Call GLFW functions via a dynamic dispatch table.
This allows us to use GLFW without needing to introduce a link-time dependency on the library, which in turn enables us to get GLFW through Python. PiperOrigin-RevId: 470100999 Change-Id: I27c84ad3310afdbebd582ab0033b6a963ba6307e
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// Copyright 2021 DeepMind Technologies Limited
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "uitools.h"
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#include <stdio.h>
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#include <string.h>
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#include <GLFW/glfw3.h>
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#include "glfw_dispatch.h"
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namespace {
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using ::mujoco::Glfw;
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}
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//------------------------------------ internal GLFW callbacks -------------------------------------
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// update state
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static void uiUpdateState(GLFWwindow* wnd) {
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// extract data from user pointer
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uiUserPointer* ptr = (uiUserPointer*)Glfw().glfwGetWindowUserPointer(wnd);
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mjuiState* state = ptr->state;
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// mouse buttons
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state->left = (Glfw().glfwGetMouseButton(wnd, GLFW_MOUSE_BUTTON_LEFT)==GLFW_PRESS);
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state->right = (Glfw().glfwGetMouseButton(wnd, GLFW_MOUSE_BUTTON_RIGHT)==GLFW_PRESS);
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state->middle = (Glfw().glfwGetMouseButton(wnd, GLFW_MOUSE_BUTTON_MIDDLE)==GLFW_PRESS);
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// keyboard modifiers
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state->control = (Glfw().glfwGetKey(wnd, GLFW_KEY_LEFT_CONTROL)==GLFW_PRESS ||
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Glfw().glfwGetKey(wnd, GLFW_KEY_RIGHT_CONTROL)==GLFW_PRESS);
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state->shift = (Glfw().glfwGetKey(wnd, GLFW_KEY_LEFT_SHIFT)==GLFW_PRESS ||
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Glfw().glfwGetKey(wnd, GLFW_KEY_RIGHT_SHIFT)==GLFW_PRESS);
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state->alt = (Glfw().glfwGetKey(wnd, GLFW_KEY_LEFT_ALT)==GLFW_PRESS ||
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Glfw().glfwGetKey(wnd, GLFW_KEY_RIGHT_ALT)==GLFW_PRESS);
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// swap left and right if Alt
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if (state->alt) {
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int tmp = state->left;
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state->left = state->right;
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state->right = tmp;
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}
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// get mouse position, scale by buffer-to-window ratio
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double x, y;
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Glfw().glfwGetCursorPos(wnd, &x, &y);
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x *= ptr->buffer2window;
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y *= ptr->buffer2window;
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// invert y to match OpenGL convention
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y = state->rect[0].height - y;
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// save
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state->dx = x - state->x;
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state->dy = y - state->y;
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state->x = x;
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state->y = y;
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// find mouse rectangle
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state->mouserect = mjr_findRect(mju_round(x), mju_round(y), state->nrect-1, state->rect+1) + 1;
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}
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// keyboard
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static void uiKeyboard(GLFWwindow* wnd, int key, int scancode, int act, int mods) {
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// release: nothing to do
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if (act==GLFW_RELEASE) {
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return;
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}
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// extract data from user pointer
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uiUserPointer* ptr = (uiUserPointer*)Glfw().glfwGetWindowUserPointer(wnd);
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mjuiState* state = ptr->state;
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// update state
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uiUpdateState(wnd);
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// set key info
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state->type = mjEVENT_KEY;
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state->key = key;
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state->keytime = Glfw().glfwGetTime();
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// application-specific processing
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ptr->uiEvent(state);
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}
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// mouse button
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static void uiMouseButton(GLFWwindow* wnd, int button, int act, int mods) {
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// extract data from user pointer
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uiUserPointer* ptr = (uiUserPointer*)Glfw().glfwGetWindowUserPointer(wnd);
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mjuiState* state = ptr->state;
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// update state
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uiUpdateState(wnd);
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// translate button
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if (button==GLFW_MOUSE_BUTTON_LEFT) {
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button = mjBUTTON_LEFT;
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} else if (button==GLFW_MOUSE_BUTTON_RIGHT) {
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button = mjBUTTON_RIGHT;
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} else {
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button = mjBUTTON_MIDDLE;
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}
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// swap left and right if Alt
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if (Glfw().glfwGetKey(wnd, GLFW_KEY_LEFT_ALT)==GLFW_PRESS ||
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Glfw().glfwGetKey(wnd, GLFW_KEY_RIGHT_ALT)==GLFW_PRESS) {
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if (button==mjBUTTON_LEFT) {
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button = mjBUTTON_RIGHT;
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} else if (button==mjBUTTON_RIGHT) {
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button = mjBUTTON_LEFT;
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}
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}
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// press
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if (act==GLFW_PRESS) {
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// detect doubleclick: 250 ms
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if (button==state->button && Glfw().glfwGetTime()-state->buttontime<0.25) {
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state->doubleclick = 1;
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} else {
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state->doubleclick = 0;
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}
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// set info
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state->type = mjEVENT_PRESS;
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state->button = button;
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state->buttontime = Glfw().glfwGetTime();
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// start dragging
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if (state->mouserect) {
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state->dragbutton = state->button;
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state->dragrect = state->mouserect;
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}
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}
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// release
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else {
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state->type = mjEVENT_RELEASE;
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}
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// application-specific processing
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ptr->uiEvent(state);
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// stop dragging after application processing
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if (state->type==mjEVENT_RELEASE) {
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state->dragrect = 0;
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state->dragbutton = 0;
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}
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}
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// mouse move
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static void uiMouseMove(GLFWwindow* wnd, double xpos, double ypos) {
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// extract data from user pointer
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uiUserPointer* ptr = (uiUserPointer*)Glfw().glfwGetWindowUserPointer(wnd);
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mjuiState* state = ptr->state;
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// no buttons down: nothing to do
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if (!state->left && !state->right && !state->middle) {
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return;
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}
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// update state
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uiUpdateState(wnd);
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// set move info
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state->type = mjEVENT_MOVE;
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// application-specific processing
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ptr->uiEvent(state);
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}
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// scroll
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static void uiScroll(GLFWwindow* wnd, double xoffset, double yoffset) {
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// extract data from user pointer
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uiUserPointer* ptr = (uiUserPointer*)Glfw().glfwGetWindowUserPointer(wnd);
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mjuiState* state = ptr->state;
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// update state
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uiUpdateState(wnd);
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// set scroll info, scale by buffer-to-window ratio
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state->type = mjEVENT_SCROLL;
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state->sx = xoffset * ptr->buffer2window;
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state->sy = yoffset * ptr->buffer2window;
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// application-specific processing
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ptr->uiEvent(state);
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}
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// resize
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static void uiResize(GLFWwindow* wnd, int width, int height) {
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// extract data from user pointer
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uiUserPointer* ptr = (uiUserPointer*)Glfw().glfwGetWindowUserPointer(wnd);
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mjuiState* state = ptr->state;
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// set layout
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ptr->uiLayout(state);
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// update state
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uiUpdateState(wnd);
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// set resize info
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state->type = mjEVENT_RESIZE;
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// stop dragging
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state->dragbutton = 0;
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state->dragrect = 0;
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// application-specific processing (unless called with 0,0 from uiModify)
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if (width && height) {
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ptr->uiEvent(state);
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}
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}
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static void uiRender(GLFWwindow* wnd) {
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uiUserPointer* ptr = (uiUserPointer*)Glfw().glfwGetWindowUserPointer(wnd);
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mjuiState* state = ptr->state;
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ptr->uiRender(state);
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}
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static void uiDrop(GLFWwindow* wnd, int count, const char** paths) {
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uiUserPointer* ptr = (uiUserPointer*)Glfw().glfwGetWindowUserPointer(wnd);
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mjuiState* state = ptr->state;
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ptr->uiDrop(state, count, paths);
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}
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//------------------------------------------- public API -------------------------------------------
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// Compute suitable font scale.
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int uiFontScale(GLFWwindow* wnd) {
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// compute framebuffer-to-window ratio
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int width_win, width_buf, height;
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Glfw().glfwGetWindowSize(wnd, &width_win, &height);
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Glfw().glfwGetFramebufferSize(wnd, &width_buf, &height);
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double b2w = (double)width_buf / (double)width_win;
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// compute PPI
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int width_MM, height_MM;
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Glfw().glfwGetMonitorPhysicalSize(Glfw().glfwGetPrimaryMonitor(), &width_MM, &height_MM);
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int width_vmode = Glfw().glfwGetVideoMode(Glfw().glfwGetPrimaryMonitor())->width;
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double PPI = 25.4 * b2w * (double)width_vmode / (double)width_MM;
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// estimate font scaling, guard against unrealistic PPI
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int fs;
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if (width_buf>width_win) {
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fs = mju_round(b2w * 100);
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} else if (PPI>50 && PPI<350) {
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fs = mju_round(PPI);
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} else {
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fs = 150;
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}
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fs = mju_round(fs * 0.02) * 50;
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fs = mjMIN(300, mjMAX(100, fs));
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return fs;
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}
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// Set internal and user-supplied UI callbacks in GLFW window.
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void uiSetCallback(GLFWwindow* wnd, mjuiState* state,
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uiEventFn uiEvent, uiLayoutFn uiLayout,
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uiRenderFn uiUserRender, uiDropFn uiUserDrop) {
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// make container with user-supplied objects and set window pointer
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uiUserPointer* ptr = (uiUserPointer*) mju_malloc(sizeof(uiUserPointer));
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ptr->state = state;
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ptr->uiEvent = uiEvent;
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ptr->uiLayout = uiLayout;
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ptr->uiRender = uiUserRender;
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ptr->uiDrop = uiUserDrop;
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Glfw().glfwSetWindowUserPointer(wnd, ptr);
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// compute framebuffer-to-window pixel ratio
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int width_win, width_buf, height;
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Glfw().glfwGetWindowSize(wnd, &width_win, &height);
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Glfw().glfwGetFramebufferSize(wnd, &width_buf, &height);
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ptr->buffer2window = (double)width_buf / (double)width_win;
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// set internal callbacks
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Glfw().glfwSetKeyCallback(wnd, uiKeyboard);
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Glfw().glfwSetCursorPosCallback(wnd, uiMouseMove);
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Glfw().glfwSetMouseButtonCallback(wnd, uiMouseButton);
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Glfw().glfwSetScrollCallback(wnd, uiScroll);
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Glfw().glfwSetWindowSizeCallback(wnd, uiResize);
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Glfw().glfwSetWindowRefreshCallback(wnd, uiRender);
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Glfw().glfwSetDropCallback(wnd, uiDrop);
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}
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// Clear UI callbacks in GLFW window.
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void uiClearCallback(GLFWwindow* wnd) {
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// clear container
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if (Glfw().glfwGetWindowUserPointer(wnd)) {
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mju_free(Glfw().glfwGetWindowUserPointer(wnd));
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Glfw().glfwSetWindowUserPointer(wnd, NULL);
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}
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// clear internal callbacks
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Glfw().glfwSetKeyCallback(wnd, NULL);
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Glfw().glfwSetCursorPosCallback(wnd, NULL);
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Glfw().glfwSetMouseButtonCallback(wnd, NULL);
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Glfw().glfwSetScrollCallback(wnd, NULL);
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Glfw().glfwSetWindowSizeCallback(wnd, NULL);
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Glfw().glfwSetWindowRefreshCallback(wnd, NULL);
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Glfw().glfwSetDropCallback(wnd, NULL);
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}
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// Modify UI structure.
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void uiModify(GLFWwindow* wnd, mjUI* ui, mjuiState* state, mjrContext* con) {
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mjui_resize(ui, con);
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mjr_addAux(ui->auxid, ui->width, ui->maxheight, ui->spacing.samples, con);
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uiResize(wnd, 0, 0);
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mjui_update(-1, -1, ui, state, con);
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}
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