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| 1 | +// dear imgui: Platform Backend for GLFW |
| 2 | +// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) |
| 3 | +// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) |
| 4 | +// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.) |
| 5 | + |
| 6 | +// Implemented features: |
| 7 | +// [X] Platform: Clipboard support. |
| 8 | +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] |
| 9 | +// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. |
| 10 | +// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). |
| 11 | +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. |
| 12 | + |
| 13 | +// Issues: |
| 14 | +// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). |
| 15 | + |
| 16 | +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
| 17 | +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
| 18 | +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. |
| 19 | +// Read online: https://github.com/ocornut/imgui/tree/master/docs |
| 20 | + |
| 21 | +#pragma once |
| 22 | +#include "imgui.h" // IMGUI_IMPL_API |
| 23 | + |
| 24 | +struct GLFWwindow; |
| 25 | +struct GLFWmonitor; |
| 26 | + |
| 27 | +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); |
| 28 | +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks); |
| 29 | +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks); |
| 30 | +IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); |
| 31 | +IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); |
| 32 | + |
| 33 | +// GLFW callbacks (installer) |
| 34 | +// - 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. |
| 35 | +// - 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. |
| 36 | +IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); |
| 37 | +IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); |
| 38 | + |
| 39 | +// GLFW callbacks (individual callbacks to call if you didn't install callbacks) |
| 40 | +IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84 |
| 41 | +IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84 |
| 42 | +IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87 |
| 43 | +IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); |
| 44 | +IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); |
| 45 | +IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); |
| 46 | +IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); |
| 47 | +IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event); |
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