75 lines
		
	
	
	
		
			5.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			75 lines
		
	
	
	
		
			5.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
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								// clang-format off
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								// dear imgui: Platform Backend for GLFW
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								// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
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								// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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								// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.)
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								// Implemented features:
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								//  [X] Platform: Clipboard support.
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								//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
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								//  [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 are obsolete since 1.87 and not supported since 1.91.5]
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								//  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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								//  [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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								//  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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								//  [X] Multiple Dear ImGui contexts support.
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								// Missing features or Issues:
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								//  [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
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								//  [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
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								//  [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
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								// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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								// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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								// Learn about Dear ImGui:
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								// - FAQ                  https://dearimgui.com/faq
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								// - Getting Started      https://dearimgui.com/getting-started
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								// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
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								// - Introduction, links and more at the top of imgui.cpp
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								#pragma once
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								#include "imgui.h"      // IMGUI_IMPL_API
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								#ifndef IMGUI_DISABLE
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								struct GLFWwindow;
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								struct GLFWmonitor;
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								// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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								IMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
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								IMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
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								IMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
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								IMGUI_IMPL_API void     ImGui_ImplGlfw_Shutdown();
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								IMGUI_IMPL_API void     ImGui_ImplGlfw_NewFrame();
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								// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL)
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								#ifdef __EMSCRIPTEN__
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								IMGUI_IMPL_API void     ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector);
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								//static inline void    ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0
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								#endif
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								// GLFW callbacks install
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								// - 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.
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								// - 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.
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								IMGUI_IMPL_API void     ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
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								IMGUI_IMPL_API void     ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
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								// GFLW callbacks options:
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								// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
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								IMGUI_IMPL_API void     ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
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								// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)
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								IMGUI_IMPL_API void     ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused);        // Since 1.84
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								IMGUI_IMPL_API void     ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered);        // Since 1.84
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								IMGUI_IMPL_API void     ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y);   // Since 1.87
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								IMGUI_IMPL_API void     ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
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								IMGUI_IMPL_API void     ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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								IMGUI_IMPL_API void     ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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								IMGUI_IMPL_API void     ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
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								IMGUI_IMPL_API void     ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
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								// GLFW helpers
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								IMGUI_IMPL_API void     ImGui_ImplGlfw_Sleep(int milliseconds);
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								IMGUI_IMPL_API float    ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window);
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								IMGUI_IMPL_API float    ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor);
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								#endif // #ifndef IMGUI_DISABLE
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