| // dear imgui: Platform Backend for SDL2 |
| // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) |
| // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) |
| // (Prefer SDL 2.0.5+ for full feature support.) |
| |
| // Implemented features: |
| // [X] Platform: Clipboard support. |
| // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. |
| // [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] |
| // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. |
| // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. |
| // [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. |
| |
| // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
| // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
| // Learn about Dear ImGui: |
| // - FAQ https://dearimgui.com/faq |
| // - Getting Started https://dearimgui.com/getting-started |
| // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
| // - Introduction, links and more at the top of imgui.cpp |
| |
| // CHANGELOG |
| // (minor and older changes stripped away, please see git history for details) |
| // 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f. |
| // 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190) |
| // 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: |
| // - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn |
| // - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn |
| // - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn |
| // - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn |
| // 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. |
| // 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853) |
| // 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions. |
| // 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library. |
| // 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode(). |
| // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. |
| // 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) |
| // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702) |
| // 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644) |
| // 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()). |
| // 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. |
| // 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). |
| // 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) |
| // 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019) |
| // 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) |
| // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. |
| // 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) |
| // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). |
| // 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. |
| // 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). |
| // 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. |
| // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. |
| // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. |
| // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). |
| // 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. |
| // 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. |
| // 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. |
| // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. |
| // 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST. |
| // 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+) |
| // 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary. |
| // 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). |
| // 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950) |
| // 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends. |
| // 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2). |
| // 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state). |
| // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. |
| // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. |
| // 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). |
| // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. |
| // 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. |
| // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. |
| // 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. |
| // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. |
| // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. |
| // 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. |
| // 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. |
| // 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). |
| // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. |
| // 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. |
| // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. |
| // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. |
| // 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). |
| // 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. |
| // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. |
| // 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. |
| // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. |
| // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). |
| // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. |
| |
| #include "imgui.h" |
| #ifndef IMGUI_DISABLE |
| #include "imgui_impl_sdl2.h" |
| |
| // Clang warnings with -Weverything |
| #if defined(__clang__) |
| #pragma clang diagnostic push |
| #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision |
| #endif |
| |
| // SDL |
| #include <SDL.h> |
| #include <SDL_syswm.h> |
| #ifdef __APPLE__ |
| #include <TargetConditionals.h> |
| #endif |
| #ifdef __EMSCRIPTEN__ |
| #include <emscripten/em_js.h> |
| #endif |
| |
| #if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) |
| #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 |
| #else |
| #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 |
| #endif |
| #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) |
| #if SDL_HAS_VULKAN |
| #include <SDL_vulkan.h> |
| #endif |
| |
| // SDL Data |
| struct ImGui_ImplSDL2_Data |
| { |
| SDL_Window* Window; |
| Uint32 WindowID; |
| SDL_Renderer* Renderer; |
| Uint64 Time; |
| char* ClipboardTextData; |
| |
| // Mouse handling |
| Uint32 MouseWindowID; |
| int MouseButtonsDown; |
| SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; |
| SDL_Cursor* MouseLastCursor; |
| int MouseLastLeaveFrame; |
| bool MouseCanUseGlobalState; |
| |
| // Gamepad handling |
| ImVector<SDL_GameController*> Gamepads; |
| ImGui_ImplSDL2_GamepadMode GamepadMode; |
| bool WantUpdateGamepadsList; |
| |
| ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); } |
| }; |
| |
| // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts |
| // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. |
| // FIXME: multi-context support is not well tested and probably dysfunctional in this backend. |
| // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. |
| static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() |
| { |
| return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; |
| } |
| |
| // Functions |
| static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*) |
| { |
| ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| if (bd->ClipboardTextData) |
| SDL_free(bd->ClipboardTextData); |
| bd->ClipboardTextData = SDL_GetClipboardText(); |
| return bd->ClipboardTextData; |
| } |
| |
| static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text) |
| { |
| SDL_SetClipboardText(text); |
| } |
| |
| // Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow(). |
| static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data) |
| { |
| if (data->WantVisible) |
| { |
| SDL_Rect r; |
| r.x = (int)data->InputPos.x; |
| r.y = (int)data->InputPos.y; |
| r.w = 1; |
| r.h = (int)data->InputLineHeight; |
| SDL_SetTextInputRect(&r); |
| } |
| } |
| |
| // Not static to allow third-party code to use that if they want to (but undocumented) |
| ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode); |
| ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode) |
| { |
| IM_UNUSED(scancode); |
| switch (keycode) |
| { |
| case SDLK_TAB: return ImGuiKey_Tab; |
| case SDLK_LEFT: return ImGuiKey_LeftArrow; |
| case SDLK_RIGHT: return ImGuiKey_RightArrow; |
| case SDLK_UP: return ImGuiKey_UpArrow; |
| case SDLK_DOWN: return ImGuiKey_DownArrow; |
| case SDLK_PAGEUP: return ImGuiKey_PageUp; |
| case SDLK_PAGEDOWN: return ImGuiKey_PageDown; |
| case SDLK_HOME: return ImGuiKey_Home; |
| case SDLK_END: return ImGuiKey_End; |
| case SDLK_INSERT: return ImGuiKey_Insert; |
| case SDLK_DELETE: return ImGuiKey_Delete; |
| case SDLK_BACKSPACE: return ImGuiKey_Backspace; |
| case SDLK_SPACE: return ImGuiKey_Space; |
| case SDLK_RETURN: return ImGuiKey_Enter; |
| case SDLK_ESCAPE: return ImGuiKey_Escape; |
| case SDLK_QUOTE: return ImGuiKey_Apostrophe; |
| case SDLK_COMMA: return ImGuiKey_Comma; |
| case SDLK_MINUS: return ImGuiKey_Minus; |
| case SDLK_PERIOD: return ImGuiKey_Period; |
| case SDLK_SLASH: return ImGuiKey_Slash; |
| case SDLK_SEMICOLON: return ImGuiKey_Semicolon; |
| case SDLK_EQUALS: return ImGuiKey_Equal; |
| case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; |
| case SDLK_BACKSLASH: return ImGuiKey_Backslash; |
| case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; |
| case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent; |
| case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; |
| case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; |
| case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; |
| case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen; |
| case SDLK_PAUSE: return ImGuiKey_Pause; |
| case SDLK_KP_0: return ImGuiKey_Keypad0; |
| case SDLK_KP_1: return ImGuiKey_Keypad1; |
| case SDLK_KP_2: return ImGuiKey_Keypad2; |
| case SDLK_KP_3: return ImGuiKey_Keypad3; |
| case SDLK_KP_4: return ImGuiKey_Keypad4; |
| case SDLK_KP_5: return ImGuiKey_Keypad5; |
| case SDLK_KP_6: return ImGuiKey_Keypad6; |
| case SDLK_KP_7: return ImGuiKey_Keypad7; |
| case SDLK_KP_8: return ImGuiKey_Keypad8; |
| case SDLK_KP_9: return ImGuiKey_Keypad9; |
| case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal; |
| case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide; |
| case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; |
| case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract; |
| case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd; |
| case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter; |
| case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual; |
| case SDLK_LCTRL: return ImGuiKey_LeftCtrl; |
| case SDLK_LSHIFT: return ImGuiKey_LeftShift; |
| case SDLK_LALT: return ImGuiKey_LeftAlt; |
| case SDLK_LGUI: return ImGuiKey_LeftSuper; |
| case SDLK_RCTRL: return ImGuiKey_RightCtrl; |
| case SDLK_RSHIFT: return ImGuiKey_RightShift; |
| case SDLK_RALT: return ImGuiKey_RightAlt; |
| case SDLK_RGUI: return ImGuiKey_RightSuper; |
| case SDLK_APPLICATION: return ImGuiKey_Menu; |
| case SDLK_0: return ImGuiKey_0; |
| case SDLK_1: return ImGuiKey_1; |
| case SDLK_2: return ImGuiKey_2; |
| case SDLK_3: return ImGuiKey_3; |
| case SDLK_4: return ImGuiKey_4; |
| case SDLK_5: return ImGuiKey_5; |
| case SDLK_6: return ImGuiKey_6; |
| case SDLK_7: return ImGuiKey_7; |
| case SDLK_8: return ImGuiKey_8; |
| case SDLK_9: return ImGuiKey_9; |
| case SDLK_a: return ImGuiKey_A; |
| case SDLK_b: return ImGuiKey_B; |
| case SDLK_c: return ImGuiKey_C; |
| case SDLK_d: return ImGuiKey_D; |
| case SDLK_e: return ImGuiKey_E; |
| case SDLK_f: return ImGuiKey_F; |
| case SDLK_g: return ImGuiKey_G; |
| case SDLK_h: return ImGuiKey_H; |
| case SDLK_i: return ImGuiKey_I; |
| case SDLK_j: return ImGuiKey_J; |
| case SDLK_k: return ImGuiKey_K; |
| case SDLK_l: return ImGuiKey_L; |
| case SDLK_m: return ImGuiKey_M; |
| case SDLK_n: return ImGuiKey_N; |
| case SDLK_o: return ImGuiKey_O; |
| case SDLK_p: return ImGuiKey_P; |
| case SDLK_q: return ImGuiKey_Q; |
| case SDLK_r: return ImGuiKey_R; |
| case SDLK_s: return ImGuiKey_S; |
| case SDLK_t: return ImGuiKey_T; |
| case SDLK_u: return ImGuiKey_U; |
| case SDLK_v: return ImGuiKey_V; |
| case SDLK_w: return ImGuiKey_W; |
| case SDLK_x: return ImGuiKey_X; |
| case SDLK_y: return ImGuiKey_Y; |
| case SDLK_z: return ImGuiKey_Z; |
| case SDLK_F1: return ImGuiKey_F1; |
| case SDLK_F2: return ImGuiKey_F2; |
| case SDLK_F3: return ImGuiKey_F3; |
| case SDLK_F4: return ImGuiKey_F4; |
| case SDLK_F5: return ImGuiKey_F5; |
| case SDLK_F6: return ImGuiKey_F6; |
| case SDLK_F7: return ImGuiKey_F7; |
| case SDLK_F8: return ImGuiKey_F8; |
| case SDLK_F9: return ImGuiKey_F9; |
| case SDLK_F10: return ImGuiKey_F10; |
| case SDLK_F11: return ImGuiKey_F11; |
| case SDLK_F12: return ImGuiKey_F12; |
| case SDLK_F13: return ImGuiKey_F13; |
| case SDLK_F14: return ImGuiKey_F14; |
| case SDLK_F15: return ImGuiKey_F15; |
| case SDLK_F16: return ImGuiKey_F16; |
| case SDLK_F17: return ImGuiKey_F17; |
| case SDLK_F18: return ImGuiKey_F18; |
| case SDLK_F19: return ImGuiKey_F19; |
| case SDLK_F20: return ImGuiKey_F20; |
| case SDLK_F21: return ImGuiKey_F21; |
| case SDLK_F22: return ImGuiKey_F22; |
| case SDLK_F23: return ImGuiKey_F23; |
| case SDLK_F24: return ImGuiKey_F24; |
| case SDLK_AC_BACK: return ImGuiKey_AppBack; |
| case SDLK_AC_FORWARD: return ImGuiKey_AppForward; |
| default: break; |
| } |
| return ImGuiKey_None; |
| } |
| |
| static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0); |
| io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0); |
| io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0); |
| io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0); |
| } |
| |
| static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id) |
| { |
| ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL; |
| } |
| |
| // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
| // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. |
| // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. |
| // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
| // If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field. |
| bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) |
| { |
| ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?"); |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| switch (event->type) |
| { |
| case SDL_MOUSEMOTION: |
| { |
| if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == NULL) |
| return false; |
| ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); |
| io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); |
| io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); |
| return true; |
| } |
| case SDL_MOUSEWHEEL: |
| { |
| if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == NULL) |
| return false; |
| //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); |
| #if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten! |
| float wheel_x = -event->wheel.preciseX; |
| float wheel_y = event->wheel.preciseY; |
| #else |
| float wheel_x = -(float)event->wheel.x; |
| float wheel_y = (float)event->wheel.y; |
| #endif |
| #if defined(__EMSCRIPTEN__) && !SDL_VERSION_ATLEAST(2,31,0) |
| wheel_x /= 100.0f; |
| #endif |
| io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); |
| io.AddMouseWheelEvent(wheel_x, wheel_y); |
| return true; |
| } |
| case SDL_MOUSEBUTTONDOWN: |
| case SDL_MOUSEBUTTONUP: |
| { |
| if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == NULL) |
| return false; |
| int mouse_button = -1; |
| if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } |
| if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } |
| if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; } |
| if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; } |
| if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; } |
| if (mouse_button == -1) |
| break; |
| io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); |
| io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN)); |
| bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); |
| return true; |
| } |
| case SDL_TEXTINPUT: |
| { |
| if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == NULL) |
| return false; |
| io.AddInputCharactersUTF8(event->text.text); |
| return true; |
| } |
| case SDL_KEYDOWN: |
| case SDL_KEYUP: |
| { |
| if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == NULL) |
| return false; |
| ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); |
| ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode); |
| io.AddKeyEvent(key, (event->type == SDL_KEYDOWN)); |
| io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. |
| return true; |
| } |
| case SDL_WINDOWEVENT: |
| { |
| if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == NULL) |
| return false; |
| // - 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. |
| // - However we won't get a correct LEAVE event for a captured window. |
| // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, |
| // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why |
| // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details. |
| Uint8 window_event = event->window.event; |
| if (window_event == SDL_WINDOWEVENT_ENTER) |
| { |
| bd->MouseWindowID = event->window.windowID; |
| bd->MouseLastLeaveFrame = 0; |
| } |
| if (window_event == SDL_WINDOWEVENT_LEAVE) |
| bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1; |
| if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) |
| io.AddFocusEvent(true); |
| else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST) |
| io.AddFocusEvent(false); |
| return true; |
| } |
| case SDL_CONTROLLERDEVICEADDED: |
| case SDL_CONTROLLERDEVICEREMOVED: |
| { |
| bd->WantUpdateGamepadsList = true; |
| return true; |
| } |
| } |
| return false; |
| } |
| |
| #ifdef __EMSCRIPTEN__ |
| EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); }); |
| #endif |
| |
| static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| IMGUI_CHECKVERSION(); |
| IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); |
| |
| // Check and store if we are on a SDL backend that supports global mouse position |
| // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) |
| bool mouse_can_use_global_state = false; |
| #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE |
| const char* sdl_backend = SDL_GetCurrentVideoDriver(); |
| const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; |
| for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) |
| if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) |
| mouse_can_use_global_state = true; |
| #endif |
| |
| // Setup backend capabilities flags |
| ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); |
| io.BackendPlatformUserData = (void*)bd; |
| io.BackendPlatformName = "imgui_impl_sdl2"; |
| io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) |
| io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) |
| |
| bd->Window = window; |
| bd->WindowID = SDL_GetWindowID(window); |
| bd->Renderer = renderer; |
| bd->MouseCanUseGlobalState = mouse_can_use_global_state; |
| |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
| platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; |
| platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; |
| platform_io.Platform_ClipboardUserData = nullptr; |
| platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData; |
| #ifdef __EMSCRIPTEN__ |
| platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; }; |
| #endif |
| |
| // Gamepad handling |
| bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst; |
| bd->WantUpdateGamepadsList = true; |
| |
| // Load mouse cursors |
| bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); |
| bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); |
| bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); |
| bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); |
| bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); |
| bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); |
| bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); |
| bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); |
| bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); |
| |
| // Set platform dependent data in viewport |
| // Our mouse update function expect PlatformHandle to be filled for the main viewport |
| ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
| main_viewport->PlatformHandle = (void*)(intptr_t)bd->WindowID; |
| main_viewport->PlatformHandleRaw = nullptr; |
| SDL_SysWMinfo info; |
| SDL_VERSION(&info.version); |
| if (SDL_GetWindowWMInfo(window, &info)) |
| { |
| #if defined(SDL_VIDEO_DRIVER_WINDOWS) |
| main_viewport->PlatformHandleRaw = (void*)info.info.win.window; |
| #elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) |
| main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; |
| #endif |
| } |
| |
| // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. |
| // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. |
| // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. |
| // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: |
| // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) |
| #ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH |
| SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); |
| #endif |
| |
| // From 2.0.18: Enable native IME. |
| // IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any. |
| // For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow(). |
| #ifdef SDL_HINT_IME_SHOW_UI |
| SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); |
| #endif |
| |
| // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710) |
| #ifdef SDL_HINT_MOUSE_AUTO_CAPTURE |
| SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); |
| #endif |
| |
| (void)sdl_gl_context; // Unused in 'master' branch. |
| return true; |
| } |
| |
| bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) |
| { |
| return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context); |
| } |
| |
| bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) |
| { |
| #if !SDL_HAS_VULKAN |
| IM_ASSERT(0 && "Unsupported"); |
| #endif |
| return ImGui_ImplSDL2_Init(window, nullptr, nullptr); |
| } |
| |
| bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) |
| { |
| #if !defined(_WIN32) |
| IM_ASSERT(0 && "Unsupported"); |
| #endif |
| return ImGui_ImplSDL2_Init(window, nullptr, nullptr); |
| } |
| |
| bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) |
| { |
| return ImGui_ImplSDL2_Init(window, nullptr, nullptr); |
| } |
| |
| bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) |
| { |
| return ImGui_ImplSDL2_Init(window, renderer, nullptr); |
| } |
| |
| bool ImGui_ImplSDL2_InitForOther(SDL_Window* window) |
| { |
| return ImGui_ImplSDL2_Init(window, nullptr, nullptr); |
| } |
| |
| static void ImGui_ImplSDL2_CloseGamepads(); |
| |
| void ImGui_ImplSDL2_Shutdown() |
| { |
| ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| if (bd->ClipboardTextData) |
| SDL_free(bd->ClipboardTextData); |
| for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) |
| SDL_FreeCursor(bd->MouseCursors[cursor_n]); |
| ImGui_ImplSDL2_CloseGamepads(); |
| |
| io.BackendPlatformName = nullptr; |
| io.BackendPlatformUserData = nullptr; |
| io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); |
| IM_DELETE(bd); |
| } |
| |
| static void ImGui_ImplSDL2_UpdateMouseData() |
| { |
| ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) |
| #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE |
| // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside |
| SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE); |
| SDL_Window* focused_window = SDL_GetKeyboardFocus(); |
| const bool is_app_focused = (bd->Window == focused_window); |
| #else |
| 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 |
| #endif |
| if (is_app_focused) |
| { |
| // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) |
| if (io.WantSetMousePos) |
| SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y); |
| |
| // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured) |
| if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) |
| { |
| int window_x, window_y, mouse_x_global, mouse_y_global; |
| SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); |
| SDL_GetWindowPosition(bd->Window, &window_x, &window_y); |
| io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y)); |
| } |
| } |
| } |
| |
| static void ImGui_ImplSDL2_UpdateMouseCursor() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) |
| return; |
| ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| |
| ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); |
| if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) |
| { |
| // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor |
| SDL_ShowCursor(SDL_FALSE); |
| } |
| else |
| { |
| // Show OS mouse cursor |
| SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; |
| if (bd->MouseLastCursor != expected_cursor) |
| { |
| SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) |
| bd->MouseLastCursor = expected_cursor; |
| } |
| SDL_ShowCursor(SDL_TRUE); |
| } |
| } |
| |
| static void ImGui_ImplSDL2_CloseGamepads() |
| { |
| ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual) |
| for (SDL_GameController* gamepad : bd->Gamepads) |
| SDL_GameControllerClose(gamepad); |
| bd->Gamepads.resize(0); |
| } |
| |
| void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count) |
| { |
| ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| ImGui_ImplSDL2_CloseGamepads(); |
| if (mode == ImGui_ImplSDL2_GamepadMode_Manual) |
| { |
| IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0); |
| for (int n = 0; n < manual_gamepads_count; n++) |
| bd->Gamepads.push_back(manual_gamepads_array[n]); |
| } |
| else |
| { |
| IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0); |
| bd->WantUpdateGamepadsList = true; |
| } |
| bd->GamepadMode = mode; |
| } |
| |
| static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no) |
| { |
| bool merged_value = false; |
| for (SDL_GameController* gamepad : bd->Gamepads) |
| merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0; |
| io.AddKeyEvent(key, merged_value); |
| } |
| |
| static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } |
| static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1) |
| { |
| float merged_value = 0.0f; |
| for (SDL_GameController* gamepad : bd->Gamepads) |
| { |
| float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0)); |
| if (merged_value < vn) |
| merged_value = vn; |
| } |
| io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value); |
| } |
| |
| static void ImGui_ImplSDL2_UpdateGamepads() |
| { |
| ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| // Update list of controller(s) to use |
| if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual) |
| { |
| ImGui_ImplSDL2_CloseGamepads(); |
| int joystick_count = SDL_NumJoysticks(); |
| for (int n = 0; n < joystick_count; n++) |
| if (SDL_IsGameController(n)) |
| if (SDL_GameController* gamepad = SDL_GameControllerOpen(n)) |
| { |
| bd->Gamepads.push_back(gamepad); |
| if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst) |
| break; |
| } |
| bd->WantUpdateGamepadsList = false; |
| } |
| |
| // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. |
| if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) |
| return; |
| io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; |
| if (bd->Gamepads.Size == 0) |
| return; |
| io.BackendFlags |= ImGuiBackendFlags_HasGamepad; |
| |
| // Update gamepad inputs |
| const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. |
| ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START); |
| ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK); |
| ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square |
| ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle |
| ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle |
| ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross |
| ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); |
| ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); |
| ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); |
| ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); |
| ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); |
| ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); |
| ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767); |
| ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); |
| ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK); |
| ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK); |
| ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); |
| ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); |
| ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768); |
| ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); |
| ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); |
| ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767); |
| ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768); |
| ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); |
| } |
| |
| void ImGui_ImplSDL2_NewFrame() |
| { |
| ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?"); |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| // Setup display size (every frame to accommodate for window resizing) |
| int w, h; |
| int display_w, display_h; |
| SDL_GetWindowSize(bd->Window, &w, &h); |
| if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) |
| w = h = 0; |
| if (bd->Renderer != nullptr) |
| SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h); |
| #if SDL_HAS_VULKAN |
| else if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_VULKAN) |
| SDL_Vulkan_GetDrawableSize(bd->Window, &display_w, &display_h); |
| #endif |
| else |
| SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h); |
| io.DisplaySize = ImVec2((float)w, (float)h); |
| if (w > 0 && h > 0) |
| io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); |
| |
| // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) |
| // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644) |
| static Uint64 frequency = SDL_GetPerformanceFrequency(); |
| Uint64 current_time = SDL_GetPerformanceCounter(); |
| if (current_time <= bd->Time) |
| current_time = bd->Time + 1; |
| io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); |
| bd->Time = current_time; |
| |
| if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) |
| { |
| bd->MouseWindowID = 0; |
| bd->MouseLastLeaveFrame = 0; |
| io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); |
| } |
| |
| ImGui_ImplSDL2_UpdateMouseData(); |
| ImGui_ImplSDL2_UpdateMouseCursor(); |
| |
| // Update game controllers (if enabled and available) |
| ImGui_ImplSDL2_UpdateGamepads(); |
| } |
| |
| //----------------------------------------------------------------------------- |
| |
| #if defined(__clang__) |
| #pragma clang diagnostic pop |
| #endif |
| |
| #endif // #ifndef IMGUI_DISABLE |