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/// 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;
const heap = @import("std").heap;
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} ** @enumToInt(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 |= @enumToInt(c.ImGuiBackendFlags_HasMouseCursors); // We can honor GetMouseCursor() values (optional)
io.*.BackendFlags |= @enumToInt(c.ImGuiBackendFlags_HasSetMousePos); // We can honor io.WantSetMousePos requests (optional, rarely used)
io.*.BackendFlags |= @enumToInt(c.ImGuiBackendFlags_PlatformHasViewports); // We can create multi-viewports on the Platform side (optional)
if (@hasField(c, "GLFW_HAS_GLFW_HOVERED") and builtin.os == builtin.Os.windows) {
io.*.BackendFlags |= @enumToInt(ImGuiBackendFlags_HasMouseHoveredViewport); // We can set io.MouseHoveredViewport correctly (optional, not easy)
}
io.*.BackendPlatformName = c"imgui_impl_glfw.zig";
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
io.*.KeyMap[@enumToInt(c.ImGuiKey_Tab)] = c.GLFW_KEY_TAB;
io.*.KeyMap[@enumToInt(c.ImGuiKey_LeftArrow)] = c.GLFW_KEY_LEFT;
io.*.KeyMap[@enumToInt(c.ImGuiKey_RightArrow)] = c.GLFW_KEY_RIGHT;
io.*.KeyMap[@enumToInt(c.ImGuiKey_UpArrow)] = c.GLFW_KEY_UP;
io.*.KeyMap[@enumToInt(c.ImGuiKey_DownArrow)] = c.GLFW_KEY_DOWN;
io.*.KeyMap[@enumToInt(c.ImGuiKey_PageUp)] = c.GLFW_KEY_PAGE_UP;
io.*.KeyMap[@enumToInt(c.ImGuiKey_PageDown)] = c.GLFW_KEY_PAGE_DOWN;
io.*.KeyMap[@enumToInt(c.ImGuiKey_Home)] = c.GLFW_KEY_HOME;
io.*.KeyMap[@enumToInt(c.ImGuiKey_End)] = c.GLFW_KEY_END;
io.*.KeyMap[@enumToInt(c.ImGuiKey_Insert)] = c.GLFW_KEY_INSERT;
io.*.KeyMap[@enumToInt(c.ImGuiKey_Delete)] = c.GLFW_KEY_DELETE;
io.*.KeyMap[@enumToInt(c.ImGuiKey_Backspace)] = c.GLFW_KEY_BACKSPACE;
io.*.KeyMap[@enumToInt(c.ImGuiKey_Space)] = c.GLFW_KEY_SPACE;
io.*.KeyMap[@enumToInt(c.ImGuiKey_Enter)] = c.GLFW_KEY_ENTER;
io.*.KeyMap[@enumToInt(c.ImGuiKey_Escape)] = c.GLFW_KEY_ESCAPE;
io.*.KeyMap[@enumToInt(c.ImGuiKey_KeyPadEnter)] = c.GLFW_KEY_KP_ENTER;
io.*.KeyMap[@enumToInt(c.ImGuiKey_A)] = c.GLFW_KEY_A;
io.*.KeyMap[@enumToInt(c.ImGuiKey_C)] = c.GLFW_KEY_C;
io.*.KeyMap[@enumToInt(c.ImGuiKey_V)] = c.GLFW_KEY_V;
io.*.KeyMap[@enumToInt(c.ImGuiKey_X)] = c.GLFW_KEY_X;
io.*.KeyMap[@enumToInt(c.ImGuiKey_Y)] = c.GLFW_KEY_Y;
io.*.KeyMap[@enumToInt(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[@enumToInt(c.ImGuiMouseCursor_Arrow)] = c.glfwCreateStandardCursor(c.GLFW_ARROW_CURSOR);
g_MouseCursors[@enumToInt(c.ImGuiMouseCursor_TextInput)] = c.glfwCreateStandardCursor(c.GLFW_IBEAM_CURSOR);
g_MouseCursors[@enumToInt(c.ImGuiMouseCursor_ResizeAll)] = c.glfwCreateStandardCursor(c.GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
g_MouseCursors[@enumToInt(c.ImGuiMouseCursor_ResizeNS)] = c.glfwCreateStandardCursor(c.GLFW_VRESIZE_CURSOR);
g_MouseCursors[@enumToInt(c.ImGuiMouseCursor_ResizeEW)] = c.glfwCreateStandardCursor(c.GLFW_HRESIZE_CURSOR);
g_MouseCursors[@enumToInt(c.ImGuiMouseCursor_ResizeNESW)] = c.glfwCreateStandardCursor(c.GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
g_MouseCursors[@enumToInt(c.ImGuiMouseCursor_ResizeNWSE)] = c.glfwCreateStandardCursor(c.GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
g_MouseCursors[@enumToInt(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);
if (io.*.ConfigFlags & @enumToInt(c.ImGuiConfigFlags_ViewportsEnable) != 0)
InitPlatformInterface();
g_ClientApi = client_api;
}
pub fn Shutdown() void {
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 = ImVec2{ .x = @intToFloat(f32, x), .y = @intToFloat(f32, y) };
monitor.*.WorkSize = 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 & @enumToInt(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 & @enumToInt(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 == @enumToInt(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[@enumToInt(c.ImGuiMouseCursor_Arrow)]);
c.glfwSetInputMode(window, c.GLFW_CURSOR, c.GLFW_CURSOR_NORMAL);
}
}
}
fn UpdateGamepads() void {
// @TODO
}
// GLFW Callbacks
extern fn Callback_MouseButton(window: ?*c.GLFWwindow, button: c_int, action: c_int, mods: c_int) 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;
}
extern fn Callback_Scroll(window: ?*c.GLFWwindow, dx: f64, dy: f64) void {
if (g_PrevUserCallbackScroll) |prev| {
prev(window, dx, dy);
}
const io = c.igGetIO();
io.*.MouseWheelH += @floatCast(f32, dx);
io.*.MouseWheel += @floatCast(f32, dy);
}
extern fn Callback_Key(window: ?*c.GLFWwindow, key: c_int, scancode: c_int, action: c_int, modifiers: c_int) 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];
}
extern fn Callback_Char(window: ?*c.GLFWwindow, char: c_uint) void {
if (g_PrevUserCallbackChar) |prev| {
prev(window, char);
}
const io = c.igGetIO();
c.ImGuiIO_AddInputCharacter(io, char);
}
// Platform Interface (Viewport Feature)
// -------------------------------------
const ViewportData = struct {
Window: *c.GLFWwindow,
WindowOwned: bool,
IgnoreWindowSizeEventFrame: i32 = -1,
};
const allocator = heap.c_allocator;
fn InitPlatformInterface() void {
// Register platform interface (will be coupled with a renderer interface)
const platform_io = c.igGetPlatformIO();
platform_io.*.Platform_CreateWindow = Platform_CreateWindow;
platform_io.*.Platform_DestroyWindow = Platform_DestroyWindow;
platform_io.*.Platform_ShowWindow = Platform_ShowWindow;
platform_io.*.Platform_SetWindowPos = Platform_SetWindowPos;
platform_io.*.Platform_GetWindowPos = Platform_GetWindowPos;
platform_io.*.Platform_SetWindowSize = Platform_SetWindowSize;
platform_io.*.Platform_GetWindowSize = Platform_GetWindowSize;
platform_io.*.Platform_SetWindowFocus = Platform_SetWindowFocus;
platform_io.*.Platform_GetWindowFocus = Platform_GetWindowFocus;
platform_io.*.Platform_GetWindowMinimized = Platform_GetWindowMinimized;
platform_io.*.Platform_SetWindowTitle = Platform_SetWindowTitle;
platform_io.*.Platform_RenderWindow = Platform_RenderWindow;
platform_io.*.Platform_SwapBuffers = Platform_SwapBuffers;
if (@hasField(c, "GLFW_HAS_WINDOW_ALPHA") and c.GLFW_HAS_WINDOW_ALPHA)
platform_io.*.Platform_SetWindowAlpha = Platform_SetWindowAlpha;
// if (@hasField(c, "HAS_WIN32_IME") and c.HAS_WIN32_IME)
// platform_io.*.Platform_SetImeInputPos = Platform_Win32_SetImeInputPos;
// Note: monitor callback are broken GLFW 3.2 and earlier (see github.com/glfw/glfw/issues/784)
UpdateMonitors();
_ = c.glfwSetMonitorCallback(Callback_Monitors);
// Register main window handle (which is owned by the main application, not by us)
const main_viewport = c.igGetMainViewport();
const data = &allocator.create(ViewportData);
data.* = ViewportData{
.Window = g_Window orelse unreachable,
.WindowOwned = false,
};
main_viewport.*.PlatformUserData = data;
main_viewport.*.PlatformHandle = @ptrCast(*c_void, g_Window);
}
fn ShutdownPlatformInterface() void {}
extern fn Callback_Monitors(monitors: ?*c.GLFWmonitor, num: c_int) void {
g_WantUpdateMonitors = true;
}
extern fn Callback_WindowClose(window: ?*c.GLFWwindow) void {
if (c.igFindViewportByPlatformHandle(window)) |viewport|
viewport.*.PlatformRequestClose = true;
}
extern fn Callback_WindowPos(window: ?*c.GLFWwindow, x: c_int, y: c_int) void {
if (c.igFindViewportByPlatformHandle(window)) |viewport|
viewport.*.PlatformRequestMove = true;
}
extern fn Callback_WindowSize(window: ?*c.GLFWwindow, x: c_int, y: c_int) void {
if (c.igFindViewportByPlatformHandle(window)) |viewport| {
if (@ptrCast(?*ViewportData, @alignCast(@alignOf(ViewportData), viewport.*.PlatformUserData))) |*data| {
// GLFW may dispatch window size event after calling glfwSetWindowSize().
// However depending on the platform the callback may be invoked at different time: on Windows it
// appears to be called within the glfwSetWindowSize() call whereas on Linux it is queued and invoked
// during glfwPollEvents().
// Because the event doesn't always fire on glfwSetWindowSize() we use a frame counter tag to only
// ignore recent glfwSetWindowSize() calls.
const ignore_event = (c.igGetFrameCount() <= data.*.IgnoreWindowSizeEventFrame + 1);
data.*.IgnoreWindowSizeEventFrame = -1;
if (ignore_event)
return;
}
viewport.*.PlatformRequestResize = true;
}
}
extern fn Platform_CreateWindow(viewport_: ?*c.ImGuiViewport) void {
const viewport = viewport_ orelse unreachable;
// GLFW 3.2 unfortunately always set focus on c.glfwCreateWindow() if c.GLFW_VISIBLE is set, regardless of c.GLFW_FOCUSED
// With GLFW 3.3, the hint c.GLFW_FOCUS_ON_SHOW fixes this problem
c.glfwWindowHint(c.GLFW_VISIBLE, c.GLFW_FALSE);
c.glfwWindowHint(c.GLFW_FOCUSED, c.GLFW_FALSE);
if (@hasField(c, "GLFW_HAS_FOCUS_ON_SHOW") and c.GLFW_HAS_FOCUS_ON_SHOW)
c.glfwWindowHint(c.GLFW_FOCUS_ON_SHOW, c.GLFW_FALSE);
// c.glfwWindowHint(c.GLFW_DECORATED, if (viewport.*.Flags & @enumToInt(c.ImGuiViewportFlags_NoDecoration) == 0) c.GLFW_TRUE else c.GLFW_FALSE);
// if (@hasField(c, "GLFW_HAS_WINDOW_TOPMOST") and c.GLFW_HAS_WINDOW_TOPMOST)
// c.glfwWindowHint(c.GLFW_FLOATING, if (viewport.*.Flags & @enumToInt(ImGuiViewportFlags_TopMost) != 0) c.GLFW_TRUE else c.GLFW_FALSE);
const share_window = if (g_ClientApi == .OpenGL) g_Window else null;
const window = c.glfwCreateWindow(@floatToInt(c_int, viewport.*.Size.x), @floatToInt(c_int, viewport.*.Size.y), c"No Title Yet", null, share_window);
viewport.*.PlatformHandle = @ptrCast(*c_void, window);
if (builtin.os == builtin.Os.windows)
viewport.*.PlatformHandleRaw = c.glfwGetWin32Window(window);
c.glfwSetWindowPos(window, @floatToInt(c_int, viewport.*.Pos.x), @floatToInt(c_int, viewport.*.Pos.y));
const data = &allocator.create(ViewportData);
data.* = ViewportData{
.Window = window orelse unreachable,
.WindowOwned = true,
};
viewport.*.PlatformUserData = data;
// Install callbacks for secondary viewports
_ = c.glfwSetMouseButtonCallback(window, Callback_MouseButton);
_ = c.glfwSetScrollCallback(window, Callback_Scroll);
_ = c.glfwSetKeyCallback(window, Callback_Key);
_ = c.glfwSetCharCallback(window, Callback_Char);
_ = c.glfwSetWindowCloseCallback(window, Callback_WindowClose);
_ = c.glfwSetWindowPosCallback(window, Callback_WindowPos);
_ = c.glfwSetWindowSizeCallback(window, Callback_WindowSize);
if (g_ClientApi == .OpenGL) {
c.glfwMakeContextCurrent(window);
c.glfwSwapInterval(0);
}
}
extern fn Platform_DestroyWindow(viewport_: ?*c.ImGuiViewport) void {
const viewport = viewport_ orelse unreachable;
if (@ptrCast(?*ViewportData, @alignCast(@alignOf(ViewportData), viewport.*.PlatformUserData))) |data| {
if (data.*.WindowOwned) {
if (@hasField(c, "GLFW_HAS_GLFW_HOVERED") and builtin.os == builtin.Os.windows) {
const hwnd = @ptrCast(c.HWND, viewport.*.PlatformHandleRaw);
c.RemovePropA(hwnd, "IMGUI_VIEWPORT");
}
c.glfwDestroyWindow(data.*.Window);
}
allocator.destroy(data);
}
viewport.*.PlatformUserData = null;
viewport.*.PlatformHandle = null;
}
extern fn Platform_ShowWindow(viewport_: ?*c.ImGuiViewport) void {
const viewport = viewport_ orelse unreachable;
const data = @ptrCast(*ViewportData, @alignCast(@alignOf(ViewportData), viewport.*.PlatformUserData));
if (builtin.os == builtin.Os.windows) {
// GLFW hack: Hide icon from task bar
// @TODO:
// HWND hwnd = (HWND)viewport.*.PlatformHandleRaw;
// if (viewport.*.Flags & ImGuiViewportFlags_NoTaskBarIcon)
// {
// LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
// ex_style &= ~WS_EX_APPWINDOW;
// ex_style |= WS_EX_TOOLWINDOW;
// ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
// }
// GLFW hack: install hook for WM_NCHITTEST message handler
if (@hasField(c, "GLFW_HAS_GLFW_HOVERED")) {
// ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
// if (g_GlfwWndProc == null)
// g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC);
// ::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs);
}
if (!@hasField(c, "GLFW_HAS_FOCUS_ON_SHOW") or !c.GLFW_HAS_FOCUS_ON_SHOW) {
// GLFW hack: GLFW 3.2 has a bug where c.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 c.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 == 0) {
c.ShowWindow(hwnd, c.SW_SHOWNA);
return;
}
}
}
c.glfwShowWindow(data.*.Window);
}
extern fn Platform_GetWindowPos(viewport: ?*c.ImGuiViewport) c.ImVec2 {
const data = @ptrCast(*ViewportData, @alignCast(@alignOf(ViewportData), (viewport orelse unreachable).*.PlatformUserData));
var x: c_int = undefined;
var y: c_int = undefined;
c.glfwGetWindowPos(data.*.Window, &x, &y);
return c.ImVec2{ .x = @intToFloat(f32, x), .y = @intToFloat(f32, y) };
}
extern fn Platform_SetWindowPos(viewport: ?*c.ImGuiViewport, pos: c.ImVec2) void {
const data = @ptrCast(*ViewportData, @alignCast(@alignOf(ViewportData), (viewport orelse unreachable).*.PlatformUserData));
c.glfwSetWindowPos(data.*.Window, @floatToInt(c_int, pos.x), @floatToInt(c_int, pos.y));
}
extern fn Platform_GetWindowSize(viewport: ?*c.ImGuiViewport) c.ImVec2 {
const data = @ptrCast(*ViewportData, @alignCast(@alignOf(ViewportData), (viewport orelse unreachable).*.PlatformUserData));
var w: c_int = undefined;
var h: c_int = undefined;
c.glfwGetWindowSize(data.*.Window, &w, &h);
return c.ImVec2{ .x = @intToFloat(f32, w), .y = @intToFloat(f32, h) };
}
extern fn Platform_SetWindowSize(viewport: ?*c.ImGuiViewport, size: c.ImVec2) void {
const data = @ptrCast(*ViewportData, @alignCast(@alignOf(ViewportData), (viewport orelse unreachable).*.PlatformUserData));
if (builtin.os == builtin.Os.macosx) {
// 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.
var x: c_int = undefined;
var y: c_int = undefined;
var w: c_int = undefined;
var h: c_int = undefined;
c.glfwGetWindowPos(data.*.Window, &x, &y);
c.glfwGetWindowSize(data.*.Window, &w, &h);
c.glfwSetWindowPos(data.*.Window, x, y - height + @floatToInt(c_int, size.y));
}
data.*.IgnoreWindowSizeEventFrame = c.igGetFrameCount();
c.glfwSetWindowSize(data.*.Window, @floatToInt(c_int, size.x), @floatToInt(c_int, size.y));
}
extern fn Platform_SetWindowTitle(viewport: ?*c.ImGuiViewport, title: ?*const u8) void {
const data = @ptrCast(*ViewportData, @alignCast(@alignOf(ViewportData), (viewport orelse unreachable).*.PlatformUserData));
c.glfwSetWindowTitle(data.*.Window, title orelse unreachable);
}
extern fn Platform_SetWindowFocus(viewport: ?*c.ImGuiViewport) void {
if (@hasField(c, "GLFW_HAS_FOCUS_WINDOW") and c.GLFW_HAS_FOCUS_WINDOW) {
const data = @ptrCast(*ViewportData, @alignCast(@alignOf(ViewportData), (viewport orelse unreachable).*.PlatformUserData));
c.glfwFocusWindow(data.*.Window);
}
}
extern fn Platform_GetWindowFocus(viewport: ?*c.ImGuiViewport) bool {
const data = @ptrCast(*ViewportData, @alignCast(@alignOf(ViewportData), (viewport orelse unreachable).*.PlatformUserData));
return c.glfwGetWindowAttrib(data.*.Window, c.GLFW_FOCUSED) != 0;
}
extern fn Platform_GetWindowMinimized(viewport: ?*c.ImGuiViewport) bool {
const data = @ptrCast(*ViewportData, @alignCast(@alignOf(ViewportData), (viewport orelse unreachable).*.PlatformUserData));
return c.glfwGetWindowAttrib(data.*.Window, c.GLFW_ICONIFIED) != 0;
}
extern fn Platform_SetWindowAlpha(viewport: ?*c.ImGuiViewport, alpha: f32) void {
const data = @ptrCast(*ViewportData, @alignCast(@alignOf(ViewportData), (viewport orelse unreachable).*.PlatformUserData));
c.glfwSetWindowOpacity(data.*.Window, alpha);
}
extern fn Platform_RenderWindow(viewport: ?*c.ImGuiViewport, cookie: ?*c_void) void {
const data = @ptrCast(*ViewportData, @alignCast(@alignOf(ViewportData), (viewport orelse unreachable).*.PlatformUserData));
if (g_ClientApi == .OpenGL)
c.glfwMakeContextCurrent(data.*.Window);
}
extern fn Platform_SwapBuffers(viewport: ?*c.ImGuiViewport, cookie: ?*c_void) void {
const data = @ptrCast(*ViewportData, @alignCast(@alignOf(ViewportData), (viewport orelse unreachable).*.PlatformUserData));
if (g_ClientApi == .OpenGL) {
c.glfwMakeContextCurrent(data.*.Window);
c.glfwSwapBuffers(data.*.Window);
}
}
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