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38 #define GLFW_INCLUDE_NONE
43 #define GLFW_EXPOSE_NATIVE_WIN32
46 #define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
47 #define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
48 #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
49 #define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
50 #define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
124 if (c > 0 && c < 0x10000)
183 if (install_callbacks)
229 #ifdef __EMSCRIPTEN__
230 const bool focused =
true;
242 double mouse_x, mouse_y;
273 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().");
277 int display_w, display_h;
296 #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
297 #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
298 int axes_count = 0, buttons_count = 0;
319 if (axes_count > 0 && buttons_count > 0)
int KeyMap[ImGuiKey_COUNT]
#define GLFW_KEY_LEFT_ALT
@ ImGuiMouseCursor_ResizeEW
#define GLFW_KEY_PAGE_DOWN
The header of the native access functions.
#define GLFW_CURSOR_DISABLED
#define GLFW_CURSOR_NORMAL
bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow *window, bool install_callbacks)
#define GLFW_CURSOR_HIDDEN
@ ImGuiNavInput_FocusNext
#define GLFW_ARROW_CURSOR
The regular arrow cursor shape.
@ ImGuiConfigFlags_NavEnableGamepad
bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow *window, bool install_callbacks)
@ ImGuiNavInput_TweakSlow
The header of the GLFW 3 API.
@ ImGuiNavInput_TweakFast
ImVec2 DisplayFramebufferScale
void ImGui_ImplGlfw_Shutdown()
static const char * ImGui_ImplGlfw_GetClipboardText(void *user_data)
static bool ImGui_ImplGlfw_Init(GLFWwindow *window, bool install_callbacks, GlfwClientApi client_api)
static GLFWcursor * g_MouseCursors[ImGuiMouseCursor_COUNT]
static GLFWkeyfun g_PrevUserCallbackKey
struct GLFWwindow GLFWwindow
Opaque window object.
float NavInputs[ImGuiNavInput_COUNT]
const char *(* GetClipboardTextFn)(void *user_data)
IMGUI_API ImGuiIO & GetIO()
static GLFWmousebuttonfun g_PrevUserCallbackMousebutton
IMGUI_API ImGuiMouseCursor GetMouseCursor()
void ImGui_ImplGlfw_KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
@ ImGuiNavInput_LStickLeft
#define GLFW_KEY_RIGHT_CONTROL
#define GLFW_KEY_BACKSPACE
@ ImGuiBackendFlags_HasMouseCursors
#define GLFW_KEY_LEFT_SHIFT
GLFWAPI void glfwGetWindowSize(GLFWwindow *window, int *width, int *height)
Retrieves the size of the client area of the specified window.
static GLFWscrollfun g_PrevUserCallbackScroll
static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
GLFWAPI int glfwGetWindowAttrib(GLFWwindow *window, int attrib)
Returns an attribute of the specified window.
#define GLFW_IBEAM_CURSOR
The text input I-beam cursor shape.
#define GLFW_HAND_CURSOR
The hand shape.
ImGuiConfigFlags ConfigFlags
@ ImGuiNavInput_FocusPrev
static void ImGui_ImplGlfw_UpdateMouseCursor()
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
static GlfwClientApi g_ClientApi
@ ImGuiBackendFlags_HasSetMousePos
void ImGui_ImplGlfw_NewFrame()
static bool g_MouseJustPressed[5]
static GLFWwindow * g_Window
static void ImGui_ImplGlfw_SetClipboardText(void *user_data, const char *text)
void ImGui_ImplGlfw_CharCallback(GLFWwindow *window, unsigned int c)
#define GLFW_FOCUSED
Input focus window hint and attribute.
#define IM_ARRAYSIZE(_ARR)
IMGUI_API void AddInputCharacter(ImWchar c)
@ ImGuiMouseCursor_ResizeAll
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
static GLFWcharfun g_PrevUserCallbackChar
#define MAP_BUTTON(NAV_NO, BUTTON_NO)
#define GLFW_KEY_LEFT_CONTROL
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1)
#define GLFW_VRESIZE_CURSOR
The vertical resize arrow shape.
@ ImGuiMouseCursor_ResizeNWSE
const char * BackendPlatformName
#define GLFW_KEY_RIGHT_SUPER
#define GLFW_KEY_RIGHT_SHIFT
#define GLFW_HRESIZE_CURSOR
The horizontal resize arrow shape.
@ ImGuiMouseCursor_ResizeNESW
@ ImGuiMouseCursor_TextInput
#define GLFW_KEY_RIGHT_ALT
GLFWAPI HWND glfwGetWin32Window(GLFWwindow *handle)
@ ImGuiNavInput_LStickDown
@ ImGuiNavInput_LStickRight
GLFWAPI void glfwGetFramebufferSize(GLFWwindow *window, int *width, int *height)
Retrieves the size of the framebuffer of the specified window.
#define GLFW_KEY_LEFT_SUPER
@ ImGuiMouseCursor_ResizeNS
ImGuiBackendFlags BackendFlags
@ ImGuiConfigFlags_NoMouseCursorChange
@ ImGuiBackendFlags_HasGamepad
@ ImGuiNavInput_DpadRight
void(* SetClipboardTextFn)(void *user_data, const char *text)
mvsim
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autogenerated on Wed May 28 2025 02:13:07