From e52bb147a71d69fe93204566b9a46fc9cbc80f5f Mon Sep 17 00:00:00 2001 From: ocornut Date: Mon, 7 Feb 2022 16:00:13 +0100 Subject: [PATCH] Backends: GLFW: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks(). (#4981) --- backends/imgui_impl_glfw.cpp | 92 +++++++++++++++++++++--------------- backends/imgui_impl_glfw.h | 10 ++-- docs/CHANGELOG.txt | 2 + 3 files changed, 64 insertions(+), 40 deletions(-) diff --git a/backends/imgui_impl_glfw.cpp b/backends/imgui_impl_glfw.cpp index 57012ebad..516aa3c25 100644 --- a/backends/imgui_impl_glfw.cpp +++ b/backends/imgui_impl_glfw.cpp @@ -16,6 +16,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after iniitializing 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+). @@ -68,13 +69,13 @@ #define GLFW_EXPOSE_NATIVE_WIN32 #include // for glfwGetWin32Window #endif -#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_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR +#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_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 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) +#define GLFW_HAS_NEW_CURSORS (0) #endif -#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetGamepadState() new api -#define GLFW_HAS_GET_KEY_NAME (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwGetKeyName() +#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetGamepadState() new api +#define GLFW_HAS_GET_KEY_NAME (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwGetKeyName() // GLFW data enum GlfwClientApi @@ -91,7 +92,7 @@ struct ImGui_ImplGlfw_Data double Time; GLFWwindow* MouseWindow; GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; - ImVec2 LastMousePos; + ImVec2 LastValidMousePos; bool InstalledCallbacks; // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. @@ -339,7 +340,7 @@ void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) ImGuiIO& io = ImGui::GetIO(); io.AddMousePosEvent((float)x, (float)y); - bd->LastMousePos = ImVec2((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, @@ -354,11 +355,11 @@ void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) if (entered) { bd->MouseWindow = window; - io.AddMousePosEvent(bd->LastMousePos.x, bd->LastMousePos.y); + io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y); } else if (!entered && bd->MouseWindow == window) { - bd->LastMousePos = io.MousePos; + bd->LastValidMousePos = io.MousePos; bd->MouseWindow = NULL; io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); } @@ -379,6 +380,48 @@ void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) // Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too. } +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 = NULL; + bd->PrevUserCallbackCursorEnter = NULL; + bd->PrevUserCallbackCursorPos = NULL; + bd->PrevUserCallbackMousebutton = NULL; + bd->PrevUserCallbackScroll = NULL; + bd->PrevUserCallbackKey = NULL; + bd->PrevUserCallbackChar = NULL; + bd->PrevUserCallbackMonitor = NULL; +} + static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) { ImGuiIO& io = ImGui::GetIO(); @@ -427,25 +470,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw glfwSetErrorCallback(prev_error_callback); // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. - bd->PrevUserCallbackWindowFocus = NULL; - bd->PrevUserCallbackCursorEnter = NULL; - bd->PrevUserCallbackMousebutton = NULL; - bd->PrevUserCallbackScroll = NULL; - bd->PrevUserCallbackKey = NULL; - bd->PrevUserCallbackChar = NULL; - bd->PrevUserCallbackMonitor = NULL; if (install_callbacks) - { - bd->InstalledCallbacks = true; - 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); - } + ImGui_ImplGlfw_InstallCallbacks(window); bd->ClientApi = client_api; return true; @@ -473,16 +499,7 @@ void ImGui_ImplGlfw_Shutdown() ImGuiIO& io = ImGui::GetIO(); if (bd->InstalledCallbacks) - { - glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus); - glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter); - glfwSetCursorPosCallback(bd->Window, bd->PrevUserCallbackCursorPos); - glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton); - glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll); - glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey); - glfwSetCharCallback(bd->Window, bd->PrevUserCallbackChar); - glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); - } + ImGui_ImplGlfw_RestoreCallbacks(bd->Window); for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) glfwDestroyCursor(bd->MouseCursors[cursor_n]); @@ -514,6 +531,7 @@ static void ImGui_ImplGlfw_UpdateMouseData() double mouse_x, mouse_y; glfwGetCursorPos(bd->Window, &mouse_x, &mouse_y); io.AddMousePosEvent((float)mouse_x, (float)mouse_y); + bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y); } } } diff --git a/backends/imgui_impl_glfw.h b/backends/imgui_impl_glfw.h index 46585c0a9..58712deef 100644 --- a/backends/imgui_impl_glfw.h +++ b/backends/imgui_impl_glfw.h @@ -29,9 +29,13 @@ IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool ins IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); -// GLFW callbacks -// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any. -// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks. +// GLFW callbacks (installer) +// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any. +// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks. +IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); +IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); + +// GLFW callbacks (individual callbacks to call if you didn't install callbacks) IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84 IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84 IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87 diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index f1de15c2e..f21afcb56 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -134,6 +134,8 @@ Other Changes: - Backends: GLFW: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858) - Backends: GLFW: Retrieve mouse position using glfwSetCursorPosCallback() + fallback when focused but not hovered/captured. - Backends: GLFW: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4858) +- Backends: GLFW: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing + callbacks after iniitializing backend. (#4981) - Backends: Win32: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625) - Backends: Win32: Retrieve mouse position using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback when focused but not hovered/captured. - Backends: Win32: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858)