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const c = @import("c.zig");
const builtin = @import("builtin");
pub const ClientApi = enum {
Unknown,
OpenGL,
Vulkan,
};
// Data
var g_Window: ?*c.GLFWwindow = null;
var g_ClientApi: ClientApi = .Unknown;
var g_Time: f32 = 0.0;
var g_MouseJustPressed = [5]bool;
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 (false and 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";
// 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;
// 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 and false) {
// g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
// g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
// g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
// g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
}
// 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 & ImGuiConfigFlags_ViewportsEnable != 0)
// ImGui_ImplGlfw_InitPlatformInterface();
g_ClientApi = client_api;
}
pub fn Shutdown() void {
// ImGui_ImplGlfw_ShutdownPlatformInterface();
for (g_MouseCursors) |*cursor| {
c.glfwDestroyCursor(cursor.*);
cursor.* = null;
}
g_ClientApi = .Unknown;
}
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