width), .y = @intToFloat(f32, vid_mode.*.height), }; if (false and c.GLFW_HAS_MONITOR_WORK_AREA) { var w: c_int = undefined; var h: c_int = undefined; c.glfwGetMonitorWorkarea(glfw_monitor, &x, &y, &w, &h); monitor.*.WorkPos = c.ImVec2{ .x = @intToFloat(f32, x), .y = @intToFloat(f32, y) }; monitor.*.WorkSize = c.ImVec2{ .x = @intToFloat(f32, w), .y = @intToFloat(f32, h) }; } if (false and c.GLFW_HAS_PER_MONITOR_DPI) { // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, // which generally needs to be set in the manifest or at runtime. var x_scale: f32 = undefined; var y_scale: f32 = undefined; c.glfwGetMonitorContentScale(glfw_monitor, &x_scale, &y_scale); monitor.*.DpiScale = x_scale; } } g_WantUpdateMonitors = false; } fn UpdateMousePosAndButtons() void { // Update buttons const io = c.igGetIO(); for (io.*.MouseDown) |*isDown, i| { // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. isDown.* = g_MouseJustPressed[i] or c.glfwGetMouseButton(g_Window, @intCast(c_int, i)) != 0; g_MouseJustPressed[i] = false; } // Update mouse position const mouse_pos_backup = io.*.MousePos; io.*.MousePos = c.ImVec2{ .x = math.f32_min, .y = math.f32_min }; io.*.MouseHoveredViewport = 0; const platform_io = c.igGetPlatformIO(); var n: usize = 0; while (n < @intCast(usize, platform_io.*.Viewports.Size)) : (n += 1) { const viewport = platform_io.*.Viewports.Data[n]; const window = @ptrCast(*c.GLFWwindow, viewport.*.PlatformHandle); const focused = c.glfwGetWindowAttrib(window, c.GLFW_FOCUSED) != 0; if (focused) { if (io.*.WantSetMousePos) { c.glfwSetCursorPos(window, mouse_pos_backup.x - viewport.*.Pos.x, mouse_pos_backup.y - viewport.*.Pos.y); } else { var mouse_x: f64 = undefined; var mouse_y: f64 = undefined; c.glfwGetCursorPos(window, &mouse_x, &mouse_y); if (io.*.ConfigFlags & c.ImGuiConfigFlags_ViewportsEnable != 0) { // 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) var window_x: c_int = undefined; var window_y: c_int = undefined; c.glfwGetWindowPos(window, &window_x, &window_y); io.*.MousePos = c.ImVec2{ .x = @floatCast(f32, mouse_x) + @intToFloat(f32, window_x), .y = @floatCast(f32, mouse_y) + @intToFloat(f32, window_y), }; } else { // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) io.*.MousePos = c.ImVec2{ .x = @floatCast(f32, mouse_x), .y = @floatCast(f32, mouse_y) }; } } for (io.*.MouseDown) |*isDown, i| isDown.* = isDown.* or c.glfwGetMouseButton(window, @intCast(c_int, i)) != 0; } } } fn UpdateMouseCursor() void { const io = c.igGetIO(); if (io.*.ConfigFlags & c.ImGuiConfigFlags_NoMouseCursorChange != 0 or c.glfwGetInputMode(g_Window, c.GLFW_CURSOR) == c.GLFW_CURSOR_DISABLED) return; const imgui_cursor = c.igGetMouseCursor(); const platform_io = c.igGetPlatformIO(); var n: usize = 0; while (n < @intCast(usize, platform_io.*.Viewports.Size)) : (n += 1) { const window = @ptrCast(*c.GLFWwindow, platform_io.*.Viewports.Data[n].*.PlatformHandle); if (imgui_cursor == c.ImGuiMouseCursor_None or io.*.MouseDrawCursor) { // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor c.glfwSetInputMode(window, c.GLFW_CURSOR, c.GLFW_CURSOR_HIDDEN); } else { // Show OS mouse cursor // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. c.glfwSetCursor(window, if (g_MouseCursors[@intCast(usize, imgui_cursor)]) |cursor| cursor else g_MouseCursors[c.ImGuiMouseCursor_Arrow]); c.glfwSetInputMode(window, c.GLFW_CURSOR, c.GLFW_CURSOR_NORMAL); } } } fn UpdateGamepads() void { // @TODO } // GLFW Callbacks fn Callback_MouseButton(window: ?*c.GLFWwindow, button: c_int, action: c_int, mods: c_int) callconv(.C) void { if (g_PrevUserCallbackMousebutton) |prev| { prev(window, button, action, mods); } if (button < 0) return; const button_u = @intCast(usize, button); if (action == c.GLFW_PRESS and button_u < g_MouseJustPressed.len) g_MouseJustPressed[button_u] = true; } fn Callback_Scroll(window: ?*c.GLFWwindow, dx: f64, dy: f64) callconv(.C) void { if (g_PrevUserCallbackScroll) |prev| { prev(window, dx, dy); } const io = c.igGetIO(); io.*.MouseWheelH += @floatCast(f32, dx); io.*.MouseWheel += @floatCast(f32, dy); } fn Callback_Key(window: ?*c.GLFWwindow, key: c_int, scancode: c_int, action: c_int, modifiers: c_int) callconv(.C) void { if (g_PrevUserCallbackKey) |prev| { prev(window, key, scancode, action, modifiers); } if (key < 0) unreachable; const key_u = @intCast(usize, key); const io = c.igGetIO(); if (action == c.GLFW_PRESS) io.*.KeysDown[key_u] = true; if (action == c.GLFW_RELEASE) io.*.KeysDown[key_u] = false; // Modifiers are not reliable across systems io.*.KeyCtrl = io.*.KeysDown[c.GLFW_KEY_LEFT_CONTROL] or io.*.KeysDown[c.GLFW_KEY_RIGHT_CONTROL]; io.*.KeyShift = io.*.KeysDown[c.GLFW_KEY_LEFT_SHIFT] or io.*.KeysDown[c.GLFW_KEY_RIGHT_SHIFT]; io.*.KeyAlt = io.*.KeysDown[c.GLFW_KEY_LEFT_ALT] or io.*.KeysDown[c.GLFW_KEY_RIGHT_ALT]; io.*.KeySuper = io.*.KeysDown[c.GLFW_KEY_LEFT_SUPER] or io.*.KeysDown[c.GLFW_KEY_RIGHT_SUPER]; } fn Callback_Char(window: ?*c.GLFWwindow, char: c_uint) callconv(.C) void { if (g_PrevUserCallbackChar) |prev| { prev(window, char); } const io = c.igGetIO(); c.ImGuiIO_AddInputCharacter(io, char); }