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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/backends
parent210404a73706993d197c1290d5a411394e176fbe (diff)
refactor library includes, build file
Diffstat (limited to 'libs/imgui/backends')
-rw-r--r--libs/imgui/backends/imgui_impl_glfw.cpp1006
-rw-r--r--libs/imgui/backends/imgui_impl_glfw.h70
-rw-r--r--libs/imgui/backends/imgui_impl_opengl2.cpp346
-rw-r--r--libs/imgui/backends/imgui_impl_opengl2.h43
4 files changed, 1465 insertions, 0 deletions
diff --git a/libs/imgui/backends/imgui_impl_glfw.cpp b/libs/imgui/backends/imgui_impl_glfw.cpp
new file mode 100644
index 0000000..efb13b1
--- /dev/null
+++ b/libs/imgui/backends/imgui_impl_glfw.cpp
@@ -0,0 +1,1006 @@
+// 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/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/backends/imgui_impl_glfw.h b/libs/imgui/backends/imgui_impl_glfw.h
new file mode 100644
index 0000000..8fa78dd
--- /dev/null
+++ b/libs/imgui/backends/imgui_impl_glfw.h
@@ -0,0 +1,70 @@
+// 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/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/backends/imgui_impl_opengl2.cpp b/libs/imgui/backends/imgui_impl_opengl2.cpp
new file mode 100644
index 0000000..0645302
--- /dev/null
+++ b/libs/imgui/backends/imgui_impl_opengl2.cpp
@@ -0,0 +1,346 @@
+// 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/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/backends/imgui_impl_opengl2.h b/libs/imgui/backends/imgui_impl_opengl2.h
new file mode 100644
index 0000000..bb5e70f
--- /dev/null
+++ b/libs/imgui/backends/imgui_impl_opengl2.h
@@ -0,0 +1,43 @@
+// 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/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