From 3cb348221b38f5d8ea07d60ba8f5dec9e12381e4 Mon Sep 17 00:00:00 2001 From: Craftyawesome Date: Mon, 19 Aug 2024 01:42:25 -0400 Subject: [PATCH] Revert "Remove Switch (#531) This reverts commit 3d2e6bc128a105f0cba9109573a2401a8ba43f49. --- extern/ImGui/backends/imgui_impl_glfw.cpp | 1324 +++++++++++++++++ extern/ImGui/imconfig.h | 140 ++ include/libultraship/classes.h | 3 + src/CMakeLists.txt | 12 +- src/Context.cpp | 9 + .../factories/RumbleMappingFactory.cpp | 5 +- .../controller/mapping/sdl/SDLMapping.cpp | 4 + src/graphic/Fast3D/gfx_opengl.cpp | 7 +- src/graphic/Fast3D/gfx_sdl2.cpp | 52 + src/port/switch/SwitchImpl.cpp | 228 +++ src/port/switch/SwitchImpl.h | 29 + src/port/switch/SwitchPerformanceProfiles.h | 9 + src/public/libultra/os.cpp | 2 + src/resource/ResourceManager.cpp | 5 +- src/window/Window.cpp | 2 + src/window/gui/Gui.cpp | 21 +- src/window/gui/StatsWindow.cpp | 2 + 17 files changed, 1845 insertions(+), 9 deletions(-) create mode 100644 extern/ImGui/backends/imgui_impl_glfw.cpp create mode 100644 extern/ImGui/imconfig.h create mode 100644 src/port/switch/SwitchImpl.cpp create mode 100644 src/port/switch/SwitchImpl.h create mode 100644 src/port/switch/SwitchPerformanceProfiles.h diff --git a/extern/ImGui/backends/imgui_impl_glfw.cpp b/extern/ImGui/backends/imgui_impl_glfw.cpp new file mode 100644 index 000000000..d5d3769ee --- /dev/null +++ b/extern/ImGui/backends/imgui_impl_glfw.cpp @@ -0,0 +1,1324 @@ +// 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 3.1+. Prefer GLFW 3.3+ or GLFW 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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// Issues: +// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). + +// 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 + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 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 +#endif + +// GLFW +#include + +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include // for glfwGetWin32Window() +#endif +#ifdef __APPLE__ +#define GLFW_EXPOSE_NATIVE_COCOA +#include // for glfwGetCocoaWindow() +#endif + +#ifdef __EMSCRIPTEN__ +#include +#include +#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_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() + +// GLFW data +enum GlfwClientApi +{ + GlfwClientApi_Unknown, + GlfwClientApi_OpenGL, + GlfwClientApi_Vulkan +}; + +struct ImGui_ImplGlfw_Data +{ + GLFWwindow* Window; + GlfwClientApi ClientApi; + double Time; + GLFWwindow* MouseWindow; + GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; + ImVec2 LastValidMousePos; + GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST]; + bool InstalledCallbacks; + bool CallbacksChainForAllWindows; + bool WantUpdateMonitors; + + // 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 + + 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. +static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplGlfw_UpdateMonitors(); +static void ImGui_ImplGlfw_InitPlatformInterface(); +static void ImGui_ImplGlfw_ShutdownPlatformInterface(); + +// Functions +static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key) +{ + switch (key) + { + 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_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(GLFWwindow* window) +{ + ImGuiIO& io = ImGui::GetIO(); + 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(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + 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(); + if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackMousebutton(window, button, action, mods); + + ImGui_ImplGlfw_UpdateKeyModifiers(window); + + ImGuiIO& io = ImGui::GetIO(); + 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(); + if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackScroll(window, xoffset, yoffset); + +#ifdef __EMSCRIPTEN__ + // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback(). + return; +#endif + + ImGuiIO& io = ImGui::GetIO(); + io.AddMouseWheelEvent((float)xoffset, (float)yoffset); +} + +static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) +{ +#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__) + // 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__) // 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_ARRAYSIZE(char_names) == IM_ARRAYSIZE(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(); + if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); + + if (action != GLFW_PRESS && action != GLFW_RELEASE) + return; + + ImGui_ImplGlfw_UpdateKeyModifiers(window); + + if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows)) + bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr; + + keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); + + ImGuiIO& io = ImGui::GetIO(); + ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode); + 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(); + if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackWindowFocus(window, focused); + + ImGuiIO& io = ImGui::GetIO(); + io.AddFocusEvent(focused != 0); +} + +void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackCursorPos(window, x, y); + + ImGuiIO& io = ImGui::GetIO(); + 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(); + if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackCursorEnter(window, entered); + + ImGuiIO& io = ImGui::GetIO(); + 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(); + if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackChar(window, c); + + ImGuiIO& io = ImGui::GetIO(); + io.AddInputCharacter(c); +} + +void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + bd->WantUpdateMonitors = true; +} + +#ifdef __EMSCRIPTEN__ +static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*) +{ + // Mimic Emscripten_HandleWheel() in SDL. + // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096 + 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(); + 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(); + 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(); + 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; +} + +static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) +{ + ImGuiIO& io = ImGui::GetIO(); + 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)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_glfw"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) +#ifndef __EMSCRIPTEN__ + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) +#endif +#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) +#endif + + bd->Window = window; + bd->Time = 0.0; + bd->WantUpdateMonitors = true; + + io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; + io.ClipboardUserData = bd->Window; + + // 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.) + 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); +#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); + // 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? +#ifdef __EMSCRIPTEN__ + emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback); +#endif + + // Update monitors the first time (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 (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + ImGui_ImplGlfw_InitPlatformInterface(); + + // Windows: register a WndProc hook so we can intercept some messages. +#ifdef _WIN32 + bd->PrevWndProc = (WNDPROC)::GetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC); + IM_ASSERT(bd->PrevWndProc != nullptr); + ::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); +#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(); + + ImGui_ImplGlfw_ShutdownPlatformInterface(); + + if (bd->InstalledCallbacks) + ImGui_ImplGlfw_RestoreCallbacks(bd->Window); +#ifdef __EMSCRIPTEN__ + emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, nullptr); +#endif + + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + glfwDestroyCursor(bd->MouseCursors[cursor_n]); + + // Windows: restore our WndProc hook +#ifdef _WIN32 + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc); + bd->PrevWndProc = nullptr; +#endif + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); + 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__ + 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 ImGuiConfigFlags_NavEnableSetMousePos 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. + // - [!] 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 || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)) + const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0; +#if GLFW_HAS_MOUSE_PASSTHROUGH + glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input); +#endif + if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input) + 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) + return; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + 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) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + glfwSetInputMode(window, GLFW_CURSOR, 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. + glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); + 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. + return; + + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; +#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__) + 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() +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + bd->WantUpdateMonitors = false; + + int monitors_count = 0; + GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count); + if (monitors_count == 0) // Preserve existing monitor list if there are none. Happens on macOS sleeping (#5683) + return; + + platform_io.Monitors.resize(0); + 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) + 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 +#if 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. + float x_scale, y_scale; + glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale); + monitor.DpiScale = x_scale; +#endif + monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes" + platform_io.Monitors.push_back(monitor); + } +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?"); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + glfwGetWindowSize(bd->Window, &w, &h); + glfwGetFramebufferSize(bd->Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h); + if (bd->WantUpdateMonitors) + 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 + 0.00001f; + io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + ImGui_ImplGlfw_UpdateMouseData(); + ImGui_ImplGlfw_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplGlfw_UpdateGamepads(); +} + +//-------------------------------------------------------------------------------------------------------- +// 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* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplGlfw_ViewportData +{ + GLFWwindow* Window; + bool WindowOwned; + int IgnoreWindowPosEventFrame; + int IgnoreWindowSizeEventFrame; +#ifdef _WIN32 + WNDPROC PrevWndProc; +#endif + + ImGui_ImplGlfw_ViewportData() { memset(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; + } +} + +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; + + // 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; + viewport->PlatformHandle = (void*)vd->Window; +#ifdef _WIN32 + viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window); +#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); + } +} + +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_ARRAYSIZE(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. + + 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 hook for WM_NCHITTEST message handler +#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) + ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport); + vd->PrevWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC); + ::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); +#endif + +#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 __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 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 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_InitPlatformInterface() +{ + // 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_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_ShutdownPlatformInterface() +{ + 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_GetBackendData(); + 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: + ImGui::GetIO().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 + } + return ::CallWindowProc(prev_wndproc, hWnd, msg, wParam, lParam); +} +#endif // #ifdef _WIN32 + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/extern/ImGui/imconfig.h b/extern/ImGui/imconfig.h new file mode 100644 index 000000000..394eb92ef --- /dev/null +++ b/extern/ImGui/imconfig.h @@ -0,0 +1,140 @@ +//----------------------------------------------------------------------------- +// DEAR IMGUI COMPILE-TIME OPTIONS +// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. +// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. +//----------------------------------------------------------------------------- +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it) +// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template. +//----------------------------------------------------------------------------- +// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp +// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. +// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. +// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using. +//----------------------------------------------------------------------------- + +#pragma once + +//---- Define assertion handler. Defaults to calling assert(). +// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. +//#define IM_ASSERT(_EXPR) MyAssert(_EXPR) +//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts + +//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows +// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. +//#define IMGUI_API __declspec( dllexport ) +//#define IMGUI_API __declspec( dllimport ) + +//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names. +//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS +//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87+ disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This is automatically done by IMGUI_DISABLE_OBSOLETE_FUNCTIONS. + +//---- Disable all of Dear ImGui or don't implement standard windows/tools. +// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp. +//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. +//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. +//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty. + +//---- Don't implement some functions to reduce linkage requirements. +//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) +//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW) +//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME). +//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). +//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) +//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. +//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) +//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. +//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). +//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available + +//---- Include imgui_user.h at the end of imgui.h as a convenience +//#define IMGUI_INCLUDE_IMGUI_USER_H + +//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) +//#define IMGUI_USE_BGRA_PACKED_COLOR + +//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) +//#define IMGUI_USE_WCHAR32 + +//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version +// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files. +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined. +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined. + +//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) +// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h. +//#define IMGUI_USE_STB_SPRINTF + +//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) +// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). +// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. +//#define IMGUI_ENABLE_FREETYPE + +//---- Use FreeType+lunasvg library to render OpenType SVG fonts (SVGinOT) +// Requires lunasvg headers to be available in the include path + program to be linked with the lunasvg library (not provided). +// Only works in combination with IMGUI_ENABLE_FREETYPE. +// (implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement) +//#define IMGUI_ENABLE_FREETYPE_LUNASVG + +//---- Use stb_truetype to build and rasterize the font atlas (default) +// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend. +//#define IMGUI_ENABLE_STB_TRUETYPE + +//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. +// This will be inlined as part of ImVec2 and ImVec4 class declarations. +/* +#define IM_VEC2_CLASS_EXTRA \ + constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \ + operator MyVec2() const { return MyVec2(x,y); } + +#define IM_VEC4_CLASS_EXTRA \ + constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \ + operator MyVec4() const { return MyVec4(x,y,z,w); } +*/ +//---- ...Or use Dear ImGui's own very basic math operators. +//#define IMGUI_DEFINE_MATH_OPERATORS + +//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. +// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). +// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. +// Read about ImGuiBackendFlags_RendererHasVtxOffset for details. +//#define ImDrawIdx unsigned int + +//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly) +//struct ImDrawList; +//struct ImDrawCmd; +//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); +//#define ImDrawCallback MyImDrawCallback + +//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase) +// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.) +//#define IM_DEBUG_BREAK IM_ASSERT(0) +//#define IM_DEBUG_BREAK __debugbreak() + +//---- Debug Tools: Enable slower asserts +//#define IMGUI_DEBUG_PARANOID + +//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files) +/* +namespace ImGui +{ + void MyFunction(const char* name, MyMatrix44* mtx); +} +*/ + +#ifdef __SWITCH__ +#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM +#define GL_GLEXT_PROTOTYPES 1 +#include + +#define ImGuiKey_NavGamepadActivate ImGuiKey_GamepadFaceRight +#define ImGuiKey_NavGamepadCancel ImGuiKey_GamepadFaceDown +#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceUp +#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceLeft +#endif diff --git a/include/libultraship/classes.h b/include/libultraship/classes.h index 7b75f8241..c940a4226 100644 --- a/include/libultraship/classes.h +++ b/include/libultraship/classes.h @@ -38,5 +38,8 @@ #ifdef __APPLE__ #include "utils/AppleFolderManager.h" #endif +#ifdef __SWITCH__ +#include "port/switch/SwitchImpl.h" +#endif #endif #endif diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index 543581173..75fd5a4a3 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -106,7 +106,13 @@ target_sources(libultraship PRIVATE ${Source_Files__Utils}) #=================== Port =================== -if (CMAKE_SYSTEM_NAME STREQUAL "Android" OR CMAKE_SYSTEM_NAME STREQUAL "iOS") +if (CMAKE_SYSTEM_NAME STREQUAL "NintendoSwitch") + set(Source_Files__Port + ${CMAKE_CURRENT_SOURCE_DIR}/port/switch/SwitchImpl.h + ${CMAKE_CURRENT_SOURCE_DIR}/port/switch/SwitchImpl.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/port/switch/SwitchPerformanceProfiles.h + ) +elseif (CMAKE_SYSTEM_NAME STREQUAL "Android" OR CMAKE_SYSTEM_NAME STREQUAL "iOS") set(Source_Files__Port ${CMAKE_CURRENT_SOURCE_DIR}/port/mobile/MobileImpl.h ${CMAKE_CURRENT_SOURCE_DIR}/port/mobile/MobileImpl.cpp @@ -162,7 +168,7 @@ target_include_directories(libultraship #=================== Linking =================== if(NOT EXCLUDE_MPQ_SUPPORT) - if (NOT CMAKE_SYSTEM_NAME STREQUAL "Windows") + if (NOT CMAKE_SYSTEM_NAME STREQUAL "NintendoSwitch" AND NOT CMAKE_SYSTEM_NAME STREQUAL "Windows") target_link_libraries(libultraship PUBLIC "$") else() target_link_libraries(libultraship PUBLIC storm) @@ -191,7 +197,7 @@ target_link_libraries(libultraship PUBLIC tinyxml2::tinyxml2) find_package(spdlog REQUIRED) target_link_libraries(libultraship PUBLIC spdlog::spdlog) -if (CMAKE_SYSTEM_NAME STREQUAL "Darwin") +if (CMAKE_SYSTEM_NAME STREQUAL "Darwin" OR CMAKE_SYSTEM_NAME STREQUAL "NintendoSwitch") set(THREADS_PREFER_PTHREAD_FLAG ON) find_package(Threads REQUIRED) target_link_libraries(libultraship PRIVATE Threads::Threads) diff --git a/src/Context.cpp b/src/Context.cpp index db7542329..8f73dd9a8 100644 --- a/src/Context.cpp +++ b/src/Context.cpp @@ -14,6 +14,8 @@ #ifdef __APPLE__ #include "utils/AppleFolderManager.h" +#elif defined(__SWITCH__) +#include "port/switch/SwitchImpl.h" #endif namespace Ship { @@ -200,15 +202,22 @@ void Context::InitResourceManager(const std::vector& otrFiles, } if (!GetResourceManager()->DidLoadSuccessfully()) { +#if defined(__SWITCH__) + printf("Main OTR file not found!\n"); +#else SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "OTR file not found", "Main OTR file not found. Please generate one", nullptr); SPDLOG_ERROR("Main OTR file not found!"); #ifdef __IOS__ // We need this exit to close the app when we dismiss the dialog exit(0); +#endif #endif return; } +#ifdef __SWITCH__ + Ship::Switch::Init(PostInitPhase); +#endif } void Context::InitControlDeck(std::vector additionalBitmasks) { diff --git a/src/controller/controldevice/controller/mapping/factories/RumbleMappingFactory.cpp b/src/controller/controldevice/controller/mapping/factories/RumbleMappingFactory.cpp index c50d4a449..1bf13c592 100644 --- a/src/controller/controldevice/controller/mapping/factories/RumbleMappingFactory.cpp +++ b/src/controller/controldevice/controller/mapping/factories/RumbleMappingFactory.cpp @@ -82,8 +82,11 @@ std::shared_ptr RumbleMappingFactory::CreateRumbleMappi } auto controller = SDL_GameControllerOpen(sdlIndex); +#ifdef __SWITCH__ + bool hasRumble = false; +#else bool hasRumble = SDL_GameControllerHasRumble(controller); - +#endif if (hasRumble) { sdlControllersWithRumble[lusIndex] = SDL_GameControllerOpen(sdlIndex); } else { diff --git a/src/controller/controldevice/controller/mapping/sdl/SDLMapping.cpp b/src/controller/controldevice/controller/mapping/sdl/SDLMapping.cpp index 289dfc91f..3f949556d 100644 --- a/src/controller/controldevice/controller/mapping/sdl/SDLMapping.cpp +++ b/src/controller/controldevice/controller/mapping/sdl/SDLMapping.cpp @@ -98,8 +98,12 @@ bool SDLMapping::UsesPlaystationLayout() { } bool SDLMapping::UsesSwitchLayout() { +#ifdef __SWITCH__ + return true; +#else auto type = GetSDLControllerType(); return type == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO || type == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR; +#endif } bool SDLMapping::UsesXboxLayout() { diff --git a/src/graphic/Fast3D/gfx_opengl.cpp b/src/graphic/Fast3D/gfx_opengl.cpp index 0d680d5f9..58d5ca3d3 100644 --- a/src/graphic/Fast3D/gfx_opengl.cpp +++ b/src/graphic/Fast3D/gfx_opengl.cpp @@ -30,6 +30,9 @@ #elif __APPLE__ #include #include +#elif __SWITCH__ +#include +#include #elif USE_OPENGLES #include #include @@ -768,7 +771,7 @@ static void gfx_opengl_upload_texture(const uint8_t* rgba32_buf, uint32_t width, glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgba32_buf); } -#ifdef USE_OPENGLES +#if defined(__SWITCH__) || defined(USE_OPENGLES) #define GL_MIRROR_CLAMP_TO_EDGE 0x8743 #endif @@ -876,7 +879,7 @@ static void gfx_opengl_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_ } static void gfx_opengl_init(void) { -#ifndef __linux__ +#if !defined(__SWITCH__) && !defined(__linux__) glewInit(); #endif diff --git a/src/graphic/Fast3D/gfx_sdl2.cpp b/src/graphic/Fast3D/gfx_sdl2.cpp index a81e83514..0921714e8 100644 --- a/src/graphic/Fast3D/gfx_sdl2.cpp +++ b/src/graphic/Fast3D/gfx_sdl2.cpp @@ -1,5 +1,13 @@ #include +#ifndef __SWITCH__ +#include "libultraship/libultraship.h" +#else +// including libultraship.h on switch leads to conflicting typedefs for u64 and s64 +// so we need to just include classes.h instead here +#include "libultraship/classes.h" +#endif + #if defined(ENABLE_OPENGL) || defined(__APPLE__) #ifdef __MINGW32__ @@ -19,6 +27,11 @@ #elif __APPLE__ #include #include "gfx_metal.h" +#elif __SWITCH__ +#include +#include +#include +#include "port/switch/SwitchImpl.h" #else #include #define GL_GLEXT_PROTOTYPES 1 @@ -324,6 +337,10 @@ static void gfx_sdl_init(const char* game_name, const char* gfx_api_name, bool s SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); +#elif defined(__SWITCH__) + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); #endif #ifdef _WIN32 @@ -338,6 +355,13 @@ static void gfx_sdl_init(const char* game_name, const char* gfx_api_name, bool s char title[512]; int len = sprintf(title, "%s (%s)", game_name, gfx_api_name); +#ifdef __SWITCH__ + // For Switch we need to set the window width before creating the window + Ship::Switch::GetDisplaySize(&window_width, &window_height); + width = window_width; + height = window_height; +#endif + #ifdef __IOS__ Uint32 flags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_SHOWN; #else @@ -369,14 +393,22 @@ static void gfx_sdl_init(const char* game_name, const char* gfx_api_name, bool s } if (use_opengl) { +#ifndef __SWITCH__ SDL_GL_GetDrawableSize(wnd, &window_width, &window_height); if (start_in_fullscreen) { set_fullscreen(true, false); } +#endif ctx = SDL_GL_CreateContext(wnd); +#ifdef __SWITCH__ + if (!gladLoadGLLoader(SDL_GL_GetProcAddress)) { + printf("Failed to initialize glad\n"); + } +#endif + SDL_GL_MakeCurrent(wnd, ctx); SDL_GL_SetSwapInterval(vsync_enabled ? 1 : 0); @@ -439,6 +471,22 @@ static void gfx_sdl_set_keyboard_callbacks(bool (*on_key_down)(int scancode), bo on_all_keys_up_callback = on_all_keys_up; } +static void gfx_sdl_main_loop(void (*run_one_game_iter)(void)) { +#ifdef __SWITCH__ + while (Ship::Switch::IsRunning()) { +#else + while (is_running) { +#endif + run_one_game_iter(); + } +#ifdef __SWITCH__ + Ship::Switch::Exit(); +#endif + + SDL_DestroyRenderer(renderer); + SDL_Quit(); +} + static void gfx_sdl_get_dimensions(uint32_t* width, uint32_t* height, int32_t* posX, int32_t* posY) { SDL_GL_GetDrawableSize(wnd, static_cast((void*)width), static_cast((void*)height)); SDL_GetWindowPosition(wnd, static_cast(posX), static_cast(posY)); @@ -491,7 +539,11 @@ static void gfx_sdl_handle_single_event(SDL_Event& event) { #endif case SDL_WINDOWEVENT: if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) { +#ifdef __SWITCH__ + Ship::Switch::GetDisplaySize(&window_width, &window_height); +#else SDL_GL_GetDrawableSize(wnd, &window_width, &window_height); +#endif } else if (event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(wnd)) { // We listen specifically for main window close because closing main window // on macOS does not trigger SDL_Quit. diff --git a/src/port/switch/SwitchImpl.cpp b/src/port/switch/SwitchImpl.cpp new file mode 100644 index 000000000..69d118369 --- /dev/null +++ b/src/port/switch/SwitchImpl.cpp @@ -0,0 +1,228 @@ +#ifdef __SWITCH__ +#include "SwitchImpl.h" +#include +#include +#include "SwitchPerformanceProfiles.h" +#include "public/bridge/consolevariablebridge.h" +#include +#include "Context.h" +#include "audio/Audio.h" + +#include + +#define DOCKED_MODE 1 +#define HANDHELD_MODE 0 + +static AppletHookCookie applet_hook_cookie; +static bool isRunning = true; +static bool hasFocus = true; +static bool isShowingVirtualKeyboard = true; + +void DetectAppletMode(); + +static void on_applet_hook(AppletHookType hook, void* param); + +void Ship::Switch::Init(SwitchPhase phase) { + switch (phase) { + case PreInitPhase: + DetectAppletMode(); + break; + case PostInitPhase: + appletInitializeGamePlayRecording(); +#ifdef DEBUG + socketInitializeDefault(); + nxlinkStdio(); +#endif + appletSetGamePlayRecordingState(true); + appletHook(&applet_hook_cookie, on_applet_hook, NULL); + appletSetFocusHandlingMode(AppletFocusHandlingMode_NoSuspend); + if (!hosversionBefore(8, 0, 0)) { + clkrstInitialize(); + } + break; + } +} + +void Ship::Switch::Exit() { +#ifdef DEBUG + socketExit(); +#endif + clkrstExit(); + appletSetGamePlayRecordingState(false); +} + +void Ship::Switch::ImGuiSetupFont(ImFontAtlas* fonts) { + plInitialize(PlServiceType_User); + static PlFontData stdFontData, extFontData; + + PlFontData fonts_std; + PlFontData fonts_ext; + + plGetSharedFontByType(&fonts_std, PlSharedFontType_Standard); + plGetSharedFontByType(&fonts_ext, PlSharedFontType_NintendoExt); + + ImFontConfig config; + config.FontDataOwnedByAtlas = false; + + strcpy(config.Name, "Nintendo Standard"); + fonts->AddFontFromMemoryTTF(fonts_std.address, fonts_std.size, 24.0f, &config, fonts->GetGlyphRangesCyrillic()); + + strcpy(config.Name, "Nintendo Ext"); + static const ImWchar ranges[] = { + 0xE000, 0xE06B, 0xE070, 0xE07E, 0xE080, 0xE099, 0xE0A0, 0xE0BA, 0xE0C0, 0xE0D6, 0xE0E0, 0xE0F5, 0xE100, + 0xE105, 0xE110, 0xE116, 0xE121, 0xE12C, 0xE130, 0xE13C, 0xE140, 0xE14D, 0xE150, 0xE153, 0, + }; + + fonts->AddFontFromMemoryTTF(fonts_ext.address, fonts_ext.size, 24.0f, &config, ranges); + fonts->Build(); + + plExit(); +} + +void Ship::Switch::ImGuiProcessEvent(bool wantsTextInput) { + ImGuiInputTextState* state = ImGui::GetInputTextState(ImGui::GetActiveID()); + + if (wantsTextInput) { + if (!isShowingVirtualKeyboard) { + state->ClearText(); + + isShowingVirtualKeyboard = true; + SDL_StartTextInput(); + } + } else { + if (isShowingVirtualKeyboard) { + isShowingVirtualKeyboard = false; + SDL_StopTextInput(); + } + } +} + +bool Ship::Switch::IsRunning() { + return isRunning; +} + +void Ship::Switch::GetDisplaySize(int* width, int* height) { + switch (appletGetOperationMode()) { + case DOCKED_MODE: + *width = 1920; + *height = 1080; + break; + case HANDHELD_MODE: + *width = 1280; + *height = 720; + break; + } +} + +void Ship::Switch::ApplyOverclock(void) { + SwitchProfiles perfMode = (SwitchProfiles)CVarGetInteger("gSwitchPerfMode", (int)Ship::MAXIMUM); + + if (perfMode >= 0 && perfMode <= Ship::POWERSAVINGM3) { + if (hosversionBefore(8, 0, 0)) { + pcvSetClockRate(PcvModule_CpuBus, SWITCH_CPU_SPEEDS_VALUES[perfMode]); + } else { + ClkrstSession session = { 0 }; + clkrstOpenSession(&session, PcvModuleId_CpuBus, 3); + clkrstSetClockRate(&session, SWITCH_CPU_SPEEDS_VALUES[perfMode]); + clkrstCloseSession(&session); + } + } +} + +void Ship::Switch::PrintErrorMessageToScreen(const char* str, ...) { + consoleInit(NULL); + srand(time(0)); + + va_list args; + va_start(args, str); + vprintf(str, args); + va_end(args); + + while (appletMainLoop()) { + consoleUpdate(NULL); + } + + consoleExit(NULL); +} + +static void on_applet_hook(AppletHookType hook, void* param) { + AppletFocusState focus_state; + + /* Exit request */ + switch (hook) { + case AppletHookType_OnExitRequest: + isRunning = false; + break; + + /* Focus state*/ + case AppletHookType_OnFocusState: + focus_state = appletGetFocusState(); + hasFocus = focus_state == AppletFocusState_InFocus; + + if (!hasFocus) { + if (hosversionBefore(8, 0, 0)) { + pcvSetClockRate(PcvModule_CpuBus, SWITCH_CPU_SPEEDS_VALUES[Ship::STOCK]); + } else { + ClkrstSession session = { 0 }; + clkrstOpenSession(&session, PcvModuleId_CpuBus, 3); + clkrstSetClockRate(&session, SWITCH_CPU_SPEEDS_VALUES[Ship::STOCK]); + clkrstCloseSession(&session); + } + } else { + Ship::Switch::ApplyOverclock(); + // reinitialize audio subsystem to fix audio problems after resuming from sleep + // see https://github.com/HarbourMasters/Shipwright/issues/3317 + SPDLOG_INFO("restarting SDL audio system to work around audio problems on resume"); + Ship::Context::GetInstance()->GetAudio()->SetAudioBackend(Ship::AudioBackend::SDL); + } + + break; + + /* Performance mode */ + case AppletHookType_OnPerformanceMode: + Ship::Switch::ApplyOverclock(); + break; + default: + break; + } +} + +const char* RandomTexts[] = { + "Psst, don't forget to blame Melon", + "Potsanity when?", + "Why are you acting so random?", + "Enough! My ship sails in the morning", + "Do you want 2 or 7 of those?", + "Lamp oil, rope, bombs you want it, it's yours my friend as long as you have enough rupees", + "You can build it yourself", + "Descargar para android", + "Made with <3 by the Harbour Masters!", + "They say that Kenix is not a developer", + "Squadala we're off", + "They say one once saw an equals not get set equals", + "This is the port all true gamers dock at" + "Enhancements? Times Savers? Cheats? You want them? They're yours my friend!", + "They say you gotta have the BIIIIG salad", + "They say Louis stopped working on the imports so he can focus on the exports", + "They say ZAPD is good software", +}; + +void DetectAppletMode() { + AppletType at = appletGetAppletType(); + if (at == AppletType_Application || at == AppletType_SystemApplication) + return; + + Ship::Switch::PrintErrorMessageToScreen("\x1b[2;2HYou've launched the Ship while in Applet mode." + "\x1b[4;2HPlease relaunch while in full-memory mode." + "\x1b[5;2HHold R when opening any game to enter HBMenu." + "\x1b[44;2H%s.", + RandomTexts[rand() % 25]); +} + +void Ship::Switch::ThrowMissingOTR(std::string OTRPath) { + Ship::Switch::PrintErrorMessageToScreen("\x1b[2;2HYou've launched the Ship without the OTR file." + "\x1b[4;2HPlease relaunch making sure %s exists." + "\x1b[44;2H%s.", + OTRPath.c_str(), RandomTexts[rand() % 25]); +} +#endif diff --git a/src/port/switch/SwitchImpl.h b/src/port/switch/SwitchImpl.h new file mode 100644 index 000000000..650642770 --- /dev/null +++ b/src/port/switch/SwitchImpl.h @@ -0,0 +1,29 @@ +#pragma once + +#include +#include + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include +#include "SwitchPerformanceProfiles.h" + +namespace Ship { +enum SwitchProfiles { MAXIMUM, HIGH, BOOST, STOCK, POWERSAVINGM1, POWERSAVINGM2, POWERSAVINGM3 }; + +enum SwitchPhase { PreInitPhase, PostInitPhase }; + +class Switch { + public: + static void Init(SwitchPhase phase); + static void Exit(); + static void ImGuiSetupFont(ImFontAtlas* fonts); + static void ImGuiProcessEvent(bool wantsTextInput); + static bool IsRunning(); + static void GetDisplaySize(int* width, int* height); + static void ApplyOverclock(); + static void ThrowMissingOTR(std::string OTRPath); + static void PrintErrorMessageToScreen(const char* str, ...); +}; +}; // namespace Ship \ No newline at end of file diff --git a/src/port/switch/SwitchPerformanceProfiles.h b/src/port/switch/SwitchPerformanceProfiles.h new file mode 100644 index 000000000..44ec3c841 --- /dev/null +++ b/src/port/switch/SwitchPerformanceProfiles.h @@ -0,0 +1,9 @@ +#pragma once + +static const char* SWITCH_CPU_PROFILES[] = { + "Maximum Performance", "High Performance", "Boost Performance", "Stock Performance", + "Powersaving Mode 1", "Powersaving Mode 2", "Powersaving Mode 3", +}; + +static unsigned SWITCH_CPU_SPEEDS_VALUES[] = { 1785000000, 1581000000, 1224000000, 1020000000, + 918000000, 816000000, 714000000 }; \ No newline at end of file diff --git a/src/public/libultra/os.cpp b/src/public/libultra/os.cpp index a71a72825..c581af66c 100644 --- a/src/public/libultra/os.cpp +++ b/src/public/libultra/os.cpp @@ -19,6 +19,7 @@ int32_t osContInit(OSMesgQueue* mq, uint8_t* controllerBits, OSContStatus* statu exit(EXIT_FAILURE); } +#ifndef __SWITCH__ std::string controllerDb = Ship::Context::LocateFileAcrossAppDirs("gamecontrollerdb.txt"); int mappingsAdded = SDL_GameControllerAddMappingsFromFile(controllerDb.c_str()); if (mappingsAdded >= 0) { @@ -26,6 +27,7 @@ int32_t osContInit(OSMesgQueue* mq, uint8_t* controllerBits, OSContStatus* statu } else { SPDLOG_ERROR("Failed add SDL game controller mappings from \"{}\" ({})", controllerDb, SDL_GetError()); } +#endif Ship::Context::GetInstance()->GetControlDeck()->Init(controllerBits); diff --git a/src/resource/ResourceManager.cpp b/src/resource/ResourceManager.cpp index 43f2e6cea..59dd745f9 100644 --- a/src/resource/ResourceManager.cpp +++ b/src/resource/ResourceManager.cpp @@ -19,9 +19,12 @@ void ResourceManager::Init(const std::vector& otrFiles, const std:: mResourceLoader = std::make_shared(); mArchiveManager = std::make_shared(); GetArchiveManager()->Init(otrFiles, validHashes); - +#if defined(__SWITCH__) + size_t threadCount = 1; +#else // the extra `- 1` is because we reserve an extra thread for spdlog size_t threadCount = std::max(1, (int32_t)(std::thread::hardware_concurrency() - reservedThreadCount - 1)); +#endif mThreadPool = std::make_shared(threadCount); if (!DidLoadSuccessfully()) { diff --git a/src/window/Window.cpp b/src/window/Window.cpp index bf0f95d93..5fda8d23c 100644 --- a/src/window/Window.cpp +++ b/src/window/Window.cpp @@ -8,6 +8,8 @@ #ifdef __APPLE__ #include "utils/AppleFolderManager.h" +#elif defined(__SWITCH__) +#include "port/switch/SwitchImpl.h" #endif namespace Ship { diff --git a/src/window/gui/Gui.cpp b/src/window/gui/Gui.cpp index 783704b10..747ccf7ff 100644 --- a/src/window/gui/Gui.cpp +++ b/src/window/gui/Gui.cpp @@ -32,6 +32,10 @@ #include #endif +#ifdef __SWITCH__ +#include "port/switch/SwitchImpl.h" +#endif + #if defined(__ANDROID__) || defined(__IOS__) #include "port/mobile/MobileImpl.h" #endif @@ -119,6 +123,10 @@ void Gui::Init(GuiWindowInitData windowImpl) { mImGuiIo->Fonts->AddFontFromMemoryCompressedBase85TTF(fontawesome_compressed_data_base85, iconFontSize, &iconsConfig, sIconsRanges); +#ifdef __SWITCH__ + Ship::Switch::ImGuiSetupFont(mImGuiIo->Fonts); +#endif + #if defined(__ANDROID__) // Scale everything by 2 for Android ImGui::GetStyle().ScaleAllSizes(2.0f); @@ -152,9 +160,16 @@ void Gui::Init(GuiWindowInitData windowImpl) { ImGuiWMInit(); ImGuiBackendInit(); +#ifdef __SWITCH__ + ImGui::GetStyle().ScaleAllSizes(2); +#endif CVarClear(CVAR_NEW_FILE_DROPPED); CVarClear(CVAR_DROPPED_FILE); + +#ifdef __SWITCH__ + Switch::ApplyOverclock(); +#endif } void Gui::ImGuiWMInit() { @@ -240,7 +255,7 @@ bool Gui::SupportsViewports() { } #endif -#if defined(__ANDROID__) || defined(__IOS__) +#if defined(__ANDROID__) || defined(__IOS__) || defined(__SWITCH__) return false; #endif @@ -265,7 +280,9 @@ void Gui::Update(WindowEvent event) { case WindowBackend::SDL_OPENGL: case WindowBackend::SDL_METAL: ImGui_ImplSDL2_ProcessEvent(static_cast(event.Sdl.Event)); -#if defined(__ANDROID__) || defined(__IOS__) +#ifdef __SWITCH__ + Ship::Switch::ImGuiProcessEvent(mImGuiIo->WantTextInput); +#elif defined(__ANDROID__) || defined(__IOS__) Ship::Mobile::ImGuiProcessEvent(mImGuiIo->WantTextInput); #endif break; diff --git a/src/window/gui/StatsWindow.cpp b/src/window/gui/StatsWindow.cpp index 081f93bbf..76bfda412 100644 --- a/src/window/gui/StatsWindow.cpp +++ b/src/window/gui/StatsWindow.cpp @@ -26,6 +26,8 @@ void StatsWindow::DrawElement() { ImGui::Text("Platform: iOS"); #elif defined(__APPLE__) ImGui::Text("Platform: macOS"); +#elif defined(__SWITCH__) + ImGui::Text("Platform: Nintendo Switch"); #elif defined(__linux__) ImGui::Text("Platform: Linux"); #else