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-rwxr-xr-xsw/emu/imgui_impl_glfw.cpp470
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diff --git a/sw/emu/imgui_impl_glfw.cpp b/sw/emu/imgui_impl_glfw.cpp
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+// dear imgui: Platform Binding for GLFW
+// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
+// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+// (Requires: GLFW 3.1+)
+
+// Implemented features:
+// [X] Platform: Clipboard support.
+// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
+// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 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"
+#include "imgui_impl_glfw.h"
+
+// GLFW
+#include <GLFW/glfw3.h>
+#ifdef _WIN32
+#undef APIENTRY
+#define GLFW_EXPOSE_NATIVE_WIN32
+#include <GLFW/glfw3native.h> // for glfwGetWin32Window
+#endif
+#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
+#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
+#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
+#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
+#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
+
+
+#pragma comment(lib,"legacy_stdio_definitions.lib")
+// Data
+enum GlfwClientApi
+{
+ GlfwClientApi_Unknown,
+ GlfwClientApi_OpenGL,
+ GlfwClientApi_Vulkan
+};
+static GLFWwindow* g_Window = NULL; // Main window
+static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
+static double g_Time = 0.0;
+static bool g_MouseJustPressed[5] = { false, false, false, false, false };
+static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
+
+// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
+static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
+static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
+static GLFWkeyfun g_PrevUserCallbackKey = NULL;
+static GLFWcharfun g_PrevUserCallbackChar = NULL;
+
+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);
+}
+
+void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
+{
+ if (g_PrevUserCallbackMousebutton != NULL)
+ g_PrevUserCallbackMousebutton(window, button, action, mods);
+
+ if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
+ g_MouseJustPressed[button] = true;
+}
+
+void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
+{
+ if (g_PrevUserCallbackScroll != NULL)
+ g_PrevUserCallbackScroll(window, xoffset, yoffset);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheelH += (float)xoffset;
+ io.MouseWheel += (float)yoffset;
+}
+
+enum EUSBMod {
+ MOD_LCTRL=1,
+ MOD_LSHIFT=2,
+ MOD_LALT=4,
+ MOD_LGUI=8,
+ MOD_RCTRL=16,
+ MOD_RSHIFT=32,
+ MOD_RALT=64,
+ MOD_RGUI=128,
+
+ MOD_LRSHIFT=MOD_LSHIFT+MOD_RSHIFT,
+ MOD_LRCTRL=MOD_LCTRL+MOD_RCTRL,
+ MOD_LRALT=MOD_LALT+MOD_RALT,
+ MOD_LRGUI=MOD_LGUI+MOD_RGUI
+};
+
+unsigned char glfwkey2usb(int glfwkey) {
+ switch (glfwkey) {
+ case GLFW_KEY_A: return 4;
+ case GLFW_KEY_B: return 5;
+ case GLFW_KEY_C: return 6;
+ case GLFW_KEY_D: return 7;
+ case GLFW_KEY_E: return 8;
+ case GLFW_KEY_F: return 9;
+ case GLFW_KEY_G: return 10;
+ case GLFW_KEY_H: return 11;
+ case GLFW_KEY_I: return 12;
+ case GLFW_KEY_J: return 13;
+ case GLFW_KEY_K: return 14;
+ case GLFW_KEY_L: return 15;
+ case GLFW_KEY_M: return 16;
+ case GLFW_KEY_N: return 17;
+ case GLFW_KEY_O: return 18;
+ case GLFW_KEY_P: return 19;
+ case GLFW_KEY_Q: return 20;
+ case GLFW_KEY_R: return 21;
+ case GLFW_KEY_S: return 22;
+ case GLFW_KEY_T: return 23;
+ case GLFW_KEY_U: return 24;
+ case GLFW_KEY_V: return 25;
+ case GLFW_KEY_W: return 26;
+ case GLFW_KEY_X: return 27;
+ case GLFW_KEY_Y: return 28;
+ case GLFW_KEY_Z: return 29;
+ case GLFW_KEY_1: return 30;
+ case GLFW_KEY_2: return 31;
+ case GLFW_KEY_3: return 32;
+ case GLFW_KEY_4: return 33;
+ case GLFW_KEY_5: return 34;
+ case GLFW_KEY_6: return 35;
+ case GLFW_KEY_7: return 36;
+ case GLFW_KEY_8: return 37;
+ case GLFW_KEY_9: return 38;
+ case GLFW_KEY_0: return 39;
+ case GLFW_KEY_ENTER: return 40;
+ case GLFW_KEY_ESCAPE: return 41;
+ case GLFW_KEY_BACKSPACE: return 42;
+ case GLFW_KEY_TAB: return 43;
+ case GLFW_KEY_SPACE: return 44;
+ case GLFW_KEY_MINUS: return 45;
+ case GLFW_KEY_EQUAL: return 46;
+ case GLFW_KEY_LEFT_BRACKET: return 47;
+ case GLFW_KEY_RIGHT_BRACKET: return 48;
+ case GLFW_KEY_WORLD_2: return 50; // on uk its \ |
+ case GLFW_KEY_BACKSLASH: return 49; // on uk its #~
+ case GLFW_KEY_SEMICOLON: return 51;
+ case GLFW_KEY_APOSTROPHE: return 52;
+ case GLFW_KEY_GRAVE_ACCENT: return 53;
+ case GLFW_KEY_COMMA: return 54;
+ case GLFW_KEY_PERIOD: return 55;
+ case GLFW_KEY_SLASH: return 56;
+ case GLFW_KEY_CAPS_LOCK: return 57;
+ case GLFW_KEY_F1: return 58;
+ case GLFW_KEY_F2: return 59;
+ case GLFW_KEY_F3: return 60;
+ case GLFW_KEY_F4: return 61;
+ case GLFW_KEY_F5: return 62;
+ case GLFW_KEY_F6: return 63;
+ case GLFW_KEY_F7: return 64;
+ case GLFW_KEY_F8: return 65;
+ case GLFW_KEY_F9: return 66;
+ case GLFW_KEY_F10: return 67;
+ case GLFW_KEY_F11: return 68;
+ case GLFW_KEY_F12: return 69;
+ case GLFW_KEY_PRINT_SCREEN: return 70;
+ case GLFW_KEY_SCROLL_LOCK: return 71;
+ case GLFW_KEY_PAUSE: return 72;
+ case GLFW_KEY_INSERT: return 73;
+ case GLFW_KEY_HOME: return 74;
+ case GLFW_KEY_PAGE_UP: return 75;
+ case GLFW_KEY_DELETE: return 76;
+ case GLFW_KEY_END: return 77;
+ case GLFW_KEY_PAGE_DOWN: return 78;
+ case GLFW_KEY_RIGHT: return 79;
+ case GLFW_KEY_LEFT: return 80;
+ case GLFW_KEY_DOWN: return 81;
+ case GLFW_KEY_UP: return 82;
+ case GLFW_KEY_NUM_LOCK: return 83;
+ case GLFW_KEY_KP_DIVIDE: return 84;
+ case GLFW_KEY_KP_MULTIPLY: return 85;
+ case GLFW_KEY_KP_SUBTRACT: return 86;
+ case GLFW_KEY_KP_ADD: return 87;
+ case GLFW_KEY_KP_ENTER: return 88;
+ case GLFW_KEY_KP_1: return 89;
+ case GLFW_KEY_KP_2: return 90;
+ case GLFW_KEY_KP_3: return 91;
+ case GLFW_KEY_KP_4: return 92;
+ case GLFW_KEY_KP_5: return 93;
+ case GLFW_KEY_KP_6: return 94;
+ case GLFW_KEY_KP_7: return 95;
+ case GLFW_KEY_KP_8: return 96;
+ case GLFW_KEY_KP_9: return 97;
+ case GLFW_KEY_KP_0: return 98;
+ case GLFW_KEY_KP_DECIMAL: return 99;
+ default: return 0;
+ }
+};
+
+
+//extern "C" void USBKeyEvent(unsigned char mods, unsigned char keys[6]);
+
+void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ if (g_PrevUserCallbackKey != NULL)
+ g_PrevUserCallbackKey(window, key, scancode, action, mods);
+
+ ImGuiIO& io = ImGui::GetIO();
+ if (action == GLFW_PRESS)
+ io.KeysDown[key] = true;
+ if (action == GLFW_RELEASE)
+ io.KeysDown[key] = false;
+
+ // Modifiers are not reliable across systems
+ io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
+ io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
+ io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
+ io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
+
+ if (action==GLFW_REPEAT)
+ return;
+ // usb emulation
+ mods=0;
+ if (io.KeysDown[GLFW_KEY_LEFT_CONTROL]) mods|=1;
+ if (io.KeysDown[GLFW_KEY_LEFT_SHIFT]) mods|=2;
+ if (io.KeysDown[GLFW_KEY_LEFT_ALT]) mods|=4;
+ if (io.KeysDown[GLFW_KEY_LEFT_SUPER]) mods|=8;
+ if (io.KeysDown[GLFW_KEY_RIGHT_CONTROL]) mods|=16;
+ if (io.KeysDown[GLFW_KEY_RIGHT_SHIFT]) mods|=32;
+ if (io.KeysDown[GLFW_KEY_RIGHT_ALT]) mods|=64;
+ if (io.KeysDown[GLFW_KEY_RIGHT_SUPER]) mods|=128;
+ unsigned char keys[6]={};
+ int n=0;
+ for (int i=0;i<GLFW_KEY_LAST && n<6;++i) if (io.KeysDown[i]) { int j=glfwkey2usb(i); if (j) keys[n++]=j; }
+ //USBKeyEvent(mods, keys);
+}
+
+void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
+{
+ if (g_PrevUserCallbackChar != NULL)
+ g_PrevUserCallbackChar(window, c);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddInputCharacter(c);
+}
+
+static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
+{
+ g_Window = window;
+ g_Time = 0.0;
+
+ // Setup back-end capabilities flags
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+ io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
+ io.BackendPlatformName = "imgui_impl_glfw";
+
+ // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
+ io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
+ io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
+ io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
+ io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
+ io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
+ io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
+ io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
+ io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
+ io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
+ io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
+ io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
+ io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
+ io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
+ io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
+ io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
+
+ io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
+ io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
+ io.ClipboardUserData = g_Window;
+#if defined(_WIN32)
+ io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
+#endif
+
+ g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+ g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
+ g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
+ g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
+ g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
+ g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
+ g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
+ g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
+
+ // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
+ g_PrevUserCallbackMousebutton = NULL;
+ g_PrevUserCallbackScroll = NULL;
+ g_PrevUserCallbackKey = NULL;
+ g_PrevUserCallbackChar = NULL;
+ if (install_callbacks)
+ {
+ g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
+ g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
+ g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
+ g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
+ }
+
+ g_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);
+}
+
+void ImGui_ImplGlfw_Shutdown()
+{
+ for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+ {
+ glfwDestroyCursor(g_MouseCursors[cursor_n]);
+ g_MouseCursors[cursor_n] = NULL;
+ }
+ g_ClientApi = GlfwClientApi_Unknown;
+}
+
+static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
+{
+ // Update buttons
+ ImGuiIO& io = ImGui::GetIO();
+ for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
+ {
+ // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+ io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
+ g_MouseJustPressed[i] = false;
+ }
+
+ // Update mouse position
+ const ImVec2 mouse_pos_backup = io.MousePos;
+ io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+#ifdef __EMSCRIPTEN__
+ const bool focused = true; // Emscripten
+#else
+ const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0;
+#endif
+ if (focused)
+ {
+ if (io.WantSetMousePos)
+ {
+ glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y);
+ }
+ else
+ {
+ double mouse_x, mouse_y;
+ glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
+ }
+ }
+}
+
+static void ImGui_ImplGlfw_UpdateMouseCursor()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
+ return;
+
+ ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+ if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
+ {
+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+ glfwSetInputMode(g_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(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
+ glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+ }
+}
+
+static void ImGui_ImplGlfw_UpdateGamepads()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ memset(io.NavInputs, 0, sizeof(io.NavInputs));
+ if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
+ return;
+
+ // Update gamepad inputs
+ #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
+ #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
+ 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);
+ MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
+ MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
+ MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
+ MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
+ MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
+ MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
+ MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
+ MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
+ MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
+ MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
+ MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
+ MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
+ MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
+ MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
+ MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
+ MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
+ #undef MAP_BUTTON
+ #undef MAP_ANALOG
+ if (axes_count > 0 && buttons_count > 0)
+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+ else
+ io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+}
+
+void ImGui_ImplGlfw_NewFrame()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
+
+ // Setup display size (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(g_Window, &w, &h);
+ glfwGetFramebufferSize(g_Window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)w, (float)h);
+ if (w > 0 && h > 0)
+ io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
+
+ // Setup time step
+ double current_time = glfwGetTime();
+ io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
+ g_Time = current_time;
+
+ ImGui_ImplGlfw_UpdateMousePosAndButtons();
+ ImGui_ImplGlfw_UpdateMouseCursor();
+
+ // Update game controllers (if enabled and available)
+ ImGui_ImplGlfw_UpdateGamepads();
+}