source: opengl-game/IMGUI/imgui_impl_glfw.cpp@ e66fd66

feature/imgui-sdl
Last change on this file since e66fd66 was e66fd66, checked in by Dmitry Portnoy <dportnoy@…>, 4 years ago

In OpenGLReference, change all enums to enum classes and update IMGUI to the latest version

  • Property mode set to 100644
File size: 17.4 KB
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1// dear imgui: Platform Binding for GLFW
2// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
3// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
4// (Requires: GLFW 3.1+)
5
6// Implemented features:
7// [X] Platform: Clipboard support.
8// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
9// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
10// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
11
12// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
13// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
14// https://github.com/ocornut/imgui
15
16// CHANGELOG
17// (minor and older changes stripped away, please see git history for details)
18// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
19// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
20// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
21// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
22// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
23// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
24// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
25// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
26// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
27// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
28// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
29// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
30// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
31// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
32// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
33// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
34// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
35// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
36// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
37// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
38// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
39
40#include "imgui.h"
41#include "imgui_impl_glfw.h"
42
43// GLFW
44#include <GLFW/glfw3.h>
45#ifdef _WIN32
46#undef APIENTRY
47#define GLFW_EXPOSE_NATIVE_WIN32
48#include <GLFW/glfw3native.h> // for glfwGetWin32Window
49#endif
50#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
51#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
52#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
53#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
54#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
55#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?
56#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
57#else
58#define GLFW_HAS_NEW_CURSORS (0)
59#endif
60
61// Data
62enum GlfwClientApi
63{
64 GlfwClientApi_Unknown,
65 GlfwClientApi_OpenGL,
66 GlfwClientApi_Vulkan
67};
68static GLFWwindow* g_Window = NULL; // Main window
69static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
70static double g_Time = 0.0;
71static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
72static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
73static bool g_InstalledCallbacks = false;
74
75// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
76static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
77static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
78static GLFWkeyfun g_PrevUserCallbackKey = NULL;
79static GLFWcharfun g_PrevUserCallbackChar = NULL;
80
81static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
82{
83 return glfwGetClipboardString((GLFWwindow*)user_data);
84}
85
86static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
87{
88 glfwSetClipboardString((GLFWwindow*)user_data, text);
89}
90
91void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
92{
93 if (g_PrevUserCallbackMousebutton != NULL)
94 g_PrevUserCallbackMousebutton(window, button, action, mods);
95
96 if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
97 g_MouseJustPressed[button] = true;
98}
99
100void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
101{
102 if (g_PrevUserCallbackScroll != NULL)
103 g_PrevUserCallbackScroll(window, xoffset, yoffset);
104
105 ImGuiIO& io = ImGui::GetIO();
106 io.MouseWheelH += (float)xoffset;
107 io.MouseWheel += (float)yoffset;
108}
109
110void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
111{
112 if (g_PrevUserCallbackKey != NULL)
113 g_PrevUserCallbackKey(window, key, scancode, action, mods);
114
115 ImGuiIO& io = ImGui::GetIO();
116 if (action == GLFW_PRESS)
117 io.KeysDown[key] = true;
118 if (action == GLFW_RELEASE)
119 io.KeysDown[key] = false;
120
121 // Modifiers are not reliable across systems
122 io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
123 io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
124 io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
125#ifdef _WIN32
126 io.KeySuper = false;
127#else
128 io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
129#endif
130}
131
132void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
133{
134 if (g_PrevUserCallbackChar != NULL)
135 g_PrevUserCallbackChar(window, c);
136
137 ImGuiIO& io = ImGui::GetIO();
138 io.AddInputCharacter(c);
139}
140
141static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
142{
143 g_Window = window;
144 g_Time = 0.0;
145
146 // Setup back-end capabilities flags
147 ImGuiIO& io = ImGui::GetIO();
148 io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
149 io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
150 io.BackendPlatformName = "imgui_impl_glfw";
151
152 // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
153 io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
154 io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
155 io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
156 io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
157 io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
158 io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
159 io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
160 io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
161 io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
162 io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
163 io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
164 io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
165 io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
166 io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
167 io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
168 io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
169 io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
170 io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
171 io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
172 io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
173 io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
174 io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
175
176 io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
177 io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
178 io.ClipboardUserData = g_Window;
179#if defined(_WIN32)
180 io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
181#endif
182
183 // Create mouse cursors
184 // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
185 // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
186 // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
187 GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
188 g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
189 g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
190 g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
191 g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
192 g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
193#if GLFW_HAS_NEW_CURSORS
194 g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
195 g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
196 g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
197 g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
198#else
199 g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
200 g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
201 g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
202 g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
203#endif
204 glfwSetErrorCallback(prev_error_callback);
205
206 // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
207 g_PrevUserCallbackMousebutton = NULL;
208 g_PrevUserCallbackScroll = NULL;
209 g_PrevUserCallbackKey = NULL;
210 g_PrevUserCallbackChar = NULL;
211 if (install_callbacks)
212 {
213 g_InstalledCallbacks = true;
214 g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
215 g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
216 g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
217 g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
218 }
219
220 g_ClientApi = client_api;
221 return true;
222}
223
224bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
225{
226 return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
227}
228
229bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
230{
231 return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
232}
233
234void ImGui_ImplGlfw_Shutdown()
235{
236 if (g_InstalledCallbacks)
237 {
238 glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton);
239 glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll);
240 glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey);
241 glfwSetCharCallback(g_Window, g_PrevUserCallbackChar);
242 g_InstalledCallbacks = false;
243 }
244
245 for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
246 {
247 glfwDestroyCursor(g_MouseCursors[cursor_n]);
248 g_MouseCursors[cursor_n] = NULL;
249 }
250 g_ClientApi = GlfwClientApi_Unknown;
251}
252
253static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
254{
255 // Update buttons
256 ImGuiIO& io = ImGui::GetIO();
257 for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
258 {
259 // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
260 io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
261 g_MouseJustPressed[i] = false;
262 }
263
264 // Update mouse position
265 const ImVec2 mouse_pos_backup = io.MousePos;
266 io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
267#ifdef __EMSCRIPTEN__
268 const bool focused = true; // Emscripten
269#else
270 const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0;
271#endif
272 if (focused)
273 {
274 if (io.WantSetMousePos)
275 {
276 glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y);
277 }
278 else
279 {
280 double mouse_x, mouse_y;
281 glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
282 io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
283 }
284 }
285}
286
287static void ImGui_ImplGlfw_UpdateMouseCursor()
288{
289 ImGuiIO& io = ImGui::GetIO();
290 if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
291 return;
292
293 ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
294 if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
295 {
296 // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
297 glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
298 }
299 else
300 {
301 // Show OS mouse cursor
302 // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
303 glfwSetCursor(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
304 glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
305 }
306}
307
308static void ImGui_ImplGlfw_UpdateGamepads()
309{
310 ImGuiIO& io = ImGui::GetIO();
311 memset(io.NavInputs, 0, sizeof(io.NavInputs));
312 if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
313 return;
314
315 // Update gamepad inputs
316 #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
317 #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; }
318 int axes_count = 0, buttons_count = 0;
319 const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
320 const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
321 MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
322 MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
323 MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
324 MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
325 MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
326 MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
327 MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
328 MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
329 MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
330 MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
331 MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
332 MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
333 MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
334 MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
335 MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
336 MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
337 #undef MAP_BUTTON
338 #undef MAP_ANALOG
339 if (axes_count > 0 && buttons_count > 0)
340 io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
341 else
342 io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
343}
344
345void ImGui_ImplGlfw_NewFrame()
346{
347 ImGuiIO& io = ImGui::GetIO();
348 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().");
349
350 // Setup display size (every frame to accommodate for window resizing)
351 int w, h;
352 int display_w, display_h;
353 glfwGetWindowSize(g_Window, &w, &h);
354 glfwGetFramebufferSize(g_Window, &display_w, &display_h);
355 io.DisplaySize = ImVec2((float)w, (float)h);
356 if (w > 0 && h > 0)
357 io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
358
359 // Setup time step
360 double current_time = glfwGetTime();
361 io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
362 g_Time = current_time;
363
364 ImGui_ImplGlfw_UpdateMousePosAndButtons();
365 ImGui_ImplGlfw_UpdateMouseCursor();
366
367 // Update game controllers (if enabled and available)
368 ImGui_ImplGlfw_UpdateGamepads();
369}
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