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// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features:
// [?] Platform: Clipboard support
// [?] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [?] Platform: Keyboard arrays indexed using
// [?] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
# include "imgui.h"
# include "imgui_impl_x11.h"
# include <X11/X.h>
# include <X11/Xlib.h>
# include <X11/keysym.h>
# include <GL/glew.h>
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# include <ctime>
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// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-08-31: Initial X11 implementation
// X11 Data
static Display * g_Display = nullptr ;
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static Window g_Window = 0 ;
static uint64_t g_Time = 0 ;
static uint64_t g_TicksPerSecond = 0 ;
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static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT ;
static bool g_HasGamepad = false ;
static bool g_WantUpdateHasGamepad = true ;
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bool GetKeyState ( int keysym , char keys [ 32 ] )
{
int keycode = XKeysymToKeycode ( g_Display , keysym ) ;
return keys [ keycode / 8 ] & ( 1 < < keycode % 8 ) ;
}
bool IsKeySys ( int key )
{
switch ( key )
{
case XK_Shift_L : case XK_Shift_R :
case XK_Control_L : case XK_Control_R :
case XK_Alt_L : case XK_Alt_R :
case XK_Super_L : case XK_Super_R :
case XK_Caps_Lock : case XK_Shift_Lock :
case XK_BackSpace : case XK_Delete :
case XK_Left : case XK_Right :
case XK_Up : case XK_Down :
case XK_Prior : case XK_Next :
case XK_Home : case XK_End :
case XK_Insert : case XK_Return :
return true ;
}
return false ;
}
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// Functions
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bool ImGui_ImplX11_Init ( void * display , void * window )
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{
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timespec ts , tsres ;
clock_getres ( CLOCK_MONOTONIC_RAW , & tsres ) ;
clock_gettime ( CLOCK_MONOTONIC_RAW , & ts ) ;
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g_TicksPerSecond = 1000000000.0f / ( static_cast < uint64_t > ( tsres . tv_nsec ) + static_cast < uint64_t > ( tsres . tv_sec ) * 1000000000 ) ;
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g_Time = static_cast < uint64_t > ( ts . tv_nsec ) + static_cast < uint64_t > ( ts . tv_sec ) * 1000000000 ;
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//if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
// return false;
//if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
// return false;
// Setup back-end capabilities flags
g_Display = reinterpret_cast < Display * > ( display ) ;
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g_Window = reinterpret_cast < Window > ( window ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
io . BackendFlags | = ImGuiBackendFlags_HasMouseCursors ; // We can honor GetMouseCursor() values (optional)
io . BackendFlags | = ImGuiBackendFlags_HasSetMousePos ; // We can honor io.WantSetMousePos requests (optional, rarely used)
io . BackendPlatformName = " imgui_impl_x11 " ;
io . ImeWindowHandle = nullptr ;
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
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io . KeyMap [ ImGuiKey_Tab ] = XKeysymToKeycode ( g_Display , XK_Tab ) ;
io . KeyMap [ ImGuiKey_LeftArrow ] = XKeysymToKeycode ( g_Display , XK_Left ) ;
io . KeyMap [ ImGuiKey_RightArrow ] = XKeysymToKeycode ( g_Display , XK_Right ) ;
io . KeyMap [ ImGuiKey_UpArrow ] = XKeysymToKeycode ( g_Display , XK_Up ) ;
io . KeyMap [ ImGuiKey_DownArrow ] = XKeysymToKeycode ( g_Display , XK_Down ) ;
io . KeyMap [ ImGuiKey_PageUp ] = XKeysymToKeycode ( g_Display , XK_Prior ) ;
io . KeyMap [ ImGuiKey_PageDown ] = XKeysymToKeycode ( g_Display , XK_Next ) ;
io . KeyMap [ ImGuiKey_Home ] = XKeysymToKeycode ( g_Display , XK_Home ) ;
io . KeyMap [ ImGuiKey_End ] = XKeysymToKeycode ( g_Display , XK_End ) ;
io . KeyMap [ ImGuiKey_Insert ] = XKeysymToKeycode ( g_Display , XK_Insert ) ;
io . KeyMap [ ImGuiKey_Delete ] = XKeysymToKeycode ( g_Display , XK_Delete ) ;
io . KeyMap [ ImGuiKey_Backspace ] = XKeysymToKeycode ( g_Display , XK_BackSpace ) ;
io . KeyMap [ ImGuiKey_Space ] = XKeysymToKeycode ( g_Display , XK_space ) ;
io . KeyMap [ ImGuiKey_Enter ] = XKeysymToKeycode ( g_Display , XK_Return ) ;
io . KeyMap [ ImGuiKey_Escape ] = XKeysymToKeycode ( g_Display , XK_Escape ) ;
io . KeyMap [ ImGuiKey_A ] = XKeysymToKeycode ( g_Display , XK_A ) ;
io . KeyMap [ ImGuiKey_C ] = XKeysymToKeycode ( g_Display , XK_C ) ;
io . KeyMap [ ImGuiKey_V ] = XKeysymToKeycode ( g_Display , XK_V ) ;
io . KeyMap [ ImGuiKey_X ] = XKeysymToKeycode ( g_Display , XK_X ) ;
io . KeyMap [ ImGuiKey_Y ] = XKeysymToKeycode ( g_Display , XK_Y ) ;
io . KeyMap [ ImGuiKey_Z ] = XKeysymToKeycode ( g_Display , XK_Z ) ;
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return true ;
}
void ImGui_ImplX11_Shutdown ( )
{
g_Display = nullptr ;
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g_Window = 0 ;
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}
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static bool ImGui_ImplX11_UpdateMouseCursor ( )
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{
/*
ImGuiIO & io = ImGui : : GetIO ( ) ;
if ( io . ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange )
return false ;
ImGuiMouseCursor imgui_cursor = ImGui : : GetMouseCursor ( ) ;
if ( imgui_cursor = = ImGuiMouseCursor_None | | io . MouseDrawCursor )
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
: : SetCursor ( NULL ) ;
}
else
{
// Show OS mouse cursor
LPTSTR win32_cursor = IDC_ARROW ;
switch ( imgui_cursor )
{
case ImGuiMouseCursor_Arrow : win32_cursor = IDC_ARROW ; break ;
case ImGuiMouseCursor_TextInput : win32_cursor = IDC_IBEAM ; break ;
case ImGuiMouseCursor_ResizeAll : win32_cursor = IDC_SIZEALL ; break ;
case ImGuiMouseCursor_ResizeEW : win32_cursor = IDC_SIZEWE ; break ;
case ImGuiMouseCursor_ResizeNS : win32_cursor = IDC_SIZENS ; break ;
case ImGuiMouseCursor_ResizeNESW : win32_cursor = IDC_SIZENESW ; break ;
case ImGuiMouseCursor_ResizeNWSE : win32_cursor = IDC_SIZENWSE ; break ;
case ImGuiMouseCursor_Hand : win32_cursor = IDC_HAND ; break ;
}
: : SetCursor ( : : LoadCursor ( NULL , win32_cursor ) ) ;
}
*/
return true ;
}
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static void ImGui_ImplX11_UpdateMousePos ( )
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{
ImGuiIO & io = ImGui : : GetIO ( ) ;
// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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if ( io . WantSetMousePos )
{
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// POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
// ::ClientToScreen(g_hWnd, &pos);
// ::SetCursorPos(pos.x, pos.y);
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}
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// Set mouse position
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Window unused_window ;
int rx , ry , x , y ;
unsigned int mask ;
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XQueryPointer ( g_Display , g_Window , & unused_window , & unused_window , & rx , & ry , & x , & y , & mask ) ;
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io . MousePos = ImVec2 ( ( float ) x , ( float ) y ) ;
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}
// Gamepad navigation mapping
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static void ImGui_ImplX11_UpdateGamepads ( )
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{
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/* TODO: support linux gamepad ?
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ImGuiIO & io = ImGui : : GetIO ( ) ;
memset ( io . NavInputs , 0 , sizeof ( io . NavInputs ) ) ;
if ( ( io . ConfigFlags & ImGuiConfigFlags_NavEnableGamepad ) = = 0 )
return ;
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
if ( g_WantUpdateHasGamepad )
{
XINPUT_CAPABILITIES caps ;
g_HasGamepad = ( XInputGetCapabilities ( 0 , XINPUT_FLAG_GAMEPAD , & caps ) = = ERROR_SUCCESS ) ;
g_WantUpdateHasGamepad = false ;
}
XINPUT_STATE xinput_state ;
io . BackendFlags & = ~ ImGuiBackendFlags_HasGamepad ;
if ( g_HasGamepad & & XInputGetState ( 0 , & xinput_state ) = = ERROR_SUCCESS )
{
const XINPUT_GAMEPAD & gamepad = xinput_state . Gamepad ;
io . BackendFlags | = ImGuiBackendFlags_HasGamepad ;
# define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
# define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
MAP_BUTTON ( ImGuiNavInput_Activate , XINPUT_GAMEPAD_A ) ; // Cross / A
MAP_BUTTON ( ImGuiNavInput_Cancel , XINPUT_GAMEPAD_B ) ; // Circle / B
MAP_BUTTON ( ImGuiNavInput_Menu , XINPUT_GAMEPAD_X ) ; // Square / X
MAP_BUTTON ( ImGuiNavInput_Input , XINPUT_GAMEPAD_Y ) ; // Triangle / Y
MAP_BUTTON ( ImGuiNavInput_DpadLeft , XINPUT_GAMEPAD_DPAD_LEFT ) ; // D-Pad Left
MAP_BUTTON ( ImGuiNavInput_DpadRight , XINPUT_GAMEPAD_DPAD_RIGHT ) ; // D-Pad Right
MAP_BUTTON ( ImGuiNavInput_DpadUp , XINPUT_GAMEPAD_DPAD_UP ) ; // D-Pad Up
MAP_BUTTON ( ImGuiNavInput_DpadDown , XINPUT_GAMEPAD_DPAD_DOWN ) ; // D-Pad Down
MAP_BUTTON ( ImGuiNavInput_FocusPrev , XINPUT_GAMEPAD_LEFT_SHOULDER ) ; // L1 / LB
MAP_BUTTON ( ImGuiNavInput_FocusNext , XINPUT_GAMEPAD_RIGHT_SHOULDER ) ; // R1 / RB
MAP_BUTTON ( ImGuiNavInput_TweakSlow , XINPUT_GAMEPAD_LEFT_SHOULDER ) ; // L1 / LB
MAP_BUTTON ( ImGuiNavInput_TweakFast , XINPUT_GAMEPAD_RIGHT_SHOULDER ) ; // R1 / RB
MAP_ANALOG ( ImGuiNavInput_LStickLeft , gamepad . sThumbLX , - XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE , - 32768 ) ;
MAP_ANALOG ( ImGuiNavInput_LStickRight , gamepad . sThumbLX , + XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE , + 32767 ) ;
MAP_ANALOG ( ImGuiNavInput_LStickUp , gamepad . sThumbLY , + XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE , + 32767 ) ;
MAP_ANALOG ( ImGuiNavInput_LStickDown , gamepad . sThumbLY , - XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE , - 32767 ) ;
# undef MAP_BUTTON
# undef MAP_ANALOG
}
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*/
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}
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void ImGui_ImplX11_NewFrame ( )
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{
ImGuiIO & io = ImGui : : GetIO ( ) ;
IM_ASSERT ( io . Fonts - > IsBuilt ( ) & & " Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame(). " ) ;
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unsigned int width , height ;
Window unused_window ;
int unused_int ;
unsigned int unused_unsigned_int ;
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XGetGeometry ( g_Display , ( Window ) g_Window , & unused_window , & unused_int , & unused_int , & width , & height , & unused_unsigned_int , & unused_unsigned_int ) ;
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io . DisplaySize . x = width ;
io . DisplaySize . y = height ;
timespec ts , tsres ;
clock_gettime ( CLOCK_MONOTONIC_RAW , & ts ) ;
uint64_t current_time = static_cast < uint64_t > ( ts . tv_nsec ) + static_cast < uint64_t > ( ts . tv_sec ) * 1000000000 ;
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io . DeltaTime = ( float ) ( current_time - g_Time ) / g_TicksPerSecond ;
g_Time = current_time ;
// Read keyboard modifiers inputs
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char keys [ 32 ] ;
XQueryKeymap ( g_Display , keys ) ;
io . KeyCtrl = GetKeyState ( XK_Control_L , keys ) ;
io . KeyShift = GetKeyState ( XK_Shift_L , keys ) ;
io . KeyAlt = GetKeyState ( XK_Alt_L , keys ) ;
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io . KeySuper = false ;
// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
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// Update OS mouse position
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ImGui_ImplX11_UpdateMousePos ( ) ;
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/*
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// Update OS mouse cursor with the cursor requested by imgui
ImGuiMouseCursor mouse_cursor = io . MouseDrawCursor ? ImGuiMouseCursor_None : ImGui : : GetMouseCursor ( ) ;
if ( g_LastMouseCursor ! = mouse_cursor )
{
g_LastMouseCursor = mouse_cursor ;
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ImGui_ImplX11_UpdateMouseCursor ( ) ;
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}
*/
// Update game controllers (if enabled and available)
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ImGui_ImplX11_UpdateGamepads ( ) ;
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}
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// Process X11 mouse/keyboard inputs.
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
IMGUI_IMPL_API int ImGui_ImplX11_EventHandler ( XEvent & event )
{
if ( ImGui : : GetCurrentContext ( ) = = NULL )
return 0 ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
switch ( event . type )
{
case ButtonPress :
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case ButtonRelease :
switch ( event . xbutton . button )
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{
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case Button1 :
io . MouseDown [ 0 ] = event . type = = ButtonPress ;
break ;
case Button2 :
io . MouseDown [ 2 ] = event . type = = ButtonPress ;
break ;
case Button3 :
io . MouseDown [ 1 ] = event . type = = ButtonPress ;
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break ;
case Button4 : // Mouse wheel up
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if ( event . type = = ButtonPress )
io . MouseWheel + = 1 ;
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return 0 ;
case Button5 : // Mouse wheel down
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if ( event . type = = ButtonPress )
io . MouseWheel - = 1 ;
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return 0 ;
}
break ;
case KeyPress :
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{
int key = XKeycodeToKeysym ( g_Display , event . xkey . keycode , event . xkey . state & ShiftMask ? 1 : 0 ) ;
if ( IsKeySys ( key ) )
io . KeysDown [ event . xkey . keycode ] = true ;
else
io . AddInputCharacter ( key ) ;
return 0 ;
}
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case KeyRelease :
{
int key = XKeycodeToKeysym ( g_Display , event . xkey . keycode , event . xkey . state & ShiftMask ? 1 : 0 ) ;
if ( IsKeySys ( key ) )
io . KeysDown [ event . xkey . keycode ] = false ;
return 0 ;
}
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}
/*
case WM_DEVICECHANGE :
if ( ( UINT ) wParam = = DBT_DEVNODES_CHANGED )
g_WantUpdateHasGamepad = true ;
return 0 ;
}
*/
return 0 ;
}