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 | |
29 | struct SDL_Window; |
30 | struct SDL_Renderer; |
31 | struct _SDL_GameController; |
32 | typedef union SDL_Event SDL_Event; |
33 | |
34 | IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); |
35 | IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); |
36 | IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); |
37 | IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window); |
38 | IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); |
39 | IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window); |
40 | IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); |
41 | IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(); |
42 | IMGUI_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. |
46 | enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual }; |
47 | IMGUI_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 | |