| 1 | // dear imgui: Platform Backend for SDL2 |
| 2 | // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) |
| 3 | // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) |
| 4 | // (Prefer SDL 2.0.5+ for full feature support.) |
| 5 | |
| 6 | // Implemented features: |
| 7 | // [X] Platform: Clipboard support. |
| 8 | // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. |
| 9 | // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5] |
| 10 | // [X] Platform: Gamepad support. |
| 11 | // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. |
| 12 | // [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. |
| 13 | // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. |
| 14 | // Missing features or Issues: |
| 15 | // [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows). |
| 16 | // [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). |
| 17 | |
| 18 | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
| 19 | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
| 20 | // Learn about Dear ImGui: |
| 21 | // - FAQ https://dearimgui.com/faq |
| 22 | // - Getting Started https://dearimgui.com/getting-started |
| 23 | // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
| 24 | // - Introduction, links and more at the top of imgui.cpp |
| 25 | |
| 26 | // CHANGELOG |
| 27 | // (minor and older changes stripped away, please see git history for details) |
| 28 | // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. |
| 29 | // 2025-07-08: Made ImGui_ImplSDL2_GetContentScaleForWindow(), ImGui_ImplSDL2_GetContentScaleForDisplay() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733) |
| 30 | // 2025-06-11: Added ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window) and ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index) helper to facilitate making DPI-aware apps. |
| 31 | // 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors. |
| 32 | // 2025-04-09: [Docking] Revert update monitors and work areas information every frame. Only do it on Windows. (#8415, #8558) |
| 33 | // 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561) |
| 34 | // 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set. |
| 35 | // 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) |
| 36 | // 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650) |
| 37 | // 2025-02-25: [Docking] Revert to use SDL_GetDisplayBounds() for WorkPos/WorkRect if SDL_GetDisplayUsableBounds() failed. |
| 38 | // 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode. |
| 39 | // 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415) |
| 40 | // 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. |
| 41 | // 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler. |
| 42 | // 2025-01-20: Made ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_Manual) accept an empty array. |
| 43 | // 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f. |
| 44 | // 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190) |
| 45 | // 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: |
| 46 | // - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn |
| 47 | // - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn |
| 48 | // - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn |
| 49 | // - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn |
| 50 | // 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. |
| 51 | // 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853) |
| 52 | // 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions. |
| 53 | // 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library. |
| 54 | // 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode(). |
| 55 | // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. |
| 56 | // 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306) |
| 57 | // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702) |
| 58 | // 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644) |
| 59 | // 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()). |
| 60 | // 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3. |
| 61 | // 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version). |
| 62 | // 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096) |
| 63 | // 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019) |
| 64 | // 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) |
| 65 | // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. |
| 66 | // 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710) |
| 67 | // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). |
| 68 | // 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations. |
| 69 | // 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). |
| 70 | // 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer. |
| 71 | // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. |
| 72 | // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. |
| 73 | // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). |
| 74 | // 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. |
| 75 | // 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. |
| 76 | // 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. |
| 77 | // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. |
| 78 | // 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST. |
| 79 | // 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+) |
| 80 | // 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary. |
| 81 | // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). |
| 82 | // 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950) |
| 83 | // 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends. |
| 84 | // 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2). |
| 85 | // 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state). |
| 86 | // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. |
| 87 | // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. |
| 88 | // 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). |
| 89 | // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. |
| 90 | // 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. |
| 91 | // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. |
| 92 | // 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. |
| 93 | // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. |
| 94 | // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. |
| 95 | // 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. |
| 96 | // 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. |
| 97 | // 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). |
| 98 | // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. |
| 99 | // 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. |
| 100 | // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. |
| 101 | // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. |
| 102 | // 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). |
| 103 | // 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. |
| 104 | // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. |
| 105 | // 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. |
| 106 | // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. |
| 107 | // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). |
| 108 | // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. |
| 109 | |
| 110 | #include "imgui.h" |
| 111 | #ifndef IMGUI_DISABLE |
| 112 | #include "imgui_impl_sdl2.h" |
| 113 | |
| 114 | // Clang warnings with -Weverything |
| 115 | #if defined(__clang__) |
| 116 | #pragma clang diagnostic push |
| 117 | #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast |
| 118 | #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision |
| 119 | #endif |
| 120 | |
| 121 | // SDL |
| 122 | // (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended) |
| 123 | #include <SDL.h> |
| 124 | #include <SDL_syswm.h> |
| 125 | #include <stdio.h> // for snprintf() |
| 126 | #ifdef __APPLE__ |
| 127 | #include <TargetConditionals.h> |
| 128 | #endif |
| 129 | #ifdef __EMSCRIPTEN__ |
| 130 | #include <emscripten/em_js.h> |
| 131 | #endif |
| 132 | #undef Status // X11 headers are leaking this. |
| 133 | |
| 134 | #if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) |
| 135 | #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 |
| 136 | #else |
| 137 | #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 |
| 138 | #endif |
| 139 | #define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5) |
| 140 | #define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5) |
| 141 | #define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5) |
| 142 | #define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4) |
| 143 | #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) |
| 144 | #define SDL_HAS_DISPLAY_EVENT SDL_VERSION_ATLEAST(2,0,9) |
| 145 | #define SDL_HAS_OPEN_URL SDL_VERSION_ATLEAST(2,0,14) |
| 146 | #define SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT SDL_VERSION_ATLEAST(2,0,18) |
| 147 | #if SDL_HAS_VULKAN |
| 148 | #include <SDL_vulkan.h> |
| 149 | #else |
| 150 | static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; |
| 151 | #endif |
| 152 | |
| 153 | // SDL Data |
| 154 | struct ImGui_ImplSDL2_Data |
| 155 | { |
| 156 | SDL_Window* Window; |
| 157 | Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID. |
| 158 | SDL_Renderer* Renderer; |
| 159 | Uint64 Time; |
| 160 | char* ClipboardTextData; |
| 161 | char BackendPlatformName[48]; |
| 162 | bool UseVulkan; |
| 163 | bool WantUpdateMonitors; |
| 164 | |
| 165 | // Mouse handling |
| 166 | Uint32 MouseWindowID; |
| 167 | int MouseButtonsDown; |
| 168 | SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; |
| 169 | SDL_Cursor* MouseLastCursor; |
| 170 | int MouseLastLeaveFrame; |
| 171 | bool MouseCanUseGlobalState; |
| 172 | bool MouseCanUseCapture; |
| 173 | bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state. |
| 174 | |
| 175 | // Gamepad handling |
| 176 | ImVector<SDL_GameController*> Gamepads; |
| 177 | ImGui_ImplSDL2_GamepadMode GamepadMode; |
| 178 | bool WantUpdateGamepadsList; |
| 179 | |
| 180 | ImGui_ImplSDL2_Data() { memset(s: (void*)this, c: 0, n: sizeof(*this)); } |
| 181 | }; |
| 182 | |
| 183 | // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts |
| 184 | // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. |
| 185 | // FIXME: multi-context support is not well tested and probably dysfunctional in this backend. |
| 186 | // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. |
| 187 | static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() |
| 188 | { |
| 189 | return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; |
| 190 | } |
| 191 | |
| 192 | // Forward Declarations |
| 193 | static void ImGui_ImplSDL2_UpdateMonitors(); |
| 194 | static void ImGui_ImplSDL2_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context); |
| 195 | static void ImGui_ImplSDL2_ShutdownMultiViewportSupport(); |
| 196 | |
| 197 | // Functions |
| 198 | static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*) |
| 199 | { |
| 200 | ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| 201 | if (bd->ClipboardTextData) |
| 202 | SDL_free(mem: bd->ClipboardTextData); |
| 203 | bd->ClipboardTextData = SDL_GetClipboardText(); |
| 204 | return bd->ClipboardTextData; |
| 205 | } |
| 206 | |
| 207 | static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text) |
| 208 | { |
| 209 | SDL_SetClipboardText(text); |
| 210 | } |
| 211 | |
| 212 | // Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow(). |
| 213 | static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) |
| 214 | { |
| 215 | if (data->WantVisible) |
| 216 | { |
| 217 | SDL_Rect r; |
| 218 | r.x = (int)(data->InputPos.x - viewport->Pos.x); |
| 219 | r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight); |
| 220 | r.w = 1; |
| 221 | r.h = (int)data->InputLineHeight; |
| 222 | SDL_SetTextInputRect(rect: &r); |
| 223 | } |
| 224 | } |
| 225 | |
| 226 | // Not static to allow third-party code to use that if they want to (but undocumented) |
| 227 | ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode); |
| 228 | ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode) |
| 229 | { |
| 230 | switch (keycode) |
| 231 | { |
| 232 | case SDLK_TAB: return ImGuiKey_Tab; |
| 233 | case SDLK_LEFT: return ImGuiKey_LeftArrow; |
| 234 | case SDLK_RIGHT: return ImGuiKey_RightArrow; |
| 235 | case SDLK_UP: return ImGuiKey_UpArrow; |
| 236 | case SDLK_DOWN: return ImGuiKey_DownArrow; |
| 237 | case SDLK_PAGEUP: return ImGuiKey_PageUp; |
| 238 | case SDLK_PAGEDOWN: return ImGuiKey_PageDown; |
| 239 | case SDLK_HOME: return ImGuiKey_Home; |
| 240 | case SDLK_END: return ImGuiKey_End; |
| 241 | case SDLK_INSERT: return ImGuiKey_Insert; |
| 242 | case SDLK_DELETE: return ImGuiKey_Delete; |
| 243 | case SDLK_BACKSPACE: return ImGuiKey_Backspace; |
| 244 | case SDLK_SPACE: return ImGuiKey_Space; |
| 245 | case SDLK_RETURN: return ImGuiKey_Enter; |
| 246 | case SDLK_ESCAPE: return ImGuiKey_Escape; |
| 247 | //case SDLK_QUOTE: return ImGuiKey_Apostrophe; |
| 248 | case SDLK_COMMA: return ImGuiKey_Comma; |
| 249 | //case SDLK_MINUS: return ImGuiKey_Minus; |
| 250 | case SDLK_PERIOD: return ImGuiKey_Period; |
| 251 | //case SDLK_SLASH: return ImGuiKey_Slash; |
| 252 | case SDLK_SEMICOLON: return ImGuiKey_Semicolon; |
| 253 | //case SDLK_EQUALS: return ImGuiKey_Equal; |
| 254 | //case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; |
| 255 | //case SDLK_BACKSLASH: return ImGuiKey_Backslash; |
| 256 | //case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; |
| 257 | //case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent; |
| 258 | case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; |
| 259 | case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; |
| 260 | case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; |
| 261 | case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen; |
| 262 | case SDLK_PAUSE: return ImGuiKey_Pause; |
| 263 | case SDLK_KP_0: return ImGuiKey_Keypad0; |
| 264 | case SDLK_KP_1: return ImGuiKey_Keypad1; |
| 265 | case SDLK_KP_2: return ImGuiKey_Keypad2; |
| 266 | case SDLK_KP_3: return ImGuiKey_Keypad3; |
| 267 | case SDLK_KP_4: return ImGuiKey_Keypad4; |
| 268 | case SDLK_KP_5: return ImGuiKey_Keypad5; |
| 269 | case SDLK_KP_6: return ImGuiKey_Keypad6; |
| 270 | case SDLK_KP_7: return ImGuiKey_Keypad7; |
| 271 | case SDLK_KP_8: return ImGuiKey_Keypad8; |
| 272 | case SDLK_KP_9: return ImGuiKey_Keypad9; |
| 273 | case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal; |
| 274 | case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide; |
| 275 | case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; |
| 276 | case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract; |
| 277 | case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd; |
| 278 | case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter; |
| 279 | case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual; |
| 280 | case SDLK_LCTRL: return ImGuiKey_LeftCtrl; |
| 281 | case SDLK_LSHIFT: return ImGuiKey_LeftShift; |
| 282 | case SDLK_LALT: return ImGuiKey_LeftAlt; |
| 283 | case SDLK_LGUI: return ImGuiKey_LeftSuper; |
| 284 | case SDLK_RCTRL: return ImGuiKey_RightCtrl; |
| 285 | case SDLK_RSHIFT: return ImGuiKey_RightShift; |
| 286 | case SDLK_RALT: return ImGuiKey_RightAlt; |
| 287 | case SDLK_RGUI: return ImGuiKey_RightSuper; |
| 288 | case SDLK_APPLICATION: return ImGuiKey_Menu; |
| 289 | case SDLK_0: return ImGuiKey_0; |
| 290 | case SDLK_1: return ImGuiKey_1; |
| 291 | case SDLK_2: return ImGuiKey_2; |
| 292 | case SDLK_3: return ImGuiKey_3; |
| 293 | case SDLK_4: return ImGuiKey_4; |
| 294 | case SDLK_5: return ImGuiKey_5; |
| 295 | case SDLK_6: return ImGuiKey_6; |
| 296 | case SDLK_7: return ImGuiKey_7; |
| 297 | case SDLK_8: return ImGuiKey_8; |
| 298 | case SDLK_9: return ImGuiKey_9; |
| 299 | case SDLK_a: return ImGuiKey_A; |
| 300 | case SDLK_b: return ImGuiKey_B; |
| 301 | case SDLK_c: return ImGuiKey_C; |
| 302 | case SDLK_d: return ImGuiKey_D; |
| 303 | case SDLK_e: return ImGuiKey_E; |
| 304 | case SDLK_f: return ImGuiKey_F; |
| 305 | case SDLK_g: return ImGuiKey_G; |
| 306 | case SDLK_h: return ImGuiKey_H; |
| 307 | case SDLK_i: return ImGuiKey_I; |
| 308 | case SDLK_j: return ImGuiKey_J; |
| 309 | case SDLK_k: return ImGuiKey_K; |
| 310 | case SDLK_l: return ImGuiKey_L; |
| 311 | case SDLK_m: return ImGuiKey_M; |
| 312 | case SDLK_n: return ImGuiKey_N; |
| 313 | case SDLK_o: return ImGuiKey_O; |
| 314 | case SDLK_p: return ImGuiKey_P; |
| 315 | case SDLK_q: return ImGuiKey_Q; |
| 316 | case SDLK_r: return ImGuiKey_R; |
| 317 | case SDLK_s: return ImGuiKey_S; |
| 318 | case SDLK_t: return ImGuiKey_T; |
| 319 | case SDLK_u: return ImGuiKey_U; |
| 320 | case SDLK_v: return ImGuiKey_V; |
| 321 | case SDLK_w: return ImGuiKey_W; |
| 322 | case SDLK_x: return ImGuiKey_X; |
| 323 | case SDLK_y: return ImGuiKey_Y; |
| 324 | case SDLK_z: return ImGuiKey_Z; |
| 325 | case SDLK_F1: return ImGuiKey_F1; |
| 326 | case SDLK_F2: return ImGuiKey_F2; |
| 327 | case SDLK_F3: return ImGuiKey_F3; |
| 328 | case SDLK_F4: return ImGuiKey_F4; |
| 329 | case SDLK_F5: return ImGuiKey_F5; |
| 330 | case SDLK_F6: return ImGuiKey_F6; |
| 331 | case SDLK_F7: return ImGuiKey_F7; |
| 332 | case SDLK_F8: return ImGuiKey_F8; |
| 333 | case SDLK_F9: return ImGuiKey_F9; |
| 334 | case SDLK_F10: return ImGuiKey_F10; |
| 335 | case SDLK_F11: return ImGuiKey_F11; |
| 336 | case SDLK_F12: return ImGuiKey_F12; |
| 337 | case SDLK_F13: return ImGuiKey_F13; |
| 338 | case SDLK_F14: return ImGuiKey_F14; |
| 339 | case SDLK_F15: return ImGuiKey_F15; |
| 340 | case SDLK_F16: return ImGuiKey_F16; |
| 341 | case SDLK_F17: return ImGuiKey_F17; |
| 342 | case SDLK_F18: return ImGuiKey_F18; |
| 343 | case SDLK_F19: return ImGuiKey_F19; |
| 344 | case SDLK_F20: return ImGuiKey_F20; |
| 345 | case SDLK_F21: return ImGuiKey_F21; |
| 346 | case SDLK_F22: return ImGuiKey_F22; |
| 347 | case SDLK_F23: return ImGuiKey_F23; |
| 348 | case SDLK_F24: return ImGuiKey_F24; |
| 349 | case SDLK_AC_BACK: return ImGuiKey_AppBack; |
| 350 | case SDLK_AC_FORWARD: return ImGuiKey_AppForward; |
| 351 | default: break; |
| 352 | } |
| 353 | |
| 354 | // Fallback to scancode |
| 355 | switch (scancode) |
| 356 | { |
| 357 | case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent; |
| 358 | case SDL_SCANCODE_MINUS: return ImGuiKey_Minus; |
| 359 | case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal; |
| 360 | case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket; |
| 361 | case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket; |
| 362 | case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102; |
| 363 | case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash; |
| 364 | case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon; |
| 365 | case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe; |
| 366 | case SDL_SCANCODE_COMMA: return ImGuiKey_Comma; |
| 367 | case SDL_SCANCODE_PERIOD: return ImGuiKey_Period; |
| 368 | case SDL_SCANCODE_SLASH: return ImGuiKey_Slash; |
| 369 | default: break; |
| 370 | } |
| 371 | return ImGuiKey_None; |
| 372 | } |
| 373 | |
| 374 | static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) |
| 375 | { |
| 376 | ImGuiIO& io = ImGui::GetIO(); |
| 377 | io.AddKeyEvent(key: ImGuiMod_Ctrl, down: (sdl_key_mods & KMOD_CTRL) != 0); |
| 378 | io.AddKeyEvent(key: ImGuiMod_Shift, down: (sdl_key_mods & KMOD_SHIFT) != 0); |
| 379 | io.AddKeyEvent(key: ImGuiMod_Alt, down: (sdl_key_mods & KMOD_ALT) != 0); |
| 380 | io.AddKeyEvent(key: ImGuiMod_Super, down: (sdl_key_mods & KMOD_GUI) != 0); |
| 381 | } |
| 382 | |
| 383 | static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id) |
| 384 | { |
| 385 | return ImGui::FindViewportByPlatformHandle(platform_handle: (void*)(intptr_t)window_id); |
| 386 | } |
| 387 | |
| 388 | // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
| 389 | // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. |
| 390 | // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. |
| 391 | // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
| 392 | bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) |
| 393 | { |
| 394 | ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| 395 | IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?" ); |
| 396 | ImGuiIO& io = ImGui::GetIO(); |
| 397 | |
| 398 | switch (event->type) |
| 399 | { |
| 400 | case SDL_MOUSEMOTION: |
| 401 | { |
| 402 | if (ImGui_ImplSDL2_GetViewportForWindowID(window_id: event->motion.windowID) == nullptr) |
| 403 | return false; |
| 404 | ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); |
| 405 | if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| 406 | { |
| 407 | int window_x, window_y; |
| 408 | SDL_GetWindowPosition(window: SDL_GetWindowFromID(id: event->motion.windowID), x: &window_x, y: &window_y); |
| 409 | mouse_pos.x += window_x; |
| 410 | mouse_pos.y += window_y; |
| 411 | } |
| 412 | io.AddMouseSourceEvent(source: event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); |
| 413 | io.AddMousePosEvent(x: mouse_pos.x, y: mouse_pos.y); |
| 414 | return true; |
| 415 | } |
| 416 | case SDL_MOUSEWHEEL: |
| 417 | { |
| 418 | if (ImGui_ImplSDL2_GetViewportForWindowID(window_id: event->wheel.windowID) == nullptr) |
| 419 | return false; |
| 420 | //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); |
| 421 | #if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten! |
| 422 | float wheel_x = -event->wheel.preciseX; |
| 423 | float wheel_y = event->wheel.preciseY; |
| 424 | #else |
| 425 | float wheel_x = -(float)event->wheel.x; |
| 426 | float wheel_y = (float)event->wheel.y; |
| 427 | #endif |
| 428 | #if defined(__EMSCRIPTEN__) && !SDL_VERSION_ATLEAST(2,31,0) |
| 429 | wheel_x /= 100.0f; |
| 430 | #endif |
| 431 | io.AddMouseSourceEvent(source: event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); |
| 432 | io.AddMouseWheelEvent(wheel_x, wheel_y); |
| 433 | return true; |
| 434 | } |
| 435 | case SDL_MOUSEBUTTONDOWN: |
| 436 | case SDL_MOUSEBUTTONUP: |
| 437 | { |
| 438 | if (ImGui_ImplSDL2_GetViewportForWindowID(window_id: event->button.windowID) == nullptr) |
| 439 | return false; |
| 440 | int mouse_button = -1; |
| 441 | if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } |
| 442 | if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } |
| 443 | if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; } |
| 444 | if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; } |
| 445 | if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; } |
| 446 | if (mouse_button == -1) |
| 447 | break; |
| 448 | io.AddMouseSourceEvent(source: event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); |
| 449 | io.AddMouseButtonEvent(button: mouse_button, down: (event->type == SDL_MOUSEBUTTONDOWN)); |
| 450 | bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); |
| 451 | return true; |
| 452 | } |
| 453 | case SDL_TEXTINPUT: |
| 454 | { |
| 455 | if (ImGui_ImplSDL2_GetViewportForWindowID(window_id: event->text.windowID) == nullptr) |
| 456 | return false; |
| 457 | io.AddInputCharactersUTF8(str: event->text.text); |
| 458 | return true; |
| 459 | } |
| 460 | case SDL_KEYDOWN: |
| 461 | case SDL_KEYUP: |
| 462 | { |
| 463 | ImGuiViewport* viewport = ImGui_ImplSDL2_GetViewportForWindowID(window_id: event->key.windowID); |
| 464 | if (viewport == nullptr) |
| 465 | return false; |
| 466 | //IMGUI_DEBUG_LOG("SDL_KEY%s : key=0x%08X ('%s'), scancode=%d ('%s'), mod=%X, windowID=%d, viewport=%08X\n", |
| 467 | // (event->type == SDL_KEYDOWN) ? "DOWN" : "UP ", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.scancode, SDL_GetScancodeName(event->key.keysym.scancode), event->key.keysym.mod, event->key.windowID, viewport ? viewport->ID : 0); |
| 468 | ImGui_ImplSDL2_UpdateKeyModifiers(sdl_key_mods: (SDL_Keymod)event->key.keysym.mod); |
| 469 | ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(keycode: event->key.keysym.sym, scancode: event->key.keysym.scancode); |
| 470 | io.AddKeyEvent(key, down: (event->type == SDL_KEYDOWN)); |
| 471 | io.SetKeyEventNativeData(key, native_keycode: (int)event->key.keysym.sym, native_scancode: (int)event->key.keysym.scancode, native_legacy_index: (int)event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. |
| 472 | return true; |
| 473 | } |
| 474 | #if SDL_HAS_DISPLAY_EVENT |
| 475 | case SDL_DISPLAYEVENT: |
| 476 | { |
| 477 | // 2.0.26 has SDL_DISPLAYEVENT_CONNECTED/SDL_DISPLAYEVENT_DISCONNECTED/SDL_DISPLAYEVENT_ORIENTATION, |
| 478 | // so change of DPI/Scaling are not reflected in this event. (SDL3 has it) |
| 479 | bd->WantUpdateMonitors = true; |
| 480 | return true; |
| 481 | } |
| 482 | #endif |
| 483 | case SDL_WINDOWEVENT: |
| 484 | { |
| 485 | ImGuiViewport* viewport = ImGui_ImplSDL2_GetViewportForWindowID(window_id: event->window.windowID); |
| 486 | if (viewport == NULL) |
| 487 | return false; |
| 488 | |
| 489 | // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right. |
| 490 | // - However we won't get a correct LEAVE event for a captured window. |
| 491 | // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, |
| 492 | // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why |
| 493 | // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details. |
| 494 | Uint8 window_event = event->window.event; |
| 495 | if (window_event == SDL_WINDOWEVENT_ENTER) |
| 496 | { |
| 497 | bd->MouseWindowID = event->window.windowID; |
| 498 | bd->MouseLastLeaveFrame = 0; |
| 499 | } |
| 500 | if (window_event == SDL_WINDOWEVENT_LEAVE) |
| 501 | bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1; |
| 502 | //if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) { IMGUI_DEBUG_LOG("SDL_WINDOWEVENT_FOCUS_GAINED: windowId %d, viewport: %08X\n", event->window.windowID, viewport ? viewport->ID : 0); } |
| 503 | //if (window_event == SDL_WINDOWEVENT_FOCUS_LOST) { IMGUI_DEBUG_LOG("SDL_WINDOWEVENT_FOCUS_LOST: windowId %d, viewport: %08X\n", event->window.windowID, viewport ? viewport->ID : 0); } |
| 504 | if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) |
| 505 | io.AddFocusEvent(focused: true); |
| 506 | if (window_event == SDL_WINDOWEVENT_FOCUS_LOST) |
| 507 | io.AddFocusEvent(focused: false); |
| 508 | if (window_event == SDL_WINDOWEVENT_CLOSE) |
| 509 | viewport->PlatformRequestClose = true; |
| 510 | if (window_event == SDL_WINDOWEVENT_MOVED) |
| 511 | viewport->PlatformRequestMove = true; |
| 512 | if (window_event == SDL_WINDOWEVENT_RESIZED) |
| 513 | viewport->PlatformRequestResize = true; |
| 514 | return true; |
| 515 | } |
| 516 | case SDL_CONTROLLERDEVICEADDED: |
| 517 | case SDL_CONTROLLERDEVICEREMOVED: |
| 518 | { |
| 519 | bd->WantUpdateGamepadsList = true; |
| 520 | return true; |
| 521 | } |
| 522 | default: |
| 523 | break; |
| 524 | } |
| 525 | return false; |
| 526 | } |
| 527 | |
| 528 | #ifdef __EMSCRIPTEN__ |
| 529 | EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); }); |
| 530 | #endif |
| 531 | |
| 532 | static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context) |
| 533 | { |
| 534 | ImGuiIO& io = ImGui::GetIO(); |
| 535 | IMGUI_CHECKVERSION(); |
| 536 | IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!" ); |
| 537 | //SDL_SetHint(SDL_HINT_EVENT_LOGGING, "2"); |
| 538 | |
| 539 | // Obtain compiled and runtime versions |
| 540 | SDL_version ver_compiled; |
| 541 | SDL_version ver_runtime; |
| 542 | SDL_VERSION(&ver_compiled); |
| 543 | SDL_GetVersion(ver: &ver_runtime); |
| 544 | |
| 545 | // Setup backend capabilities flags |
| 546 | ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); |
| 547 | snprintf(s: bd->BackendPlatformName, maxlen: sizeof(bd->BackendPlatformName), format: "imgui_impl_sdl2 (%u.%u.%u, %u.%u.%u)" , |
| 548 | ver_compiled.major, ver_compiled.minor, ver_compiled.patch, ver_runtime.major, ver_runtime.minor, ver_runtime.patch); |
| 549 | io.BackendPlatformUserData = (void*)bd; |
| 550 | io.BackendPlatformName = bd->BackendPlatformName; |
| 551 | io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) |
| 552 | io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) |
| 553 | // (ImGuiBackendFlags_PlatformHasViewports may be set just below) |
| 554 | |
| 555 | bd->Window = window; |
| 556 | bd->WindowID = SDL_GetWindowID(window); |
| 557 | bd->Renderer = renderer; |
| 558 | |
| 559 | // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960) |
| 560 | // We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame. |
| 561 | #ifndef __APPLE__ |
| 562 | bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState; |
| 563 | #else |
| 564 | bd->MouseCanReportHoveredViewport = false; |
| 565 | #endif |
| 566 | |
| 567 | // Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse() |
| 568 | // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) |
| 569 | bd->MouseCanUseGlobalState = false; |
| 570 | bd->MouseCanUseCapture = false; |
| 571 | #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE |
| 572 | const char* sdl_backend = SDL_GetCurrentVideoDriver(); |
| 573 | const char* capture_and_global_state_whitelist[] = { "windows" , "cocoa" , "x11" , "DIVE" , "VMAN" }; |
| 574 | for (const char* item : capture_and_global_state_whitelist) |
| 575 | if (strncmp(s1: sdl_backend, s2: item, n: strlen(s: item)) == 0) |
| 576 | bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true; |
| 577 | #endif |
| 578 | if (bd->MouseCanUseGlobalState) |
| 579 | io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) |
| 580 | |
| 581 | ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
| 582 | platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; |
| 583 | platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; |
| 584 | platform_io.Platform_ClipboardUserData = nullptr; |
| 585 | platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData; |
| 586 | #ifdef __EMSCRIPTEN__ |
| 587 | platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; }; |
| 588 | #elif SDL_HAS_OPEN_URL |
| 589 | platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; }; |
| 590 | #endif |
| 591 | |
| 592 | // Update monitor a first time during init |
| 593 | ImGui_ImplSDL2_UpdateMonitors(); |
| 594 | |
| 595 | // Gamepad handling |
| 596 | bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst; |
| 597 | bd->WantUpdateGamepadsList = true; |
| 598 | |
| 599 | // Load mouse cursors |
| 600 | bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(id: SDL_SYSTEM_CURSOR_ARROW); |
| 601 | bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(id: SDL_SYSTEM_CURSOR_IBEAM); |
| 602 | bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(id: SDL_SYSTEM_CURSOR_SIZEALL); |
| 603 | bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(id: SDL_SYSTEM_CURSOR_SIZENS); |
| 604 | bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(id: SDL_SYSTEM_CURSOR_SIZEWE); |
| 605 | bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(id: SDL_SYSTEM_CURSOR_SIZENESW); |
| 606 | bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(id: SDL_SYSTEM_CURSOR_SIZENWSE); |
| 607 | bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(id: SDL_SYSTEM_CURSOR_HAND); |
| 608 | bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(id: SDL_SYSTEM_CURSOR_WAIT); |
| 609 | bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(id: SDL_SYSTEM_CURSOR_WAITARROW); |
| 610 | bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(id: SDL_SYSTEM_CURSOR_NO); |
| 611 | |
| 612 | // Set platform dependent data in viewport |
| 613 | // Our mouse update function expect PlatformHandle to be filled for the main viewport |
| 614 | ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
| 615 | main_viewport->PlatformHandle = (void*)(intptr_t)bd->WindowID; |
| 616 | main_viewport->PlatformHandleRaw = nullptr; |
| 617 | SDL_SysWMinfo info; |
| 618 | SDL_VERSION(&info.version); |
| 619 | if (SDL_GetWindowWMInfo(window, info: &info)) |
| 620 | { |
| 621 | #if defined(SDL_VIDEO_DRIVER_WINDOWS) |
| 622 | main_viewport->PlatformHandleRaw = (void*)info.info.win.window; |
| 623 | #elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) |
| 624 | main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; |
| 625 | #endif |
| 626 | } |
| 627 | |
| 628 | // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. |
| 629 | // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. |
| 630 | // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. |
| 631 | // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: |
| 632 | // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) |
| 633 | #ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH |
| 634 | SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, value: "1" ); |
| 635 | #endif |
| 636 | |
| 637 | // From 2.0.18: Enable native IME. |
| 638 | // IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any. |
| 639 | // For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow(). |
| 640 | #ifdef SDL_HINT_IME_SHOW_UI |
| 641 | SDL_SetHint(SDL_HINT_IME_SHOW_UI, value: "1" ); |
| 642 | #endif |
| 643 | |
| 644 | // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710) |
| 645 | #ifdef SDL_HINT_MOUSE_AUTO_CAPTURE |
| 646 | SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0" ); |
| 647 | #endif |
| 648 | |
| 649 | // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. |
| 650 | // We left the call to ImGui_ImplSDL2_InitMultiViewportSupport() outside of #ifdef to avoid unused-function warnings. |
| 651 | if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) |
| 652 | ImGui_ImplSDL2_InitMultiViewportSupport(window, sdl_gl_context); |
| 653 | |
| 654 | return true; |
| 655 | } |
| 656 | |
| 657 | bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) |
| 658 | { |
| 659 | return ImGui_ImplSDL2_Init(window, renderer: nullptr, sdl_gl_context); |
| 660 | } |
| 661 | |
| 662 | bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) |
| 663 | { |
| 664 | #if !SDL_HAS_VULKAN |
| 665 | IM_ASSERT(0 && "Unsupported" ); |
| 666 | #endif |
| 667 | if (!ImGui_ImplSDL2_Init(window, renderer: nullptr, sdl_gl_context: nullptr)) |
| 668 | return false; |
| 669 | ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| 670 | bd->UseVulkan = true; |
| 671 | return true; |
| 672 | } |
| 673 | |
| 674 | bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) |
| 675 | { |
| 676 | #if !defined(_WIN32) |
| 677 | IM_ASSERT(0 && "Unsupported" ); |
| 678 | #endif |
| 679 | return ImGui_ImplSDL2_Init(window, renderer: nullptr, sdl_gl_context: nullptr); |
| 680 | } |
| 681 | |
| 682 | bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) |
| 683 | { |
| 684 | return ImGui_ImplSDL2_Init(window, renderer: nullptr, sdl_gl_context: nullptr); |
| 685 | } |
| 686 | |
| 687 | bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) |
| 688 | { |
| 689 | return ImGui_ImplSDL2_Init(window, renderer, sdl_gl_context: nullptr); |
| 690 | } |
| 691 | |
| 692 | bool ImGui_ImplSDL2_InitForOther(SDL_Window* window) |
| 693 | { |
| 694 | return ImGui_ImplSDL2_Init(window, renderer: nullptr, sdl_gl_context: nullptr); |
| 695 | } |
| 696 | |
| 697 | static void ImGui_ImplSDL2_CloseGamepads(); |
| 698 | |
| 699 | void ImGui_ImplSDL2_Shutdown() |
| 700 | { |
| 701 | ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| 702 | IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?" ); |
| 703 | ImGuiIO& io = ImGui::GetIO(); |
| 704 | |
| 705 | ImGui_ImplSDL2_ShutdownMultiViewportSupport(); |
| 706 | |
| 707 | if (bd->ClipboardTextData) |
| 708 | SDL_free(mem: bd->ClipboardTextData); |
| 709 | for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) |
| 710 | SDL_FreeCursor(cursor: bd->MouseCursors[cursor_n]); |
| 711 | ImGui_ImplSDL2_CloseGamepads(); |
| 712 | |
| 713 | io.BackendPlatformName = nullptr; |
| 714 | io.BackendPlatformUserData = nullptr; |
| 715 | io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); |
| 716 | IM_DELETE(p: bd); |
| 717 | } |
| 718 | |
| 719 | // This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4. |
| 720 | static void ImGui_ImplSDL2_UpdateMouseData() |
| 721 | { |
| 722 | ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| 723 | ImGuiIO& io = ImGui::GetIO(); |
| 724 | |
| 725 | // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) |
| 726 | #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE |
| 727 | // - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside. |
| 728 | // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture. |
| 729 | if (bd->MouseCanUseCapture) |
| 730 | { |
| 731 | bool want_capture = false; |
| 732 | for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++) |
| 733 | if (ImGui::IsMouseDragging(button: button_n, lock_threshold: 1.0f)) |
| 734 | want_capture = true; |
| 735 | SDL_CaptureMouse(enabled: want_capture ? SDL_TRUE : SDL_FALSE); |
| 736 | } |
| 737 | |
| 738 | SDL_Window* focused_window = SDL_GetKeyboardFocus(); |
| 739 | const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL2_GetViewportForWindowID(window_id: SDL_GetWindowID(window: focused_window)) != NULL)); |
| 740 | #else |
| 741 | SDL_Window* focused_window = bd->Window; |
| 742 | const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only |
| 743 | #endif |
| 744 | |
| 745 | if (is_app_focused) |
| 746 | { |
| 747 | // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) |
| 748 | if (io.WantSetMousePos) |
| 749 | { |
| 750 | #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE |
| 751 | if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| 752 | SDL_WarpMouseGlobal(x: (int)io.MousePos.x, y: (int)io.MousePos.y); |
| 753 | else |
| 754 | #endif |
| 755 | SDL_WarpMouseInWindow(window: bd->Window, x: (int)io.MousePos.x, y: (int)io.MousePos.y); |
| 756 | } |
| 757 | |
| 758 | // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured) |
| 759 | const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0; |
| 760 | if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode) |
| 761 | { |
| 762 | // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) |
| 763 | // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) |
| 764 | int mouse_x, mouse_y, window_x, window_y; |
| 765 | SDL_GetGlobalMouseState(x: &mouse_x, y: &mouse_y); |
| 766 | if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) |
| 767 | { |
| 768 | SDL_GetWindowPosition(window: focused_window, x: &window_x, y: &window_y); |
| 769 | mouse_x -= window_x; |
| 770 | mouse_y -= window_y; |
| 771 | } |
| 772 | io.AddMousePosEvent(x: (float)mouse_x, y: (float)mouse_y); |
| 773 | } |
| 774 | } |
| 775 | |
| 776 | // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. |
| 777 | // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. |
| 778 | // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag. |
| 779 | // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window |
| 780 | // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported |
| 781 | // by the backend, and use its flawed heuristic to guess the viewport behind. |
| 782 | // - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). |
| 783 | if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) |
| 784 | { |
| 785 | ImGuiID mouse_viewport_id = 0; |
| 786 | if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL2_GetViewportForWindowID(window_id: bd->MouseWindowID)) |
| 787 | mouse_viewport_id = mouse_viewport->ID; |
| 788 | io.AddMouseViewportEvent(id: mouse_viewport_id); |
| 789 | } |
| 790 | } |
| 791 | |
| 792 | static void ImGui_ImplSDL2_UpdateMouseCursor() |
| 793 | { |
| 794 | ImGuiIO& io = ImGui::GetIO(); |
| 795 | if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) |
| 796 | return; |
| 797 | ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| 798 | |
| 799 | ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); |
| 800 | if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) |
| 801 | { |
| 802 | // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor |
| 803 | SDL_ShowCursor(toggle: SDL_FALSE); |
| 804 | } |
| 805 | else |
| 806 | { |
| 807 | // Show OS mouse cursor |
| 808 | SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; |
| 809 | if (bd->MouseLastCursor != expected_cursor) |
| 810 | { |
| 811 | SDL_SetCursor(cursor: expected_cursor); // SDL function doesn't have an early out (see #6113) |
| 812 | bd->MouseLastCursor = expected_cursor; |
| 813 | } |
| 814 | SDL_ShowCursor(toggle: SDL_TRUE); |
| 815 | } |
| 816 | } |
| 817 | |
| 818 | // - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend. |
| 819 | // - Apple platforms use FramebufferScale so we always return 1.0f. |
| 820 | // - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle. |
| 821 | float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window) |
| 822 | { |
| 823 | return ImGui_ImplSDL2_GetContentScaleForDisplay(display_index: SDL_GetWindowDisplayIndex(window)); |
| 824 | } |
| 825 | |
| 826 | float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index) |
| 827 | { |
| 828 | #if SDL_HAS_PER_MONITOR_DPI |
| 829 | #if !defined(__APPLE__) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) |
| 830 | float dpi = 0.0f; |
| 831 | if (SDL_GetDisplayDPI(displayIndex: display_index, ddpi: &dpi, hdpi: nullptr, vdpi: nullptr) == 0) |
| 832 | return dpi / 96.0f; |
| 833 | #endif |
| 834 | #endif |
| 835 | IM_UNUSED(display_index); |
| 836 | return 1.0f; |
| 837 | } |
| 838 | |
| 839 | static void ImGui_ImplSDL2_CloseGamepads() |
| 840 | { |
| 841 | ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| 842 | if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual) |
| 843 | for (SDL_GameController* gamepad : bd->Gamepads) |
| 844 | SDL_GameControllerClose(gamecontroller: gamepad); |
| 845 | bd->Gamepads.resize(new_size: 0); |
| 846 | } |
| 847 | |
| 848 | void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count) |
| 849 | { |
| 850 | ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| 851 | ImGui_ImplSDL2_CloseGamepads(); |
| 852 | if (mode == ImGui_ImplSDL2_GamepadMode_Manual) |
| 853 | { |
| 854 | IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0); |
| 855 | for (int n = 0; n < manual_gamepads_count; n++) |
| 856 | bd->Gamepads.push_back(v: manual_gamepads_array[n]); |
| 857 | } |
| 858 | else |
| 859 | { |
| 860 | IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0); |
| 861 | bd->WantUpdateGamepadsList = true; |
| 862 | } |
| 863 | bd->GamepadMode = mode; |
| 864 | } |
| 865 | |
| 866 | static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no) |
| 867 | { |
| 868 | bool merged_value = false; |
| 869 | for (SDL_GameController* gamepad : bd->Gamepads) |
| 870 | merged_value |= SDL_GameControllerGetButton(gamecontroller: gamepad, button: button_no) != 0; |
| 871 | io.AddKeyEvent(key, down: merged_value); |
| 872 | } |
| 873 | |
| 874 | static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } |
| 875 | static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1) |
| 876 | { |
| 877 | float merged_value = 0.0f; |
| 878 | for (SDL_GameController* gamepad : bd->Gamepads) |
| 879 | { |
| 880 | float vn = Saturate(v: (float)(SDL_GameControllerGetAxis(gamecontroller: gamepad, axis: axis_no) - v0) / (float)(v1 - v0)); |
| 881 | if (merged_value < vn) |
| 882 | merged_value = vn; |
| 883 | } |
| 884 | io.AddKeyAnalogEvent(key, down: merged_value > 0.1f, v: merged_value); |
| 885 | } |
| 886 | |
| 887 | static void ImGui_ImplSDL2_UpdateGamepads() |
| 888 | { |
| 889 | ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| 890 | ImGuiIO& io = ImGui::GetIO(); |
| 891 | |
| 892 | // Update list of controller(s) to use |
| 893 | if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual) |
| 894 | { |
| 895 | ImGui_ImplSDL2_CloseGamepads(); |
| 896 | int joystick_count = SDL_NumJoysticks(); |
| 897 | for (int n = 0; n < joystick_count; n++) |
| 898 | if (SDL_IsGameController(joystick_index: n)) |
| 899 | if (SDL_GameController* gamepad = SDL_GameControllerOpen(joystick_index: n)) |
| 900 | { |
| 901 | bd->Gamepads.push_back(v: gamepad); |
| 902 | if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst) |
| 903 | break; |
| 904 | } |
| 905 | bd->WantUpdateGamepadsList = false; |
| 906 | } |
| 907 | |
| 908 | io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; |
| 909 | if (bd->Gamepads.Size == 0) |
| 910 | return; |
| 911 | io.BackendFlags |= ImGuiBackendFlags_HasGamepad; |
| 912 | |
| 913 | // Update gamepad inputs |
| 914 | const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. |
| 915 | ImGui_ImplSDL2_UpdateGamepadButton(bd, io, key: ImGuiKey_GamepadStart, button_no: SDL_CONTROLLER_BUTTON_START); |
| 916 | ImGui_ImplSDL2_UpdateGamepadButton(bd, io, key: ImGuiKey_GamepadBack, button_no: SDL_CONTROLLER_BUTTON_BACK); |
| 917 | ImGui_ImplSDL2_UpdateGamepadButton(bd, io, key: ImGuiKey_GamepadFaceLeft, button_no: SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square |
| 918 | ImGui_ImplSDL2_UpdateGamepadButton(bd, io, key: ImGuiKey_GamepadFaceRight, button_no: SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle |
| 919 | ImGui_ImplSDL2_UpdateGamepadButton(bd, io, key: ImGuiKey_GamepadFaceUp, button_no: SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle |
| 920 | ImGui_ImplSDL2_UpdateGamepadButton(bd, io, key: ImGuiKey_GamepadFaceDown, button_no: SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross |
| 921 | ImGui_ImplSDL2_UpdateGamepadButton(bd, io, key: ImGuiKey_GamepadDpadLeft, button_no: SDL_CONTROLLER_BUTTON_DPAD_LEFT); |
| 922 | ImGui_ImplSDL2_UpdateGamepadButton(bd, io, key: ImGuiKey_GamepadDpadRight, button_no: SDL_CONTROLLER_BUTTON_DPAD_RIGHT); |
| 923 | ImGui_ImplSDL2_UpdateGamepadButton(bd, io, key: ImGuiKey_GamepadDpadUp, button_no: SDL_CONTROLLER_BUTTON_DPAD_UP); |
| 924 | ImGui_ImplSDL2_UpdateGamepadButton(bd, io, key: ImGuiKey_GamepadDpadDown, button_no: SDL_CONTROLLER_BUTTON_DPAD_DOWN); |
| 925 | ImGui_ImplSDL2_UpdateGamepadButton(bd, io, key: ImGuiKey_GamepadL1, button_no: SDL_CONTROLLER_BUTTON_LEFTSHOULDER); |
| 926 | ImGui_ImplSDL2_UpdateGamepadButton(bd, io, key: ImGuiKey_GamepadR1, button_no: SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); |
| 927 | ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, key: ImGuiKey_GamepadL2, axis_no: SDL_CONTROLLER_AXIS_TRIGGERLEFT, v0: 0.0f, v1: 32767); |
| 928 | ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, key: ImGuiKey_GamepadR2, axis_no: SDL_CONTROLLER_AXIS_TRIGGERRIGHT, v0: 0.0f, v1: 32767); |
| 929 | ImGui_ImplSDL2_UpdateGamepadButton(bd, io, key: ImGuiKey_GamepadL3, button_no: SDL_CONTROLLER_BUTTON_LEFTSTICK); |
| 930 | ImGui_ImplSDL2_UpdateGamepadButton(bd, io, key: ImGuiKey_GamepadR3, button_no: SDL_CONTROLLER_BUTTON_RIGHTSTICK); |
| 931 | ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, key: ImGuiKey_GamepadLStickLeft, axis_no: SDL_CONTROLLER_AXIS_LEFTX, v0: -thumb_dead_zone, v1: -32768); |
| 932 | ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, key: ImGuiKey_GamepadLStickRight, axis_no: SDL_CONTROLLER_AXIS_LEFTX, v0: +thumb_dead_zone, v1: +32767); |
| 933 | ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, key: ImGuiKey_GamepadLStickUp, axis_no: SDL_CONTROLLER_AXIS_LEFTY, v0: -thumb_dead_zone, v1: -32768); |
| 934 | ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, key: ImGuiKey_GamepadLStickDown, axis_no: SDL_CONTROLLER_AXIS_LEFTY, v0: +thumb_dead_zone, v1: +32767); |
| 935 | ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, key: ImGuiKey_GamepadRStickLeft, axis_no: SDL_CONTROLLER_AXIS_RIGHTX, v0: -thumb_dead_zone, v1: -32768); |
| 936 | ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, key: ImGuiKey_GamepadRStickRight, axis_no: SDL_CONTROLLER_AXIS_RIGHTX, v0: +thumb_dead_zone, v1: +32767); |
| 937 | ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, key: ImGuiKey_GamepadRStickUp, axis_no: SDL_CONTROLLER_AXIS_RIGHTY, v0: -thumb_dead_zone, v1: -32768); |
| 938 | ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, key: ImGuiKey_GamepadRStickDown, axis_no: SDL_CONTROLLER_AXIS_RIGHTY, v0: +thumb_dead_zone, v1: +32767); |
| 939 | } |
| 940 | |
| 941 | // FIXME: Note that doesn't update with DPI/Scaling change only as SDL2 doesn't have an event for it (SDL3 has). |
| 942 | static void ImGui_ImplSDL2_UpdateMonitors() |
| 943 | { |
| 944 | ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| 945 | ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
| 946 | platform_io.Monitors.resize(new_size: 0); |
| 947 | bd->WantUpdateMonitors = false; |
| 948 | int display_count = SDL_GetNumVideoDisplays(); |
| 949 | for (int n = 0; n < display_count; n++) |
| 950 | { |
| 951 | // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. |
| 952 | ImGuiPlatformMonitor monitor; |
| 953 | SDL_Rect r; |
| 954 | SDL_GetDisplayBounds(displayIndex: n, rect: &r); |
| 955 | monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y); |
| 956 | monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h); |
| 957 | #if SDL_HAS_USABLE_DISPLAY_BOUNDS |
| 958 | if (SDL_GetDisplayUsableBounds(displayIndex: n, rect: &r) == 0 && r.w > 0 && r.h > 0) |
| 959 | { |
| 960 | monitor.WorkPos = ImVec2((float)r.x, (float)r.y); |
| 961 | monitor.WorkSize = ImVec2((float)r.w, (float)r.h); |
| 962 | } |
| 963 | #endif |
| 964 | float dpi_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(display_index: n); |
| 965 | if (dpi_scale <= 0.0f) |
| 966 | continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902. |
| 967 | monitor.DpiScale = dpi_scale; |
| 968 | monitor.PlatformHandle = (void*)(intptr_t)n; |
| 969 | platform_io.Monitors.push_back(v: monitor); |
| 970 | } |
| 971 | } |
| 972 | |
| 973 | static void ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(SDL_Window* window, SDL_Renderer* renderer, ImVec2* out_size, ImVec2* out_framebuffer_scale) |
| 974 | { |
| 975 | int w, h; |
| 976 | int display_w, display_h; |
| 977 | SDL_GetWindowSize(window, w: &w, h: &h); |
| 978 | if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) |
| 979 | w = h = 0; |
| 980 | if (renderer != nullptr) |
| 981 | SDL_GetRendererOutputSize(renderer, w: &display_w, h: &display_h); |
| 982 | #if SDL_HAS_VULKAN |
| 983 | else if (SDL_GetWindowFlags(window) & SDL_WINDOW_VULKAN) |
| 984 | SDL_Vulkan_GetDrawableSize(window, w: &display_w, h: &display_h); |
| 985 | #endif |
| 986 | else |
| 987 | SDL_GL_GetDrawableSize(window, w: &display_w, h: &display_h); |
| 988 | if (out_size != nullptr) |
| 989 | *out_size = ImVec2((float)w, (float)h); |
| 990 | if (out_framebuffer_scale != nullptr) |
| 991 | *out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / w, (float)display_h / h) : ImVec2(1.0f, 1.0f); |
| 992 | } |
| 993 | |
| 994 | void ImGui_ImplSDL2_NewFrame() |
| 995 | { |
| 996 | ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| 997 | IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?" ); |
| 998 | ImGuiIO& io = ImGui::GetIO(); |
| 999 | |
| 1000 | // Setup main viewport size (every frame to accommodate for window resizing) |
| 1001 | ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(window: bd->Window, renderer: bd->Renderer, out_size: &io.DisplaySize, out_framebuffer_scale: &io.DisplayFramebufferScale); |
| 1002 | |
| 1003 | // Update monitors |
| 1004 | #ifdef WIN32 |
| 1005 | bd->WantUpdateMonitors = true; // Keep polling under Windows to handle changes of work area when resizing task-bar (#8415) |
| 1006 | #endif |
| 1007 | if (bd->WantUpdateMonitors) |
| 1008 | ImGui_ImplSDL2_UpdateMonitors(); |
| 1009 | |
| 1010 | // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) |
| 1011 | // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644) |
| 1012 | static Uint64 frequency = SDL_GetPerformanceFrequency(); |
| 1013 | Uint64 current_time = SDL_GetPerformanceCounter(); |
| 1014 | if (current_time <= bd->Time) |
| 1015 | current_time = bd->Time + 1; |
| 1016 | io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); |
| 1017 | bd->Time = current_time; |
| 1018 | |
| 1019 | if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) |
| 1020 | { |
| 1021 | bd->MouseWindowID = 0; |
| 1022 | bd->MouseLastLeaveFrame = 0; |
| 1023 | io.AddMousePosEvent(x: -FLT_MAX, y: -FLT_MAX); |
| 1024 | } |
| 1025 | |
| 1026 | // Our io.AddMouseViewportEvent() calls will only be valid when not capturing. |
| 1027 | // Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects. |
| 1028 | if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr) |
| 1029 | io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; |
| 1030 | else |
| 1031 | io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport; |
| 1032 | |
| 1033 | ImGui_ImplSDL2_UpdateMouseData(); |
| 1034 | ImGui_ImplSDL2_UpdateMouseCursor(); |
| 1035 | |
| 1036 | // Update game controllers (if enabled and available) |
| 1037 | ImGui_ImplSDL2_UpdateGamepads(); |
| 1038 | } |
| 1039 | |
| 1040 | //-------------------------------------------------------------------------------------------------------- |
| 1041 | // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT |
| 1042 | // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. |
| 1043 | // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. |
| 1044 | //-------------------------------------------------------------------------------------------------------- |
| 1045 | |
| 1046 | // Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data. |
| 1047 | struct ImGui_ImplSDL2_ViewportData |
| 1048 | { |
| 1049 | SDL_Window* Window; |
| 1050 | Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID. |
| 1051 | bool WindowOwned; |
| 1052 | SDL_GLContext GLContext; |
| 1053 | |
| 1054 | ImGui_ImplSDL2_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; } |
| 1055 | ~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); } |
| 1056 | }; |
| 1057 | |
| 1058 | static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport) |
| 1059 | { |
| 1060 | ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| 1061 | ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); |
| 1062 | viewport->PlatformUserData = vd; |
| 1063 | |
| 1064 | ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
| 1065 | ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData; |
| 1066 | |
| 1067 | // Share GL resources with main context |
| 1068 | bool use_opengl = (main_viewport_data->GLContext != nullptr); |
| 1069 | SDL_GLContext backup_context = nullptr; |
| 1070 | if (use_opengl) |
| 1071 | { |
| 1072 | backup_context = SDL_GL_GetCurrentContext(); |
| 1073 | SDL_GL_SetAttribute(attr: SDL_GL_SHARE_WITH_CURRENT_CONTEXT, value: 1); |
| 1074 | SDL_GL_MakeCurrent(window: main_viewport_data->Window, context: main_viewport_data->GLContext); |
| 1075 | } |
| 1076 | |
| 1077 | Uint32 sdl_flags = 0; |
| 1078 | sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0); |
| 1079 | sdl_flags |= SDL_GetWindowFlags(window: bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI; |
| 1080 | sdl_flags |= SDL_WINDOW_HIDDEN; |
| 1081 | sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0; |
| 1082 | sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE; |
| 1083 | #if !defined(_WIN32) |
| 1084 | // See SDL hack in ImGui_ImplSDL2_ShowWindow(). |
| 1085 | sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0; |
| 1086 | #endif |
| 1087 | #if SDL_HAS_ALWAYS_ON_TOP |
| 1088 | sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0; |
| 1089 | #endif |
| 1090 | vd->Window = SDL_CreateWindow(title: "No Title Yet" , x: (int)viewport->Pos.x, y: (int)viewport->Pos.y, w: (int)viewport->Size.x, h: (int)viewport->Size.y, flags: sdl_flags); |
| 1091 | vd->WindowOwned = true; |
| 1092 | if (use_opengl) |
| 1093 | { |
| 1094 | vd->GLContext = SDL_GL_CreateContext(window: vd->Window); |
| 1095 | SDL_GL_SetSwapInterval(interval: 0); |
| 1096 | } |
| 1097 | if (use_opengl && backup_context) |
| 1098 | SDL_GL_MakeCurrent(window: vd->Window, context: backup_context); |
| 1099 | |
| 1100 | viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(window: vd->Window); |
| 1101 | viewport->PlatformHandleRaw = nullptr; |
| 1102 | SDL_SysWMinfo info; |
| 1103 | SDL_VERSION(&info.version); |
| 1104 | if (SDL_GetWindowWMInfo(window: vd->Window, info: &info)) |
| 1105 | { |
| 1106 | #if defined(SDL_VIDEO_DRIVER_WINDOWS) |
| 1107 | viewport->PlatformHandleRaw = info.info.win.window; |
| 1108 | #elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) |
| 1109 | viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; |
| 1110 | #endif |
| 1111 | } |
| 1112 | } |
| 1113 | |
| 1114 | static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport) |
| 1115 | { |
| 1116 | if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData) |
| 1117 | { |
| 1118 | if (vd->GLContext && vd->WindowOwned) |
| 1119 | SDL_GL_DeleteContext(context: vd->GLContext); |
| 1120 | if (vd->Window && vd->WindowOwned) |
| 1121 | SDL_DestroyWindow(window: vd->Window); |
| 1122 | vd->GLContext = nullptr; |
| 1123 | vd->Window = nullptr; |
| 1124 | IM_DELETE(p: vd); |
| 1125 | } |
| 1126 | viewport->PlatformUserData = viewport->PlatformHandle = nullptr; |
| 1127 | } |
| 1128 | |
| 1129 | static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport) |
| 1130 | { |
| 1131 | ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| 1132 | #if defined(_WIN32) && !(defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES))) |
| 1133 | HWND hwnd = (HWND)viewport->PlatformHandleRaw; |
| 1134 | |
| 1135 | // SDL hack: Hide icon from task bar |
| 1136 | // Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition. |
| 1137 | if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) |
| 1138 | { |
| 1139 | LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); |
| 1140 | ex_style &= ~WS_EX_APPWINDOW; |
| 1141 | ex_style |= WS_EX_TOOLWINDOW; |
| 1142 | ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); |
| 1143 | } |
| 1144 | #endif |
| 1145 | |
| 1146 | #if SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT |
| 1147 | SDL_SetHint(SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN, value: (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "1" : "0" ); |
| 1148 | #elif defined(_WIN32) |
| 1149 | // SDL hack: SDL always activate/focus windows :/ |
| 1150 | if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) |
| 1151 | { |
| 1152 | ::ShowWindow(hwnd, SW_SHOWNA); |
| 1153 | return; |
| 1154 | } |
| 1155 | #endif |
| 1156 | SDL_ShowWindow(window: vd->Window); |
| 1157 | } |
| 1158 | |
| 1159 | static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport) |
| 1160 | { |
| 1161 | ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| 1162 | int x = 0, y = 0; |
| 1163 | SDL_GetWindowPosition(window: vd->Window, x: &x, y: &y); |
| 1164 | return ImVec2((float)x, (float)y); |
| 1165 | } |
| 1166 | |
| 1167 | static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) |
| 1168 | { |
| 1169 | ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| 1170 | SDL_SetWindowPosition(window: vd->Window, x: (int)pos.x, y: (int)pos.y); |
| 1171 | } |
| 1172 | |
| 1173 | static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport) |
| 1174 | { |
| 1175 | ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| 1176 | int w = 0, h = 0; |
| 1177 | SDL_GetWindowSize(window: vd->Window, w: &w, h: &h); |
| 1178 | return ImVec2((float)w, (float)h); |
| 1179 | } |
| 1180 | |
| 1181 | static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) |
| 1182 | { |
| 1183 | ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| 1184 | SDL_SetWindowSize(window: vd->Window, w: (int)size.x, h: (int)size.y); |
| 1185 | } |
| 1186 | |
| 1187 | static ImVec2 ImGui_ImplSDL2_GetWindowFramebufferScale(ImGuiViewport* viewport) |
| 1188 | { |
| 1189 | // FIXME: SDL_Renderer does not support multi-viewport. |
| 1190 | ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| 1191 | ImVec2 framebuffer_scale; |
| 1192 | ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(window: vd->Window, renderer: nullptr, out_size: nullptr, out_framebuffer_scale: &framebuffer_scale); |
| 1193 | return framebuffer_scale; |
| 1194 | } |
| 1195 | |
| 1196 | static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title) |
| 1197 | { |
| 1198 | ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| 1199 | SDL_SetWindowTitle(window: vd->Window, title); |
| 1200 | } |
| 1201 | |
| 1202 | #if SDL_HAS_WINDOW_ALPHA |
| 1203 | static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha) |
| 1204 | { |
| 1205 | ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| 1206 | SDL_SetWindowOpacity(window: vd->Window, opacity: alpha); |
| 1207 | } |
| 1208 | #endif |
| 1209 | |
| 1210 | static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport) |
| 1211 | { |
| 1212 | ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| 1213 | SDL_RaiseWindow(window: vd->Window); |
| 1214 | } |
| 1215 | |
| 1216 | static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport) |
| 1217 | { |
| 1218 | ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| 1219 | return (SDL_GetWindowFlags(window: vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; |
| 1220 | } |
| 1221 | |
| 1222 | static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport) |
| 1223 | { |
| 1224 | ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| 1225 | return (SDL_GetWindowFlags(window: vd->Window) & SDL_WINDOW_MINIMIZED) != 0; |
| 1226 | } |
| 1227 | |
| 1228 | static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*) |
| 1229 | { |
| 1230 | ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| 1231 | if (vd->GLContext) |
| 1232 | SDL_GL_MakeCurrent(window: vd->Window, context: vd->GLContext); |
| 1233 | } |
| 1234 | |
| 1235 | static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*) |
| 1236 | { |
| 1237 | ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| 1238 | if (vd->GLContext) |
| 1239 | { |
| 1240 | SDL_GL_MakeCurrent(window: vd->Window, context: vd->GLContext); |
| 1241 | SDL_GL_SwapWindow(window: vd->Window); |
| 1242 | } |
| 1243 | } |
| 1244 | |
| 1245 | // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) |
| 1246 | // SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this. |
| 1247 | #if SDL_HAS_VULKAN |
| 1248 | #include <SDL_vulkan.h> |
| 1249 | static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) |
| 1250 | { |
| 1251 | ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| 1252 | (void)vk_allocator; |
| 1253 | SDL_bool ret = SDL_Vulkan_CreateSurface(window: vd->Window, instance: (VkInstance)vk_instance, surface: (VkSurfaceKHR*)out_vk_surface); |
| 1254 | return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY |
| 1255 | } |
| 1256 | #endif // SDL_HAS_VULKAN |
| 1257 | |
| 1258 | static void ImGui_ImplSDL2_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context) |
| 1259 | { |
| 1260 | // Register platform interface (will be coupled with a renderer interface) |
| 1261 | ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
| 1262 | platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow; |
| 1263 | platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow; |
| 1264 | platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow; |
| 1265 | platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos; |
| 1266 | platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos; |
| 1267 | platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize; |
| 1268 | platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize; |
| 1269 | platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplSDL2_GetWindowFramebufferScale; |
| 1270 | platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus; |
| 1271 | platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus; |
| 1272 | platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized; |
| 1273 | platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle; |
| 1274 | platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow; |
| 1275 | platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers; |
| 1276 | #if SDL_HAS_WINDOW_ALPHA |
| 1277 | platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha; |
| 1278 | #endif |
| 1279 | #if SDL_HAS_VULKAN |
| 1280 | platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface; |
| 1281 | #endif |
| 1282 | |
| 1283 | // Register main window handle (which is owned by the main application, not by us) |
| 1284 | // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. |
| 1285 | ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
| 1286 | ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); |
| 1287 | vd->Window = window; |
| 1288 | vd->WindowID = SDL_GetWindowID(window); |
| 1289 | vd->WindowOwned = false; |
| 1290 | vd->GLContext = sdl_gl_context; |
| 1291 | main_viewport->PlatformUserData = vd; |
| 1292 | main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID; |
| 1293 | } |
| 1294 | |
| 1295 | static void ImGui_ImplSDL2_ShutdownMultiViewportSupport() |
| 1296 | { |
| 1297 | ImGui::DestroyPlatformWindows(); |
| 1298 | } |
| 1299 | |
| 1300 | //----------------------------------------------------------------------------- |
| 1301 | |
| 1302 | #if defined(__clang__) |
| 1303 | #pragma clang diagnostic pop |
| 1304 | #endif |
| 1305 | |
| 1306 | #endif // #ifndef IMGUI_DISABLE |
| 1307 | |