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authorAldrik Ramaekers <aldrik@mailbox.org>2026-01-09 16:15:27 +0100
committerAldrik Ramaekers <aldrik@mailbox.org>2026-01-09 16:15:27 +0100
commitccacaf0582bcea4a71ec8247ade0fd75e4ca99bf (patch)
treeded2c1096149fee09faa9707aef55fc2af4319f9 /libs/imgui-1.92.1/backends
parent210404a73706993d197c1290d5a411394e176fbe (diff)
refactor library includes, build file
Diffstat (limited to 'libs/imgui-1.92.1/backends')
-rw-r--r--libs/imgui-1.92.1/backends/imgui_impl_glfw.cpp1006
-rw-r--r--libs/imgui-1.92.1/backends/imgui_impl_glfw.h70
-rw-r--r--libs/imgui-1.92.1/backends/imgui_impl_opengl2.cpp346
-rw-r--r--libs/imgui-1.92.1/backends/imgui_impl_opengl2.h43
4 files changed, 0 insertions, 1465 deletions
diff --git a/libs/imgui-1.92.1/backends/imgui_impl_glfw.cpp b/libs/imgui-1.92.1/backends/imgui_impl_glfw.cpp
deleted file mode 100644
index 98e07ce..0000000
--- a/libs/imgui-1.92.1/backends/imgui_impl_glfw.cpp
+++ /dev/null
@@ -1,1006 +0,0 @@
-// 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 are obsolete since 1.87 and not supported since 1.91.5]
-// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
-// [X] Multiple Dear ImGui contexts support.
-// Missing features or Issues:
-// [ ] 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.
-// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
-
-// 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
-
-// About Emscripten support:
-// - Emscripten provides its own GLFW (3.2.1) implementation (syntax: "-sUSE_GLFW=3"), but Joystick is broken and several features are not supported (multiple windows, clipboard, timer, etc.)
-// - A third-party Emscripten GLFW (3.4.0) implementation (syntax: "--use-port=contrib.glfw3") fixes the Joystick issue and implements all relevant features for the browser.
-// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details.
-
-// CHANGELOG
-// (minor and older changes stripped away, please see git history for details)
-// 2025-07-08: Made ImGui_ImplGlfw_GetContentScaleForWindow(), ImGui_ImplGlfw_GetContentScaleForMonitor() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733)
-// 2025-06-18: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069)
-// 2025-06-11: Added ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) and ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) helper to facilitate making DPI-aware apps.
-// 2025-03-10: Map GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 into ImGuiKey_Oem102.
-// 2025-03-03: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled.
-// 2024-08-22: Moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
-// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
-// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
-// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
-// 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one.
-// 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.
-// 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw)
-// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
-// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.
-// 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)
-// 2023-01-04: 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 <GLFW/glfw3.h>
-
-#ifdef _WIN32
-#undef APIENTRY
-#ifndef GLFW_EXPOSE_NATIVE_WIN32
-#define GLFW_EXPOSE_NATIVE_WIN32
-#endif
-#include <GLFW/glfw3native.h> // for glfwGetWin32Window()
-#endif
-#ifdef __APPLE__
-#ifndef GLFW_EXPOSE_NATIVE_COCOA
-#define GLFW_EXPOSE_NATIVE_COCOA
-#endif
-#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
-#endif
-#ifndef _WIN32
-#include <unistd.h> // for usleep()
-#endif
-#include <stdio.h> // for snprintf()
-
-#ifdef __EMSCRIPTEN__
-#include <emscripten.h>
-#include <emscripten/html5.h>
-#ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
-#include <GLFW/emscripten_glfw3.h>
-#else
-#define EMSCRIPTEN_USE_EMBEDDED_GLFW3
-#endif
-#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_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
-#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
-#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()
-
-// Map GLFWWindow* to ImGuiContext*.
-// - Would be simpler if we could use glfwSetWindowUserPointer()/glfwGetWindowUserPointer(), but this is a single and shared resource.
-// - Would be simpler if we could use e.g. std::map<> as well. But we don't.
-// - This is not particularly optimized as we expect size to be small and queries to be rare.
-struct ImGui_ImplGlfw_WindowToContext { GLFWwindow* Window; ImGuiContext* Context; };
-static ImVector<ImGui_ImplGlfw_WindowToContext> g_ContextMap;
-static void ImGui_ImplGlfw_ContextMap_Add(GLFWwindow* window, ImGuiContext* ctx) { g_ContextMap.push_back(ImGui_ImplGlfw_WindowToContext{ window, ctx }); }
-static void ImGui_ImplGlfw_ContextMap_Remove(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) { g_ContextMap.erase_unsorted(&entry); return; } }
-static ImGuiContext* ImGui_ImplGlfw_ContextMap_Get(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) return entry.Context; return nullptr; }
-
-// GLFW data
-enum GlfwClientApi
-{
- GlfwClientApi_Unknown,
- GlfwClientApi_OpenGL,
- GlfwClientApi_Vulkan,
-};
-
-struct ImGui_ImplGlfw_Data
-{
- ImGuiContext* Context;
- GLFWwindow* Window;
- GlfwClientApi ClientApi;
- double Time;
- GLFWwindow* MouseWindow;
- GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
- ImVec2 LastValidMousePos;
- bool InstalledCallbacks;
- bool CallbacksChainForAllWindows;
- char BackendPlatformName[32];
-#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
- const char* CanvasSelector;
-#endif
-
- // 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.
-namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); }
-static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
-{
- // Get data for current context
- return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
-}
-static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData(GLFWwindow* window)
-{
- // Get data for a given GLFW window, regardless of current context (since GLFW events are sent together)
- ImGuiContext* ctx = ImGui_ImplGlfw_ContextMap_Get(window);
- return (ImGui_ImplGlfw_Data*)ImGui::GetIO(ctx).BackendPlatformUserData;
-}
-
-// Functions
-
-// Not static to allow third-party code to use that if they want to (but undocumented)
-ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode);
-ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
-{
- IM_UNUSED(scancode);
- switch (keycode)
- {
- 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_WORLD_1: return ImGuiKey_Oem102;
- case GLFW_KEY_WORLD_2: return ImGuiKey_Oem102;
- 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(ImGuiIO& io, GLFWwindow* window)
-{
- 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(ImGui_ImplGlfw_Data* bd, GLFWwindow* window)
-{
- 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(window);
-
- if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
- bd->PrevUserCallbackMousebutton(window, button, action, mods);
-
- ImGuiIO& io = ImGui::GetIO(bd->Context);
- ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
- 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(window);
- if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
- bd->PrevUserCallbackScroll(window, xoffset, yoffset);
-
-#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
- // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
- return;
-#endif
-
- ImGuiIO& io = ImGui::GetIO(bd->Context);
- io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
-}
-
-// FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()?
-static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
-{
-#if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
- // 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_USE_EMBEDDED_GLFW3) // 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(window);
- if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
- bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
-
- if (action != GLFW_PRESS && action != GLFW_RELEASE)
- return;
-
- ImGuiIO& io = ImGui::GetIO(bd->Context);
- ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
-
- keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
-
- ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode);
- 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(window);
- if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
- bd->PrevUserCallbackWindowFocus(window, focused);
-
- ImGuiIO& io = ImGui::GetIO(bd->Context);
- io.AddFocusEvent(focused != 0);
-}
-
-void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
- if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
- bd->PrevUserCallbackCursorPos(window, x, y);
-
- ImGuiIO& io = ImGui::GetIO(bd->Context);
- 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(window);
- if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
- bd->PrevUserCallbackCursorEnter(window, entered);
-
- ImGuiIO& io = ImGui::GetIO(bd->Context);
- 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(window);
- if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
- bd->PrevUserCallbackChar(window, c);
-
- ImGuiIO& io = ImGui::GetIO(bd->Context);
- io.AddInputCharacter(c);
-}
-
-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.
-}
-
-#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
-static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void* user_data)
-{
- // Mimic Emscripten_HandleWheel() in SDL.
- // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
- ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
- 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(bd->Context);
- 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
-// 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.
-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_Data*)::GetPropA(hWnd, "IMGUI_BACKEND_DATA");
- ImGuiIO& io = ImGui::GetIO(bd->Context);
-
- switch (msg)
- {
- 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:
- io.AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
- break;
- default: break;
- }
- return ::CallWindowProcW(bd->PrevWndProc, hWnd, msg, wParam, lParam);
-}
-#endif
-
-void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
- 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(window);
- 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;
-}
-
-#ifdef __EMSCRIPTEN__
-#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
-void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); }
-#else
-EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
-#endif
-#endif
-
-static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
-{
- ImGuiIO& io = ImGui::GetIO();
- IMGUI_CHECKVERSION();
- 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)();
- snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_glfw (%d)", GLFW_VERSION_COMBINED);
- io.BackendPlatformUserData = (void*)bd;
- io.BackendPlatformName = bd->BackendPlatformName;
- io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
- io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
-
- bd->Context = ImGui::GetCurrentContext();
- bd->Window = window;
- bd->Time = 0.0;
- ImGui_ImplGlfw_ContextMap_Add(window, bd->Context);
-
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
-#if GLFW_VERSION_COMBINED < 3300
- platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window, text); };
- platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window); };
-#else
- platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); };
- platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); };
-#endif
-
-#ifdef __EMSCRIPTEN__
- platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
-#endif
-
- // 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);
-
- // 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
-
- // Windows: register a WndProc hook so we can intercept some messages.
-#ifdef _WIN32
- HWND hwnd = (HWND)main_viewport->PlatformHandleRaw;
- ::SetPropA(hwnd, "IMGUI_BACKEND_DATA", bd);
- bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
- IM_ASSERT(bd->PrevWndProc != nullptr);
- ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
-#endif
-
- // Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime
- // to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten).
-#ifdef __EMSCRIPTEN__
-#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
- if (emscripten::glfw3::IsRuntimePlatformApple())
- {
- io.ConfigMacOSXBehaviors = true;
-
- // Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used.
- // This means that Meta + V only registers a single key-press, even if the keys are held.
- // This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself.
- // See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key
- emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10);
- }
-#endif
-#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();
-
- if (bd->InstalledCallbacks)
- ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
-#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
- if (bd->CanvasSelector)
- emscripten_set_wheel_callback(bd->CanvasSelector, 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();
- ::SetPropA((HWND)main_viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", nullptr);
- ::SetWindowLongPtrW((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);
- ImGui_ImplGlfw_ContextMap_Remove(bd->Window);
- IM_DELETE(bd);
-}
-
-static void ImGui_ImplGlfw_UpdateMouseData()
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- ImGuiIO& io = ImGui::GetIO();
-
- // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
- {
- GLFWwindow* window = bd->Window;
-#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
- 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 io.ConfigNavMoveSetMousePos is enabled by user)
- if (io.WantSetMousePos)
- glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.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);
- bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
- io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
- }
- }
- }
-}
-
-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();
- // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
- {
- GLFWwindow* window = bd->Window;
- 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, but see #8075
- return;
-
- io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
-#if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
- 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
-}
-
-// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend.
-// - Apple platforms use FramebufferScale so we always return 1.0f.
-// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle.
-float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window)
-{
-#if GLFW_HAS_PER_MONITOR_DPI && !(defined(__APPLE__) || defined(__EMSCRIPTEN__) || defined(__ANDROID__))
- float x_scale, y_scale;
- glfwGetWindowContentScale(window, &x_scale, &y_scale);
- return x_scale;
-#else
- IM_UNUSED(window);
- return 1.0f;
-#endif
-}
-
-float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor)
-{
-#if GLFW_HAS_PER_MONITOR_DPI && !(defined(__APPLE__) || defined(__EMSCRIPTEN__) || defined(__ANDROID__))
- float x_scale, y_scale;
- glfwGetMonitorContentScale(monitor, &x_scale, &y_scale);
- return x_scale;
-#else
- IM_UNUSED(monitor);
- return 1.0f;
-#endif
-}
-
-static void ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(GLFWwindow* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
-{
- int w, h;
- int display_w, display_h;
- glfwGetWindowSize(window, &w, &h);
- glfwGetFramebufferSize(window, &display_w, &display_h);
- if (out_size != nullptr)
- *out_size = ImVec2((float)w, (float)h);
- if (out_framebuffer_scale != nullptr)
- *out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / (float)w, (float)display_h / (float)h) : ImVec2(1.0f, 1.0f);
-}
-
-void ImGui_ImplGlfw_NewFrame()
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
-
- // Setup main viewport size (every frame to accommodate for window resizing)
- ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
-
- // 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();
-}
-
-// GLFW doesn't provide a portable sleep function
-void ImGui_ImplGlfw_Sleep(int milliseconds)
-{
-#ifdef _WIN32
- ::Sleep(milliseconds);
-#else
- usleep(milliseconds * 1000);
-#endif
-}
-
-#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
-static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
-{
- ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
- double canvas_width, canvas_height;
- emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
- glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
- return true;
-}
-
-static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data)
-{
- ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
- double canvas_width, canvas_height;
- emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
- glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
- return true;
-}
-
-// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query.
-// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID.
-void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector)
-{
- IM_ASSERT(canvas_selector != nullptr);
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
-
- bd->CanvasSelector = canvas_selector;
- emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);
- emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback);
-
- // Change the size of the GLFW window according to the size of the canvas
- ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd);
-
- // 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?
- emscripten_set_wheel_callback(bd->CanvasSelector, bd, false, ImGui_ImplEmscripten_WheelCallback);
-}
-#elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)
-// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call
-// by invoking emscripten_glfw_make_canvas_resizable afterward.
-// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation
-void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector)
-{
- GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector));
- IM_ASSERT(window == w); // Sanity check
- IM_UNUSED(w);
- emscripten_glfw_make_canvas_resizable(window, "window", nullptr);
-}
-#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
-
-//-----------------------------------------------------------------------------
-
-#if defined(__clang__)
-#pragma clang diagnostic pop
-#endif
-
-#endif // #ifndef IMGUI_DISABLE
diff --git a/libs/imgui-1.92.1/backends/imgui_impl_glfw.h b/libs/imgui-1.92.1/backends/imgui_impl_glfw.h
deleted file mode 100644
index 80e2b55..0000000
--- a/libs/imgui-1.92.1/backends/imgui_impl_glfw.h
+++ /dev/null
@@ -1,70 +0,0 @@
-// 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.)
-
-// 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 are obsolete since 1.87 and not supported since 1.91.5]
-// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
-// [X] Multiple Dear ImGui contexts support.
-// Missing features or Issues:
-// [ ] 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.
-// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
-
-// 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
-
-#pragma once
-#include "imgui.h" // IMGUI_IMPL_API
-#ifndef IMGUI_DISABLE
-
-struct GLFWwindow;
-struct GLFWmonitor;
-
-// Follow "Getting Started" link and check examples/ folder to learn about using backends!
-IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
-IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
-IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
-IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
-IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
-
-// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL)
-#ifdef __EMSCRIPTEN__
-IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector);
-//static inline void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0
-#endif
-
-// GLFW callbacks install
-// - 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);
-
-// GFLW callbacks options:
-// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
-IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
-
-// GLFW callbacks (individual callbacks to call yourself 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
-IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
-IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
-IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
-IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
-IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
-
-// GLFW helpers
-IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds);
-IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window);
-IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor);
-
-
-#endif // #ifndef IMGUI_DISABLE
diff --git a/libs/imgui-1.92.1/backends/imgui_impl_opengl2.cpp b/libs/imgui-1.92.1/backends/imgui_impl_opengl2.cpp
deleted file mode 100644
index afcafe8..0000000
--- a/libs/imgui-1.92.1/backends/imgui_impl_opengl2.cpp
+++ /dev/null
@@ -1,346 +0,0 @@
-// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
-// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
-
-// Implemented features:
-// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
-// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
-// Missing features or Issues:
-// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
-
-// 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
-
-// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
-// **Prefer using the code in imgui_impl_opengl3.cpp**
-// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
-// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
-// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
-// confuse your GPU driver.
-// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
-
-// CHANGELOG
-// (minor and older changes stripped away, please see git history for details)
-// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL2_CreateFontsTexture() and ImGui_ImplOpenGL2_DestroyFontsTexture().
-// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
-// 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)
-// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
-// 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
-// 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).
-// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
-// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
-// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
-// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
-// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
-// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
-// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
-// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
-// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
-// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
-// 2017-09-01: OpenGL: Save and restore current polygon mode.
-// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
-// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
-
-#include "imgui.h"
-#ifndef IMGUI_DISABLE
-#include "imgui_impl_opengl2.h"
-#include <stdint.h> // intptr_t
-
-// Clang/GCC warnings with -Weverything
-#if defined(__clang__)
-#pragma clang diagnostic push
-#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
-#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
-#endif
-
-// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
-#if defined(_WIN32) && !defined(APIENTRY)
-#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
-#endif
-#if defined(_WIN32) && !defined(WINGDIAPI)
-#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
-#endif
-#if defined(__APPLE__)
-#define GL_SILENCE_DEPRECATION
-#include <OpenGL/gl.h>
-#else
-#include <GL/gl.h>
-#endif
-
-// [Debugging]
-//#define IMGUI_IMPL_OPENGL_DEBUG
-#ifdef IMGUI_IMPL_OPENGL_DEBUG
-#include <stdio.h>
-#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check
-#else
-#define GL_CALL(_CALL) _CALL // Call without error check
-#endif
-
-// OpenGL data
-struct ImGui_ImplOpenGL2_Data
-{
- ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
-};
-
-// Backend data stored in io.BackendRendererUserData 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.
-static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
-{
- return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
-}
-
-// Functions
-bool ImGui_ImplOpenGL2_Init()
-{
- ImGuiIO& io = ImGui::GetIO();
- IMGUI_CHECKVERSION();
- IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
-
- // Setup backend capabilities flags
- ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
- io.BackendRendererUserData = (void*)bd;
- io.BackendRendererName = "imgui_impl_opengl2";
- io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
-
- return true;
-}
-
-void ImGui_ImplOpenGL2_Shutdown()
-{
- ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
- IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
- ImGuiIO& io = ImGui::GetIO();
-
- ImGui_ImplOpenGL2_DestroyDeviceObjects();
- io.BackendRendererName = nullptr;
- io.BackendRendererUserData = nullptr;
- io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures);
- IM_DELETE(bd);
-}
-
-void ImGui_ImplOpenGL2_NewFrame()
-{
- ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
- IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?");
- IM_UNUSED(bd);
-}
-
-static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
-{
- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- //glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_STENCIL_TEST);
- glDisable(GL_LIGHTING);
- glDisable(GL_COLOR_MATERIAL);
- glEnable(GL_SCISSOR_TEST);
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_NORMAL_ARRAY);
- glEnable(GL_TEXTURE_2D);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- glShadeModel(GL_SMOOTH);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
- // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
- // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
- // (DO NOT MODIFY THIS FILE! Add the code in your calling function)
- // GLint last_program;
- // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
- // glUseProgram(0);
- // ImGui_ImplOpenGL2_RenderDrawData(...);
- // glUseProgram(last_program)
- // There are potentially many more states you could need to clear/setup that we can't access from default headers.
- // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
-
- // Setup viewport, orthographic projection matrix
- // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
- GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
-}
-
-// OpenGL2 Render function.
-// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
-// This is in order to be able to run within an OpenGL engine that doesn't do so.
-void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
-{
- // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
- int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
- int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
- if (fb_width == 0 || fb_height == 0)
- return;
-
- // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
- // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
- if (draw_data->Textures != nullptr)
- for (ImTextureData* tex : *draw_data->Textures)
- if (tex->Status != ImTextureStatus_OK)
- ImGui_ImplOpenGL2_UpdateTexture(tex);
-
- // Backup GL state
- GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
- GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
- GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
- GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
- GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
- glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
-
- // Setup desired GL state
- ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
-
- // Will project scissor/clipping rectangles into framebuffer space
- ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
- ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
-
- // Render command lists
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* draw_list = draw_data->CmdLists[n];
- const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
- const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
- glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos)));
- glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv)));
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col)));
-
- for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- // User callback, registered via ImDrawList::AddCallback()
- // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
- if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
- ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
- else
- pcmd->UserCallback(draw_list, pcmd);
- }
- else
- {
- // Project scissor/clipping rectangles into framebuffer space
- ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
- ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
- if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
- continue;
-
- // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
- glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
-
- // Bind texture, Draw
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
- glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);
- }
- }
- }
-
- // Restore modified GL state
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glPopAttrib();
- glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
- glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
- glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
- glShadeModel(last_shade_model);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
-}
-
-void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex)
-{
- if (tex->Status == ImTextureStatus_WantCreate)
- {
- // Create and upload new texture to graphics system
- //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
- IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
- IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
- const void* pixels = tex->GetPixels();
- GLuint gl_texture_id = 0;
-
- // Upload texture to graphics system
- // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
- GLint last_texture;
- GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
- GL_CALL(glGenTextures(1, &gl_texture_id));
- GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_texture_id));
- GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
- GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
- GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP));
- GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP));
- GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
- GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
-
- // Store identifiers
- tex->SetTexID((ImTextureID)(intptr_t)gl_texture_id);
- tex->SetStatus(ImTextureStatus_OK);
-
- // Restore state
- GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
- }
- else if (tex->Status == ImTextureStatus_WantUpdates)
- {
- // Update selected blocks. We only ever write to textures regions which have never been used before!
- // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
- GLint last_texture;
- GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
-
- GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
- GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id));
- GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width));
- for (ImTextureRect& r : tex->Updates)
- GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y)));
- GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
- GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); // Restore state
- tex->SetStatus(ImTextureStatus_OK);
- }
- else if (tex->Status == ImTextureStatus_WantDestroy)
- {
- GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
- glDeleteTextures(1, &gl_tex_id);
-
- // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
- tex->SetTexID(ImTextureID_Invalid);
- tex->SetStatus(ImTextureStatus_Destroyed);
- }
-}
-
-bool ImGui_ImplOpenGL2_CreateDeviceObjects()
-{
- return true;
-}
-
-void ImGui_ImplOpenGL2_DestroyDeviceObjects()
-{
- for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
- if (tex->RefCount == 1)
- {
- tex->SetStatus(ImTextureStatus_WantDestroy);
- ImGui_ImplOpenGL2_UpdateTexture(tex);
- }
-}
-
-//-----------------------------------------------------------------------------
-
-#if defined(__clang__)
-#pragma clang diagnostic pop
-#endif
-
-#endif // #ifndef IMGUI_DISABLE
diff --git a/libs/imgui-1.92.1/backends/imgui_impl_opengl2.h b/libs/imgui-1.92.1/backends/imgui_impl_opengl2.h
deleted file mode 100644
index 014a03a..0000000
--- a/libs/imgui-1.92.1/backends/imgui_impl_opengl2.h
+++ /dev/null
@@ -1,43 +0,0 @@
-// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
-// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
-
-// Implemented features:
-// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
-// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
-// Missing features or Issues:
-// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
-
-// 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
-
-// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
-// **Prefer using the code in imgui_impl_opengl3.cpp**
-// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
-// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
-// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
-// confuse your GPU driver.
-// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
-
-#pragma once
-#include "imgui.h" // IMGUI_IMPL_API
-#ifndef IMGUI_DISABLE
-
-// Follow "Getting Started" link and check examples/ folder to learn about using backends!
-IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
-IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
-IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
-IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
-
-// Called by Init/NewFrame/Shutdown
-IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
-IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
-
-// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
-IMGUI_IMPL_API void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex);
-
-#endif // #ifndef IMGUI_DISABLE