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
5// Implemented features:
6// [X] Platform: Clipboard support.
7// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
8// [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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
9// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
10// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
11// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
12// Issues:
13// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
14// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
15// [x] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
16
17// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
18// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
19// Learn about Dear ImGui:
20// - FAQ https://dearimgui.com/faq
21// - Getting Started https://dearimgui.com/getting-started
22// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
23// - Introduction, links and more at the top of imgui.cpp
24
25#pragma once
26#include "imgui.h" // IMGUI_IMPL_API
27#ifndef IMGUI_DISABLE
28
29struct SDL_Window;
30struct SDL_Renderer;
31struct _SDL_GameController;
32typedef union SDL_Event SDL_Event;
33
34IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
35IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
36IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
37IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
38IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
39IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window);
40IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
41IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
42IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
43
44// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
45// When using manual mode, caller is responsible for opening/closing gamepad.
46enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
47IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
48
49#endif // #ifndef IMGUI_DISABLE
50

source code of imgui/backends/imgui_impl_sdl2.h