//! This crate provides a winit-based backend platform for imgui-rs. //! //! A backend platform handles window/input device events and manages their state. //! //! # Using the library //! //! There are five things you need to do to use this library correctly: //! //! 1. Initialize a `WinitPlatform` instance //! 2. Attach it to a winit `Window` //! 3. Pass events to the platform (every frame) //! 4. Call frame preparation callback (every frame) //! 5. Call render preparation callback (every frame) //! //! ## Complete example (without a renderer) //! //! ```rust,no_run //! use imgui::Context; //! use imgui_winit_support::{HiDpiMode, WinitPlatform}; //! use std::time::Instant; //! use winit::{Event, EventsLoop, Window, WindowEvent}; //! //! fn main() { //! let mut events_loop = EventsLoop::new(); //! let mut window = Window::new(&events_loop).unwrap(); //! //! let mut imgui = Context::create(); //! // configure imgui-rs Context if necessary //! //! let mut platform = WinitPlatform::init(&mut imgui); // step 1 //! platform.attach_window(imgui.io_mut(), &window, HiDpiMode::Default); // step 2 //! //! let mut last_frame = Instant::now(); //! let mut run = true; //! while run { //! events_loop.poll_events(|event| { //! platform.handle_event(imgui.io_mut(), &window, &event); // step 3 //! //! // application-specific event handling //! // for example: //! if let Event::WindowEvent { event, .. } = event { //! match event { //! WindowEvent::CloseRequested => run = false, //! _ => (), //! } //! } //! }); //! //! platform.prepare_frame(imgui.io_mut(), &window) // step 4 //! .expect("Failed to prepare frame"); //! last_frame = imgui.io_mut().update_delta_time(last_frame); //! let ui = imgui.frame(); //! //! // application-specific rendering *under the UI* //! //! // construct the UI //! //! platform.prepare_render(&ui, &window); // step 5 //! // render the UI with a renderer //! let draw_data = ui.render(); //! // renderer.render(..., draw_data).expect("UI rendering failed"); //! //! // application-specific rendering *over the UI* //! } //! } //! ``` use imgui::{self, BackendFlags, ConfigFlags, Context, ImString, Io, Key, Ui}; use std::cmp::Ordering; use winit::dpi::{LogicalPosition, LogicalSize}; use winit::{ DeviceEvent, ElementState, Event, KeyboardInput, MouseButton, MouseCursor, MouseScrollDelta, TouchPhase, VirtualKeyCode, Window, WindowEvent, }; /// winit backend platform state #[derive(Debug)] pub struct WinitPlatform { hidpi_mode: ActiveHiDpiMode, hidpi_factor: f64, } #[derive(Copy, Clone, Debug, PartialEq)] enum ActiveHiDpiMode { Default, Rounded, Locked, } /// DPI factor handling mode. /// /// Applications that use imgui-rs might want to customize the used DPI factor and not use /// directly the value coming from winit. /// /// **Note: if you use a mode other than default and the DPI factor is adjusted, winit and imgui-rs /// will use different logical coordinates, so be careful if you pass around logical size or /// position values.** #[derive(Copy, Clone, Debug, PartialEq)] pub enum HiDpiMode { /// The DPI factor from winit is used directly without adjustment Default, /// The DPI factor from winit is rounded to an integer value. /// /// This prevents the user interface from becoming blurry with non-integer scaling. Rounded, /// The DPI factor from winit is ignored, and the included value is used instead. /// /// This is useful if you want to force some DPI factor (e.g. 1.0) and not care about the value /// coming from winit. Locked(f64), } impl HiDpiMode { fn apply(&self, hidpi_factor: f64) -> (ActiveHiDpiMode, f64) { match *self { HiDpiMode::Default => (ActiveHiDpiMode::Default, hidpi_factor), HiDpiMode::Rounded => (ActiveHiDpiMode::Rounded, hidpi_factor.round()), HiDpiMode::Locked(value) => (ActiveHiDpiMode::Locked, value), } } } impl WinitPlatform { /// Initializes a winit platform instance and configures imgui. /// /// This function configures imgui-rs in the following ways: /// /// * backend flags are updated /// * keys are configured /// * platform name is set pub fn init(imgui: &mut Context) -> WinitPlatform { let io = imgui.io_mut(); io.backend_flags.insert(BackendFlags::HAS_MOUSE_CURSORS); io.backend_flags.insert(BackendFlags::HAS_SET_MOUSE_POS); io[Key::Tab] = VirtualKeyCode::Tab as _; io[Key::LeftArrow] = VirtualKeyCode::Left as _; io[Key::RightArrow] = VirtualKeyCode::Right as _; io[Key::UpArrow] = VirtualKeyCode::Up as _; io[Key::DownArrow] = VirtualKeyCode::Down as _; io[Key::PageUp] = VirtualKeyCode::PageUp as _; io[Key::PageDown] = VirtualKeyCode::PageDown as _; io[Key::Home] = VirtualKeyCode::Home as _; io[Key::End] = VirtualKeyCode::End as _; io[Key::Insert] = VirtualKeyCode::Insert as _; io[Key::Delete] = VirtualKeyCode::Delete as _; io[Key::Backspace] = VirtualKeyCode::Back as _; io[Key::Space] = VirtualKeyCode::Space as _; io[Key::Enter] = VirtualKeyCode::Return as _; io[Key::Escape] = VirtualKeyCode::Escape as _; io[Key::A] = VirtualKeyCode::A as _; io[Key::C] = VirtualKeyCode::C as _; io[Key::V] = VirtualKeyCode::V as _; io[Key::X] = VirtualKeyCode::X as _; io[Key::Y] = VirtualKeyCode::Y as _; io[Key::Z] = VirtualKeyCode::Z as _; imgui.set_platform_name(Some(ImString::from(format!( "imgui-winit-support {}", env!("CARGO_PKG_VERSION") )))); WinitPlatform { hidpi_mode: ActiveHiDpiMode::Default, hidpi_factor: 1.0, } } /// Attaches the platform instance to a winit window. /// /// This function configures imgui-rs in the following ways: /// /// * framebuffer scale (= DPI factor) is set /// * display size is set pub fn attach_window(&mut self, io: &mut Io, window: &Window, hidpi_mode: HiDpiMode) { let (hidpi_mode, hidpi_factor) = hidpi_mode.apply(window.get_hidpi_factor()); self.hidpi_mode = hidpi_mode; self.hidpi_factor = hidpi_factor; io.display_framebuffer_scale = [hidpi_factor as f32, hidpi_factor as f32]; if let Some(logical_size) = window.get_inner_size() { let logical_size = self.scale_size_from_winit(window, logical_size); io.display_size = [logical_size.width as f32, logical_size.height as f32]; } } /// Returns the current DPI factor. /// /// The value might not be the same as the winit DPI factor (depends on the used DPI mode) pub fn hidpi_factor(&self) -> f64 { self.hidpi_factor } /// Scales a logical size coming from winit using the current DPI mode. /// /// This utility function is useful if you are using a DPI mode other than default, and want /// your application to use the same logical coordinates as imgui-rs. pub fn scale_size_from_winit(&self, window: &Window, logical_size: LogicalSize) -> LogicalSize { match self.hidpi_mode { ActiveHiDpiMode::Default => logical_size, _ => logical_size .to_physical(window.get_hidpi_factor()) .to_logical(self.hidpi_factor), } } /// Scales a logical position coming from winit using the current DPI mode. /// /// This utility function is useful if you are using a DPI mode other than default, and want /// your application to use the same logical coordinates as imgui-rs. pub fn scale_pos_from_winit( &self, window: &Window, logical_pos: LogicalPosition, ) -> LogicalPosition { match self.hidpi_mode { ActiveHiDpiMode::Default => logical_pos, _ => logical_pos .to_physical(window.get_hidpi_factor()) .to_logical(self.hidpi_factor), } } /// Scales a logical position for winit using the current DPI mode. /// /// This utility function is useful if you are using a DPI mode other than default, and want /// your application to use the same logical coordinates as imgui-rs. pub fn scale_pos_for_winit( &self, window: &Window, logical_pos: LogicalPosition, ) -> LogicalPosition { match self.hidpi_mode { ActiveHiDpiMode::Default => logical_pos, _ => logical_pos .to_physical(self.hidpi_factor) .to_logical(window.get_hidpi_factor()), } } /// Handles a winit event. /// /// This function performs the following actions (depends on the event): /// /// * window size / dpi factor changes are applied /// * keyboard state is updated /// * mouse state is updated pub fn handle_event(&mut self, io: &mut Io, window: &Window, event: &Event) { match *event { Event::WindowEvent { window_id, ref event, } if window_id == window.id() => { self.handle_window_event(io, window, event); } // Track key release events outside our window. If we don't do this, // we might never see the release event if some other window gets focus. Event::DeviceEvent { event: DeviceEvent::Key(KeyboardInput { state: ElementState::Released, virtual_keycode: Some(key), .. }), .. } => { io.keys_down[key as usize] = false; match key { VirtualKeyCode::LShift | VirtualKeyCode::RShift => io.key_shift = false, VirtualKeyCode::LControl | VirtualKeyCode::RControl => io.key_ctrl = false, VirtualKeyCode::LAlt | VirtualKeyCode::RAlt => io.key_alt = false, VirtualKeyCode::LWin | VirtualKeyCode::RWin => io.key_super = false, _ => (), } } _ => (), } } fn handle_window_event(&mut self, io: &mut Io, window: &Window, event: &WindowEvent) { match *event { WindowEvent::Resized(logical_size) => { let logical_size = self.scale_size_from_winit(window, logical_size); io.display_size = [logical_size.width as f32, logical_size.height as f32]; } WindowEvent::HiDpiFactorChanged(scale) => { let hidpi_factor = match self.hidpi_mode { ActiveHiDpiMode::Default => scale, ActiveHiDpiMode::Rounded => scale.round(), _ => return, }; // Mouse position needs to be changed while we still have both the old and the new // values if io.mouse_pos[0].is_finite() && io.mouse_pos[1].is_finite() { io.mouse_pos = [ io.mouse_pos[0] * (hidpi_factor / self.hidpi_factor) as f32, io.mouse_pos[1] * (hidpi_factor / self.hidpi_factor) as f32, ]; } self.hidpi_factor = hidpi_factor; io.display_framebuffer_scale = [hidpi_factor as f32, hidpi_factor as f32]; // Window size might change too if we are using DPI rounding if let Some(logical_size) = window.get_inner_size() { let logical_size = self.scale_size_from_winit(window, logical_size); io.display_size = [logical_size.width as f32, logical_size.height as f32]; } } WindowEvent::KeyboardInput { input: KeyboardInput { virtual_keycode: Some(key), state, .. }, .. } => { let pressed = state == ElementState::Pressed; io.keys_down[key as usize] = pressed; match key { VirtualKeyCode::LShift | VirtualKeyCode::RShift => io.key_shift = pressed, VirtualKeyCode::LControl | VirtualKeyCode::RControl => io.key_ctrl = pressed, VirtualKeyCode::LAlt | VirtualKeyCode::RAlt => io.key_alt = pressed, VirtualKeyCode::LWin | VirtualKeyCode::RWin => io.key_super = pressed, _ => (), } } WindowEvent::ReceivedCharacter(ch) => io.add_input_character(ch), WindowEvent::CursorMoved { position, .. } => { let position = self.scale_pos_from_winit(window, position); io.mouse_pos = [position.x as f32, position.y as f32]; } WindowEvent::MouseWheel { delta, phase: TouchPhase::Moved, .. } => match delta { MouseScrollDelta::LineDelta(h, v) => { io.mouse_wheel_h = h; io.mouse_wheel = v; } MouseScrollDelta::PixelDelta(pos) => { match pos.x.partial_cmp(&0.0) { Some(Ordering::Greater) => io.mouse_wheel_h += 1.0, Some(Ordering::Less) => io.mouse_wheel_h -= 1.0, _ => (), } match pos.y.partial_cmp(&0.0) { Some(Ordering::Greater) => io.mouse_wheel += 1.0, Some(Ordering::Less) => io.mouse_wheel -= 1.0, _ => (), } } }, WindowEvent::MouseInput { state, button, .. } => { let pressed = state == ElementState::Pressed; match button { MouseButton::Left => io.mouse_down[0] = pressed, MouseButton::Right => io.mouse_down[1] = pressed, MouseButton::Middle => io.mouse_down[2] = pressed, MouseButton::Other(idx @ 0...4) => io.mouse_down[idx as usize] = pressed, _ => (), } } _ => (), } } /// Frame preparation callback. /// /// Call this before calling the imgui-rs context `frame` function. /// This function performs the following actions: /// /// * mouse cursor is repositioned (if requested by imgui-rs) pub fn prepare_frame(&self, io: &mut Io, window: &Window) -> Result<(), String> { if io.want_set_mouse_pos { let logical_pos = self.scale_pos_for_winit( window, LogicalPosition::new(f64::from(io.mouse_pos[0]), f64::from(io.mouse_pos[1])), ); window.set_cursor_position(logical_pos) } else { Ok(()) } } /// Render preparation callback. /// /// Call this before calling the imgui-rs UI `render_with`/`render` function. /// This function performs the following actions: /// /// * mouse cursor is changed and/or hidden (if requested by imgui-rs) pub fn prepare_render(&self, ui: &Ui, window: &Window) { let io = ui.io(); if !io .config_flags .contains(ConfigFlags::NO_MOUSE_CURSOR_CHANGE) { match ui.mouse_cursor() { Some(mouse_cursor) if !io.mouse_draw_cursor => { window.hide_cursor(false); window.set_cursor(match mouse_cursor { imgui::MouseCursor::Arrow => MouseCursor::Arrow, imgui::MouseCursor::TextInput => MouseCursor::Text, imgui::MouseCursor::ResizeAll => MouseCursor::Move, imgui::MouseCursor::ResizeNS => MouseCursor::NsResize, imgui::MouseCursor::ResizeEW => MouseCursor::EwResize, imgui::MouseCursor::ResizeNESW => MouseCursor::NeswResize, imgui::MouseCursor::ResizeNWSE => MouseCursor::NwseResize, imgui::MouseCursor::Hand => MouseCursor::Hand, }); } _ => window.hide_cursor(true), } } } }