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authorbitflash-coin <bookofshamers@outlook.com>2026-08-04 06:34:32 -0700
committerbitflash-coin <bookofshamers@outlook.com>2026-08-04 06:34:32 -0700
commit5ce650382352c1503f40abf08129ada69402af55 (patch)
tree6a18198901f1e2c4933f1ac53c9365eec512bf63 /src/imgui/imgui_impl_glfw.h
parentf34113291da7e5e3dc7d2468d4f9c212c05c584b (diff)
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1// dear imgui: Platform Backend for GLFW
2// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
3// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
4// (Requires: GLFW 3.0+. Prefer GLFW 3.3+/3.4+ for full feature support.)
5
6// Implemented features:
7// [X] Platform: Clipboard support.
8// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
9// [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]
10// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
11// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
12// [X] Multiple Dear ImGui contexts support.
13// Missing features or Issues:
14// [ ] Platform: 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.
15// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
16
17// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
18// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
19// Learn about Dear ImGui:
20// - FAQ https://dearimgui.com/faq
21// - Getting Started https://dearimgui.com/getting-started
22// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
23// - Introduction, links and more at the top of imgui.cpp
24
25#pragma once
26#include "imgui.h" // IMGUI_IMPL_API
27#ifndef IMGUI_DISABLE
28
29struct GLFWwindow;
30struct GLFWmonitor;
31
32// Follow "Getting Started" link and check examples/ folder to learn about using backends!
33IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
34IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
35IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
36IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
37IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
38
39// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL)
40#ifdef __EMSCRIPTEN__
41IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector);
42//static inline void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0
43#endif
44
45// GLFW callbacks install
46// - 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.
47// - 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.
48IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
49IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
50
51// GLFW callbacks options:
52// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
53IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
54
55// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)
56IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
57IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
58IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
59IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
60IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
61IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
62IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
63IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
64
65// GLFW helpers
66IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds);
67IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window);
68IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor);
69
70
71#endif // #ifndef IMGUI_DISABLE