imgui-bindings 0.1.10-arm64-darwin

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+ require 'ffi'
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+ require 'opengl'
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+ require 'glfw'
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+
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+ require_relative 'imgui'
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+
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+ module ImGui
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+
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+ @@g_BackendPlatformName = FFI::MemoryPointer.from_string("imgui_impl_glfw")
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+
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+ # ImGui::GetCurrentContext().address => ImGui_ImplGlfw_Data
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+ @@g_BackendData = Hash.new
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+
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+ class ImGui_ImplGlfw_Data
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+ attr_accessor :window, :time, :mouseWindow, :mouseCursors, :lastValidMousePos, :installedCallbacks
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+ attr_accessor :prevUserCallbackWindowFocus, :prevUserCallbackCursorPos, :prevUserCallbackCursorEnter, :prevUserCallbackMousebutton, :prevUserCallbackScroll, :prevUserCallbackKey, :prevUserCallbackChar, :prevUserCallbackMonitor
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+
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+ def initialize
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+ @window = nil # GLFWwindow*
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+ @time = 0.0 # double
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+ @mouseWindow = nil # GLFWwindow*
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+ @mouseCursors = Array.new(ImGuiMouseCursor_COUNT) { 0 } # GLFWcursor*
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+ @lastValidMousePos = ImVec2.create # ImVec2
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+ @installedCallbacks = false # bool
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+
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+ # Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
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+ @prevUserCallbackWindowFocus = nil # GLFWwindowfocusfun
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+ @prevUserCallbackCursorPos = nil # GLFWcursorposfun
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+ @prevUserCallbackCursorEnter = nil # GLFWcursorenterfun
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+ @prevUserCallbackMousebutton = nil # GLFWmousebuttonfun
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+ @prevUserCallbackScroll = nil # GLFWscrollfun
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+ @prevUserCallbackKey = nil # GLFWkeyfun
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+ @prevUserCallbackChar = nil # GLFWcharfun
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+ @prevUserCallbackMonitor = nil # GLFWmonitorfun
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+ end
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+ end
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+
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+ # Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
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+ # It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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+ # FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
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+ # - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
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+ # (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
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+ # - 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.
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+ # FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
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+ def self.ImGui_ImplGlfw_GetBackendData()
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+ if ImGui::GetCurrentContext() != nil
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+ return @@g_BackendData[ImGui::GetCurrentContext().address]
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+ # io = ImGuiIO.new(ImGui::GetIO())
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+ # return ImGui_ImplGlfw_Data.new(io[:BackendPlatformUserData])
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+ else
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+ nil
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+ end
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+ end
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+
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+ def self.ImGui_ImplGlfw_GetClipboardText(user_data)
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+ glfwGetClipboardString(user_data)
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+ end
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+
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+ def self.ImGui_ImplGlfw_SetClipboardText(user_data, text)
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+ glfwSetClipboardString(user_data, text)
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+ end
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+
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+ def self.ImGui_ImplGlfw_KeyToImGuiKey(key)
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+ case key
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+ when GLFW::KEY_TAB then ImGuiKey_Tab
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+ when GLFW::KEY_LEFT then ImGuiKey_LeftArrow
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+ when GLFW::KEY_RIGHT then ImGuiKey_RightArrow
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+ when GLFW::KEY_UP then ImGuiKey_UpArrow
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+ when GLFW::KEY_DOWN then ImGuiKey_DownArrow
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+ when GLFW::KEY_PAGE_UP then ImGuiKey_PageUp
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+ when GLFW::KEY_PAGE_DOWN then ImGuiKey_PageDown
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+ when GLFW::KEY_HOME then ImGuiKey_Home
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+ when GLFW::KEY_END then ImGuiKey_End
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+ when GLFW::KEY_INSERT then ImGuiKey_Insert
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+ when GLFW::KEY_DELETE then ImGuiKey_Delete
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+ when GLFW::KEY_BACKSPACE then ImGuiKey_Backspace
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+ when GLFW::KEY_SPACE then ImGuiKey_Space
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+ when GLFW::KEY_ENTER then ImGuiKey_Enter
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+ when GLFW::KEY_ESCAPE then ImGuiKey_Escape
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+ when GLFW::KEY_APOSTROPHE then ImGuiKey_Apostrophe
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+ when GLFW::KEY_COMMA then ImGuiKey_Comma
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+ when GLFW::KEY_MINUS then ImGuiKey_Minus
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+ when GLFW::KEY_PERIOD then ImGuiKey_Period
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+ when GLFW::KEY_SLASH then ImGuiKey_Slash
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+ when GLFW::KEY_SEMICOLON then ImGuiKey_Semicolon
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+ when GLFW::KEY_EQUAL then ImGuiKey_Equal
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+ when GLFW::KEY_LEFT_BRACKET then ImGuiKey_LeftBracket
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+ when GLFW::KEY_BACKSLASH then ImGuiKey_Backslash
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+ when GLFW::KEY_RIGHT_BRACKET then ImGuiKey_RightBracket
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+ when GLFW::KEY_GRAVE_ACCENT then ImGuiKey_GraveAccent
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+ when GLFW::KEY_CAPS_LOCK then ImGuiKey_CapsLock
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+ when GLFW::KEY_SCROLL_LOCK then ImGuiKey_ScrollLock
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+ when GLFW::KEY_NUM_LOCK then ImGuiKey_NumLock
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+ when GLFW::KEY_PRINT_SCREEN then ImGuiKey_PrintScreen
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+ when GLFW::KEY_PAUSE then ImGuiKey_Pause
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+ when GLFW::KEY_KP_0 then ImGuiKey_Keypad0
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+ when GLFW::KEY_KP_1 then ImGuiKey_Keypad1
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+ when GLFW::KEY_KP_2 then ImGuiKey_Keypad2
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+ when GLFW::KEY_KP_3 then ImGuiKey_Keypad3
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+ when GLFW::KEY_KP_4 then ImGuiKey_Keypad4
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+ when GLFW::KEY_KP_5 then ImGuiKey_Keypad5
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+ when GLFW::KEY_KP_6 then ImGuiKey_Keypad6
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+ when GLFW::KEY_KP_7 then ImGuiKey_Keypad7
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+ when GLFW::KEY_KP_8 then ImGuiKey_Keypad8
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+ when GLFW::KEY_KP_9 then ImGuiKey_Keypad9
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+ when GLFW::KEY_KP_DECIMAL then ImGuiKey_KeypadDecimal
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+ when GLFW::KEY_KP_DIVIDE then ImGuiKey_KeypadDivide
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+ when GLFW::KEY_KP_MULTIPLY then ImGuiKey_KeypadMultiply
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+ when GLFW::KEY_KP_SUBTRACT then ImGuiKey_KeypadSubtract
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+ when GLFW::KEY_KP_ADD then ImGuiKey_KeypadAdd
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+ when GLFW::KEY_KP_ENTER then ImGuiKey_KeypadEnter
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+ when GLFW::KEY_KP_EQUAL then ImGuiKey_KeypadEqual
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+ when GLFW::KEY_LEFT_SHIFT then ImGuiKey_LeftShift
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+ when GLFW::KEY_LEFT_CONTROL then ImGuiKey_LeftCtrl
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+ when GLFW::KEY_LEFT_ALT then ImGuiKey_LeftAlt
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+ when GLFW::KEY_LEFT_SUPER then ImGuiKey_LeftSuper
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+ when GLFW::KEY_RIGHT_SHIFT then ImGuiKey_RightShift
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+ when GLFW::KEY_RIGHT_CONTROL then ImGuiKey_RightCtrl
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+ when GLFW::KEY_RIGHT_ALT then ImGuiKey_RightAlt
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+ when GLFW::KEY_RIGHT_SUPER then ImGuiKey_RightSuper
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+ when GLFW::KEY_MENU then ImGuiKey_Menu
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+ when GLFW::KEY_0 then ImGuiKey_0
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+ when GLFW::KEY_1 then ImGuiKey_1
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+ when GLFW::KEY_2 then ImGuiKey_2
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+ when GLFW::KEY_3 then ImGuiKey_3
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+ when GLFW::KEY_4 then ImGuiKey_4
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+ when GLFW::KEY_5 then ImGuiKey_5
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+ when GLFW::KEY_6 then ImGuiKey_6
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+ when GLFW::KEY_7 then ImGuiKey_7
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+ when GLFW::KEY_8 then ImGuiKey_8
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+ when GLFW::KEY_9 then ImGuiKey_9
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+ when GLFW::KEY_A then ImGuiKey_A
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+ when GLFW::KEY_B then ImGuiKey_B
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+ when GLFW::KEY_C then ImGuiKey_C
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+ when GLFW::KEY_D then ImGuiKey_D
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+ when GLFW::KEY_E then ImGuiKey_E
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+ when GLFW::KEY_F then ImGuiKey_F
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+ when GLFW::KEY_G then ImGuiKey_G
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+ when GLFW::KEY_H then ImGuiKey_H
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+ when GLFW::KEY_I then ImGuiKey_I
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+ when GLFW::KEY_J then ImGuiKey_J
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+ when GLFW::KEY_K then ImGuiKey_K
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+ when GLFW::KEY_L then ImGuiKey_L
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+ when GLFW::KEY_M then ImGuiKey_M
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+ when GLFW::KEY_N then ImGuiKey_N
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+ when GLFW::KEY_O then ImGuiKey_O
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+ when GLFW::KEY_P then ImGuiKey_P
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+ when GLFW::KEY_Q then ImGuiKey_Q
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+ when GLFW::KEY_R then ImGuiKey_R
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+ when GLFW::KEY_S then ImGuiKey_S
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+ when GLFW::KEY_T then ImGuiKey_T
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+ when GLFW::KEY_U then ImGuiKey_U
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+ when GLFW::KEY_V then ImGuiKey_V
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+ when GLFW::KEY_W then ImGuiKey_W
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+ when GLFW::KEY_X then ImGuiKey_X
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+ when GLFW::KEY_Y then ImGuiKey_Y
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+ when GLFW::KEY_Z then ImGuiKey_Z
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+ when GLFW::KEY_F1 then ImGuiKey_F1
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+ when GLFW::KEY_F2 then ImGuiKey_F2
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+ when GLFW::KEY_F3 then ImGuiKey_F3
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+ when GLFW::KEY_F4 then ImGuiKey_F4
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+ when GLFW::KEY_F5 then ImGuiKey_F5
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+ when GLFW::KEY_F6 then ImGuiKey_F6
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+ when GLFW::KEY_F7 then ImGuiKey_F7
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+ when GLFW::KEY_F8 then ImGuiKey_F8
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+ when GLFW::KEY_F9 then ImGuiKey_F9
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+ when GLFW::KEY_F10 then ImGuiKey_F10
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+ when GLFW::KEY_F11 then ImGuiKey_F11
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+ when GLFW::KEY_F12 then ImGuiKey_F12
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+ else ImGuiKey_None
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+ end
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+ end
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+
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+ def self.ImGui_ImplGlfw_UpdateKeyModifiers(mods)
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+ io = ImGuiIO.new(ImGui::GetIO())
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+ io.AddKeyEvent(ImGuiMod_Ctrl, (mods & GLFW::MOD_CONTROL) != 0)
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+ io.AddKeyEvent(ImGuiMod_Shift, (mods & GLFW::MOD_SHIFT) != 0)
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+ io.AddKeyEvent(ImGuiMod_Alt, (mods & GLFW::MOD_ALT) != 0)
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+ io.AddKeyEvent(ImGuiMod_Super, (mods & GLFW::MOD_SUPER) != 0)
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+ end
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+
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+ @@ImplGlfw_MouseButtonCallback = GLFW::create_callback(:GLFWmousebuttonfun) do |window, button, action, mods|
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+ bd = ImGui_ImplGlfw_GetBackendData()
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+ unless bd.prevUserCallbackMousebutton.null?
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+ userfunc = Fiddle::Function.new(bd.prevUserCallbackMousebutton, GLFW::GLFWmousebuttonfun_cb_args, GLFW::GLFWmousebuttonfun_cb_retval)
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+ userfunc.call(window, button, action, mods)
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+ end
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+
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+ ImGui_ImplGlfw_UpdateKeyModifiers(mods)
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+
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+ io = ImGuiIO.new(ImGui::GetIO())
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+ if button >= 0 && button < ImGuiMouseButton_COUNT
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+ io.AddMouseButtonEvent(button, action == GLFW::PRESS)
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+ end
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+ end
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+
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+ @@ImplGlfw_ScrollCallback = GLFW::create_callback(:GLFWscrollfun) do |window, xoffset, yoffset|
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+ bd = ImGui_ImplGlfw_GetBackendData()
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+ unless bd.prevUserCallbackScroll.null?
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+ userfunc = Fiddle::Function.new(bd.prevUserCallbackScroll, GLFW::GLFWscrollfun_cb_args, GLFW::GLFWscrollfun_cb_retval)
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+ userfunc.call(window, xoffset, yoffset)
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+ end
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+
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+ io = ImGuiIO.new(ImGui::GetIO())
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+ io.AddMouseWheelEvent(xoffset.to_f, yoffset.to_f)
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+ end
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+
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+ def self.ImGui_ImplGlfw_TranslateUntranslatedKey(key, scancode)
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+
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+ # GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
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+ # (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)
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+ # See https://github.com/glfw/glfw/issues/1502 for details.
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+ # Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
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+ # This won't cover edge cases but this is at least going to cover common cases.
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+ return key if key >= GLFW::KEY_KP_0 && key <= GLFW::KEY_KP_EQUAL
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+
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+ key_name_ptr = GLFW.GetKeyName(key, scancode)
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+ unless key_name_ptr.null?
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+ key_name = key_name_ptr.to_s
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+ if key_name[0] != 0 && key_name[1] == 0
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+ char_names = "`-=[]\\,;\'./".chars
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+ 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]
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+
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+ if key_name[0] >= '0' && key_name[0] <= '9'
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+ key = GLFW::KEY_0 + (key_name[0] - '0')
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+ elsif key_name[0] >= 'A' && key_name[0] <= 'Z'
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+ key = GLFW::KEY_A + (key_name[0] - 'A')
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+ elsif char_names.include? key_name[0]
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+ key = char_keys[char_names.index(key_name[0])]
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+ end
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+ end
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+ end
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+
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+ return key
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+ end
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+
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+ @@ImplGlfw_KeyCallback = GLFW::create_callback(:GLFWkeyfun) do |window, keycode, scancode, action, mods|
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+ bd = ImGui_ImplGlfw_GetBackendData()
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+ unless bd.prevUserCallbackKey.null?
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+ userfunc = Fiddle::Function.new(bd.prevUserCallbackKey, GLFW::GLFWkeyfun_cb_args, GLFW::GLFWkeyfun_cb_retval)
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+ userfunc.call(window, keycode, scancode, action, mods)
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+ end
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+
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+ return if (action != GLFW::PRESS && action != GLFW::RELEASE)
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+
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+ ImGui_ImplGlfw_UpdateKeyModifiers(mods)
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+
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+ keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode)
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+
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+ io = ImGuiIO.new(ImGui::GetIO())
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+ imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode)
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+ io.AddKeyEvent(imgui_key, (action == GLFW::PRESS))
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+ io.SetKeyEventNativeData(imgui_key, keycode, scancode) # To support legacy indexing (<1.87 user code)
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+ end
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+
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+ @@ImplGlfw_WindowFocusCallback = GLFW::create_callback(:GLFWwindowfocusfun) do |window, focused|
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+ bd = ImGui_ImplGlfw_GetBackendData()
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+ unless bd.prevUserCallbackWindowFocus.null?
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+ userfunc = Fiddle::Function.new(bd.prevUserCallbackWindowFocus, GLFW::GLFWwindowfocusfun_cb_args, GLFW::GLFWwindowfocusfun_cb_retval)
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+ userfunc.call(window, focused)
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+ end
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+
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+ io = ImGuiIO.new(ImGui::GetIO())
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+ io.AddFocusEvent(focused != 0)
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+ end
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+
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+ @@ImplGlfw_CursorPosCallback = GLFW::create_callback(:GLFWcursorposfun) do |window, x, y|
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+ bd = ImGui_ImplGlfw_GetBackendData()
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+ unless bd.prevUserCallbackCursorPos.null?
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+ userfunc = Fiddle::Function.new(bd.prevUserCallbackCursorPos, GLFW::GLFWcursorposfun_cb_args, GLFW::GLFWcursorposfun_cb_retval)
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+ userfunc.call(window, x, y)
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+ end
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+
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+ io = ImGuiIO.new(ImGui::GetIO())
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+ io.AddMousePosEvent(x.to_f, y.to_f)
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+ bd.lastValidMousePos[:x] = x.to_f
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+ bd.lastValidMousePos[:y] = y.to_f
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+ end
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+
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+ # Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
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+ # so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
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+ @@ImplGlfw_CursorEnterCallback = GLFW::create_callback(:GLFWcursorenterfun) do |window, entered|
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+ bd = ImGui_ImplGlfw_GetBackendData()
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+ unless bd.prevUserCallbackCursorEnter.null?
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+ userfunc = Fiddle::Function.new(bd.prevUserCallbackCursorEnter, GLFW::GLFWcursorenterfun_cb_args, GLFW::GLFWcursorenterfun_cb_retval)
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+ userfunc.call(window, entered)
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+ end
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+
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+ io = ImGuiIO.new(ImGui::GetIO())
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+ if entered
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+ bd.mouseWindow = window
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+ io.AddMousePosEvent(bd.lastValidMousePos[:x], bd.lastValidMousePos[:y])
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+ elsif !entered && bd.mouseWindow == window
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+ bd.lastValidMousePos[:x] = io[:MousePos][:x]
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+ bd.lastValidMousePos[:y] = io[:MousePos][:y]
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+ bd.mouseWindow = nil
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+ io.AddMousePosEvent(-Float::MAX, -Float::MAX)
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+ end
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+ end
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+
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+ @@ImplGlfw_CharCallback = GLFW::create_callback(:GLFWcharfun) do |window, c|
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+ bd = ImGui_ImplGlfw_GetBackendData()
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+ unless bd.prevUserCallbackChar.null?
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+ bd.prevUserCallbackChar.call(window, c)
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+ end
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+
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+ io = ImGuiIO.new(ImGui::GetIO())
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+ io.AddInputCharacter(c);
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+ end
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+
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+ @@ImplGlfw_MonitorCallback = GLFW::create_callback(:GLFWmonitorfun) do |monitor, event|
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+ # 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.
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+
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+ # bd = ImGui_ImplGlfw_GetBackendData()
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+ # unless bd.prevUserCallbackMonitor.null?
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+ # bd.prevUserCallbackMonitor.call(monitor, event)
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+ # end
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+ end
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+
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+ def self.ImGui_ImplGlfw_InstallCallbacks(window)
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+ bd = ImGui_ImplGlfw_GetBackendData()
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+
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+ bd.prevUserCallbackWindowFocus = GLFW.SetWindowFocusCallback(window, @@ImplGlfw_WindowFocusCallback)
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+ bd.prevUserCallbackCursorEnter = GLFW.SetCursorEnterCallback(window, @@ImplGlfw_CursorEnterCallback)
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+ bd.prevUserCallbackCursorPos = GLFW.SetCursorPosCallback(window, @@ImplGlfw_CursorPosCallback)
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+ bd.prevUserCallbackMousebutton = GLFW.SetMouseButtonCallback(window, @@ImplGlfw_MouseButtonCallback)
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+ bd.prevUserCallbackScroll = GLFW.SetScrollCallback(window, @@ImplGlfw_ScrollCallback)
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+ bd.prevUserCallbackKey = GLFW.SetKeyCallback(window, @@ImplGlfw_KeyCallback)
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+ bd.prevUserCallbackChar = GLFW.SetCharCallback(window, @@ImplGlfw_CharCallback)
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+ bd.prevUserCallbackMonitor = GLFW.SetMonitorCallback(@@ImplGlfw_MonitorCallback)
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+ bd.installedCallbacks = true
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+ end
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+
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+ def self.ImGui_ImplGlfw_RestoreCallbacks(window)
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+ bd = ImGui_ImplGlfw_GetBackendData()
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+ GLFW.SetWindowFocusCallback(window, bd.prevUserCallbackWindowFocus)
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+ GLFW.SetCursorEnterCallback(window, bd.prevUserCallbackCursorEnter)
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+ GLFW.SetCursorPosCallback(window, bd.prevUserCallbackCursorPos)
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+ GLFW.SetMouseButtonCallback(window, bd.prevUserCallbackMousebutton)
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+ GLFW.SetScrollCallback(window, bd.prevUserCallbackScroll)
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+ GLFW.SetKeyCallback(window, bd.prevUserCallbackKey)
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+ GLFW.SetCharCallback(window, bd.prevUserCallbackChar)
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+ GLFW.SetMonitorCallback(bd.prevUserCallbackMonitor)
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+
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+ bd.installedCallbacks = false
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+ bd.prevUserCallbackWindowFocus = nil
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+ bd.prevUserCallbackCursorEnter = nil
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+ bd.prevUserCallbackCursorPos = nil
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+ bd.prevUserCallbackMousebutton = nil
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+ bd.prevUserCallbackScroll = nil
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+ bd.prevUserCallbackKey = nil
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+ bd.prevUserCallbackChar = nil
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+ bd.prevUserCallbackMonitor = nil
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+ end
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+
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+ def self.ImplGlfw_InitForOpenGL(window, install_callbacks)
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+ return ImplGlfw_Init(window, install_callbacks, :GlfwClientApi_OpenGL)
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+ end
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+
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+ def self.ImplGlfw_Shutdown()
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+ bd = ImGui_ImplGlfw_GetBackendData()
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+ io = ImGuiIO.new(ImGui::GetIO())
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+
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+ ImGui_ImplGlfw_RestoreCallbacks(bd.window) if bd.installedCallbacks
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+
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+ ImGuiMouseCursor_COUNT.times do |cursor_n|
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+ GLFW.DestroyCursor(bd.mouseCursors[cursor_n])
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+ bd.mouseCursors[cursor_n] = nil
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+ end
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+
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+ io[:BackendPlatformName] = nil
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+ io[:BackendPlatformUserData] = nil
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+ @@g_BackendData[ImGui::GetCurrentContext()] = nil
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+ end
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+
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+ def self.ImplGlfw_UpdateMouseData()
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+ bd = ImGui_ImplGlfw_GetBackendData()
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+ io = ImGuiIO.new(ImGui::GetIO())
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+
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+ is_app_focused = GLFW.GetWindowAttrib(bd.window, GLFW::FOCUSED) != 0
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+ if is_app_focused
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+ # (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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+ if io[:WantSetMousePos]
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+ GLFW.SetCursorPos(bd.window, io[:MousePos][:x].to_f, io[:MousePos][:y].to_f)
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+ elsif bd.mouseWindow != nil
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+ mouse_x = ' ' * 8
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+ mouse_y = ' ' * 8
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+ GLFW.GetCursorPos(bd.window, mouse_x, mouse_y)
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+ io[:MousePos][:x] = mouse_x.unpack1('d')
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+ io[:MousePos][:y] = mouse_y.unpack1('d')
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+ end
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+ end
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+ end
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+
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+ def self.ImplGlfw_UpdateMouseCursor()
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+ io = ImGuiIO.new(ImGui::GetIO())
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+ bd = ImGui_ImplGlfw_GetBackendData()
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+ return if ((io[:ConfigFlags] & ImGuiConfigFlags_NoMouseCursorChange) || GLFW.GetInputMode(bd.window, GLFW::CURSOR) == GLFW::CURSOR_DISABLED)
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+
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+ imgui_cursor = ImGui::GetMouseCursor()
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+ if imgui_cursor == ImGuiMouseCursor_None || io[:MouseDrawCursor]
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+ # Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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+ GLFW.SetInputMode(bd.window, GLFW::CURSOR, GLFW::CURSOR_HIDDEN)
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+ else
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+ # Show OS mouse cursor
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+ # FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
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+ GLFW.SetCursor(bd.window, bd.mouseCursors[imgui_cursor] ? bd.mouseCursors[imgui_cursor] : bd.mouseCursors[ImGuiMouseCursor_Arrow])
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+ GLFW.SetInputMode(bd.window, GLFW::CURSOR, GLFW::CURSOR_NORMAL)
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+ end
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+ end
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+
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+ def self.ImplGlfw_NewFrame()
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+ bd = ImGui_ImplGlfw_GetBackendData()
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+ io = ImGuiIO.new(ImGui::GetIO())
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+ # unless io[:Fonts].IsBuilt()
416
+ # puts "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."
417
+ # end
418
+
419
+ # Setup display size (every frame to accommodate for window resizing)
420
+ w = ' ' * 4
421
+ h = ' ' * 4
422
+ display_w = ' ' * 4
423
+ display_h = ' ' * 4
424
+ GLFW.GetWindowSize(bd.window, w, h)
425
+ GLFW.GetFramebufferSize(bd.window, display_w, display_h)
426
+
427
+ w = w.unpack1('L')
428
+ h = h.unpack1('L')
429
+ io[:DisplaySize][:x] = w
430
+ io[:DisplaySize][:y] = h
431
+
432
+ if w > 0 && h > 0
433
+ io[:DisplayFramebufferScale][:x] = display_w.unpack1('L') / w
434
+ io[:DisplayFramebufferScale][:y] = display_h.unpack1('L') / h
435
+ end
436
+
437
+ # Setup time step
438
+ current_time = GLFW.GetTime()
439
+ io[:DeltaTime] = bd.time > 0.0 ? (current_time - bd.time).to_f : (1.0/60.0)
440
+ bd.time = current_time
441
+
442
+ ImplGlfw_UpdateMouseData()
443
+ ImplGlfw_UpdateMouseCursor()
444
+
445
+ # TODO update gamepads
446
+ # Update game controllers (if enabled and available)
447
+ # ImGui_ImplGlfw_UpdateGamepads();
448
+ end
449
+
450
+ # private
451
+
452
+ def self.ImplGlfw_Init(window, install_callbacks, client_api)
453
+ # Setup backend capabilities flags
454
+ bd = ImGui_ImplGlfw_Data.new
455
+ @@g_BackendData[ImGui::GetCurrentContext().address] = bd
456
+
457
+ io = ImGuiIO.new(ImGui::GetIO())
458
+ io[:BackendPlatformName] = @@g_BackendPlatformName
459
+ io[:BackendFlags] |= ImGuiBackendFlags_HasMouseCursors # We can honor GetMouseCursor() values (optional)
460
+ io[:BackendFlags] |= ImGuiBackendFlags_HasSetMousePos # We can honor io.WantSetMousePos requests (optional, rarely used)
461
+
462
+ bd.window = window
463
+ bd.time = 0.0
464
+
465
+ # [TODO] Support ClipboardText & IME on Windows
466
+ # io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
467
+ # io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
468
+ # io.ClipboardUserData = g_Window;
469
+ # #if defined(_WIN32)
470
+ # io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
471
+ # #endif
472
+
473
+ # GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
474
+
475
+ # Create mouse cursors
476
+ # (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
477
+ # GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
478
+ # Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
479
+ bd.mouseCursors[ImGuiMouseCursor_Arrow] = GLFW.CreateStandardCursor(GLFW::ARROW_CURSOR)
480
+ bd.mouseCursors[ImGuiMouseCursor_TextInput] = GLFW.CreateStandardCursor(GLFW::IBEAM_CURSOR)
481
+ bd.mouseCursors[ImGuiMouseCursor_ResizeNS] = GLFW.CreateStandardCursor(GLFW::VRESIZE_CURSOR)
482
+ bd.mouseCursors[ImGuiMouseCursor_ResizeEW] = GLFW.CreateStandardCursor(GLFW::HRESIZE_CURSOR)
483
+ bd.mouseCursors[ImGuiMouseCursor_Hand] = GLFW.CreateStandardCursor(GLFW::HAND_CURSOR)
484
+
485
+ # GLFW_HAS_NEW_CURSORS == false
486
+ bd.mouseCursors[ImGuiMouseCursor_ResizeAll] = GLFW.CreateStandardCursor(GLFW::ARROW_CURSOR)
487
+ bd.mouseCursors[ImGuiMouseCursor_ResizeNESW] = GLFW.CreateStandardCursor(GLFW::ARROW_CURSOR)
488
+ bd.mouseCursors[ImGuiMouseCursor_ResizeNWSE] = GLFW.CreateStandardCursor(GLFW::ARROW_CURSOR)
489
+ bd.mouseCursors[ImGuiMouseCursor_NotAllowed] = GLFW.CreateStandardCursor(GLFW::ARROW_CURSOR)
490
+
491
+ # glfwSetErrorCallback(prev_error_callback)
492
+
493
+ # Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
494
+ ImGui_ImplGlfw_InstallCallbacks(window) if install_callbacks
495
+
496
+ # @@g_PrevUserCallbackMousebutton = nil
497
+ # @@g_PrevUserCallbackScroll = nil
498
+ # @@g_PrevUserCallbackKey = nil
499
+ # @@g_PrevUserCallbackChar = nil
500
+ # if install_callbacks
501
+ # @@g_PrevUserCallbackCursorEnter = GLFW.SetCursorEnterCallback(window, @@ImGui_ImplGlfw_CursorEnterCallback)
502
+ # @@g_PrevUserCallbackMousebutton = GLFW.SetMouseButtonCallback(window, @@ImplGlfw_MouseButtonCallback)
503
+ # @@g_PrevUserCallbackScroll = GLFW.SetScrollCallback(window, @@ImplGlfw_ScrollCallback)
504
+ # @@g_PrevUserCallbackKey = GLFW.SetKeyCallback(window, @@ImplGlfw_KeyCallback)
505
+ # @@g_PrevUserCallbackChar = GLFW.SetCharCallback(window, @@ImplGlfw_CharCallback)
506
+ # end
507
+
508
+ return true
509
+ end
510
+
511
+ end