| // 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: 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'. |
| // Missing features: |
| // [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. |
| |
| // 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. |
| // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. |
| // Read online: https://github.com/ocornut/imgui/tree/master/docs |
| |
| // CHANGELOG |
| // (minor and older changes stripped away, please see git history for details) |
| // 2022-01-05: Inputs: calling new io.AddKeyEvent() API (1.87+), support for full keys 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" |
| #include "imgui_impl_sdl.h" |
| |
| // SDL |
| #include <SDL.h> |
| #include <SDL_syswm.h> |
| #if defined(__APPLE__) |
| #include <TargetConditionals.h> |
| #endif |
| |
| #if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) |
| #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 |
| #else |
| #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 |
| #endif |
| #define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5) |
| #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) |
| |
| // SDL Data |
| struct ImGui_ImplSDL2_Data |
| { |
| SDL_Window* Window; |
| Uint64 Time; |
| bool MousePressed[3]; |
| SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; |
| char* ClipboardTextData; |
| bool MouseCanUseGlobalState; |
| |
| ImGui_ImplSDL2_Data() { memset(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 : NULL; |
| } |
| |
| // Functions |
| static const char* ImGui_ImplSDL2_GetClipboardText(void*) |
| { |
| 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(void*, const char* text) |
| { |
| SDL_SetClipboardText(text); |
| } |
| |
| static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode) |
| { |
| 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_LSHIFT: return ImGuiKey_LeftShift; |
| case SDLK_LCTRL: return ImGuiKey_LeftControl; |
| case SDLK_LALT: return ImGuiKey_LeftAlt; |
| case SDLK_LGUI: return ImGuiKey_LeftSuper; |
| case SDLK_RSHIFT: return ImGuiKey_RightShift; |
| case SDLK_RCTRL: return ImGuiKey_RightControl; |
| case SDLK_RALT: return ImGuiKey_RightAlt; |
| case SDLK_RGUI: return ImGuiKey_RightSuper; |
| case SDLK_MENU: 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; |
| } |
| return ImGuiKey_None; |
| } |
| |
| // 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. |
| // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. |
| // 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) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| |
| switch (event->type) |
| { |
| case SDL_MOUSEWHEEL: |
| { |
| if (event->wheel.x > 0) io.MouseWheelH += 1; |
| if (event->wheel.x < 0) io.MouseWheelH -= 1; |
| if (event->wheel.y > 0) io.MouseWheel += 1; |
| if (event->wheel.y < 0) io.MouseWheel -= 1; |
| return true; |
| } |
| case SDL_MOUSEBUTTONDOWN: |
| { |
| if (event->button.button == SDL_BUTTON_LEFT) { bd->MousePressed[0] = true; } |
| if (event->button.button == SDL_BUTTON_RIGHT) { bd->MousePressed[1] = true; } |
| if (event->button.button == SDL_BUTTON_MIDDLE) { bd->MousePressed[2] = true; } |
| return true; |
| } |
| case SDL_TEXTINPUT: |
| { |
| io.AddInputCharactersUTF8(event->text.text); |
| return true; |
| } |
| case SDL_KEYDOWN: |
| case SDL_KEYUP: |
| { |
| ImGuiIOKeyEvent io_event; |
| io_event.Key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym); |
| io_event.Down = (event->type == SDL_KEYDOWN); |
| io_event.NativeKeycode = event->key.keysym.sym; |
| io_event.NativeScancode = io_event.NativeLegacyIndex = event->key.keysym.scancode; |
| io.AddKeyEvent(&io_event); |
| return true; |
| } |
| case SDL_WINDOWEVENT: |
| { |
| if (event->window.event == SDL_WINDOWEVENT_FOCUS_GAINED) |
| io.AddFocusEvent(true); |
| else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST) |
| io.AddFocusEvent(false); |
| return true; |
| } |
| } |
| return false; |
| } |
| |
| static bool ImGui_ImplSDL2_Init(SDL_Window* window) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| IM_ASSERT(io.BackendPlatformUserData == NULL && "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_sdl"; |
| 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->MouseCanUseGlobalState = mouse_can_use_global_state; |
| |
| io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; |
| io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; |
| io.ClipboardUserData = NULL; |
| |
| // 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 |
| #ifdef _WIN32 |
| SDL_SysWMinfo info; |
| SDL_VERSION(&info.version); |
| if (SDL_GetWindowWMInfo(window, &info)) |
| ImGui::GetMainViewport()->PlatformHandleRaw = (void*)info.info.win.window; |
| #else |
| (void)window; |
| #endif |
| |
| // 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) |
| #if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH |
| SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); |
| #endif |
| |
| return true; |
| } |
| |
| bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) |
| { |
| IM_UNUSED(sdl_gl_context); // Viewport branch will need this. |
| return ImGui_ImplSDL2_Init(window); |
| } |
| |
| bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) |
| { |
| #if !SDL_HAS_VULKAN |
| IM_ASSERT(0 && "Unsupported"); |
| #endif |
| return ImGui_ImplSDL2_Init(window); |
| } |
| |
| bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) |
| { |
| #if !defined(_WIN32) |
| IM_ASSERT(0 && "Unsupported"); |
| #endif |
| return ImGui_ImplSDL2_Init(window); |
| } |
| |
| bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) |
| { |
| return ImGui_ImplSDL2_Init(window); |
| } |
| |
| bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window) |
| { |
| return ImGui_ImplSDL2_Init(window); |
| } |
| |
| void ImGui_ImplSDL2_Shutdown() |
| { |
| ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| IM_ASSERT(bd != NULL && "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]); |
| |
| io.BackendPlatformName = NULL; |
| io.BackendPlatformUserData = NULL; |
| IM_DELETE(bd); |
| } |
| |
| static void ImGui_ImplSDL2_UpdateMousePosAndButtons() |
| { |
| ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| ImVec2 mouse_pos_prev = io.MousePos; |
| io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); |
| |
| // Update mouse buttons |
| int mouse_x_local, mouse_y_local; |
| Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local); |
| io.MouseDown[0] = bd->MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. |
| io.MouseDown[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; |
| io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; |
| bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false; |
| |
| // Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing) |
| #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE |
| SDL_Window* focused_window = SDL_GetKeyboardFocus(); |
| SDL_Window* hovered_window = SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH ? SDL_GetMouseFocus() : NULL; // This is better but is only reliably useful with SDL 2.0.5+ and SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH. |
| SDL_Window* mouse_window = NULL; |
| if (hovered_window && bd->Window == hovered_window) |
| mouse_window = hovered_window; |
| else if (focused_window && bd->Window == focused_window) |
| mouse_window = focused_window; |
| |
| // 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(ImGui::IsAnyMouseDown() ? SDL_TRUE : SDL_FALSE); |
| #else |
| // SDL 2.0.3 and non-windowed systems: single-viewport only |
| SDL_Window* mouse_window = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) ? bd->Window : NULL; |
| #endif |
| |
| if (mouse_window == NULL) |
| return; |
| |
| // Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) |
| if (io.WantSetMousePos) |
| SDL_WarpMouseInWindow(bd->Window, (int)mouse_pos_prev.x, (int)mouse_pos_prev.y); |
| |
| // Set Dear ImGui mouse position from OS position + get buttons. (this is the common behavior) |
| if (bd->MouseCanUseGlobalState) |
| { |
| // 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) |
| // Unlike local position obtained earlier this will be valid when straying out of bounds. |
| int mouse_x_global, mouse_y_global; |
| SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); |
| int window_x, window_y; |
| SDL_GetWindowPosition(mouse_window, &window_x, &window_y); |
| io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y)); |
| } |
| else |
| { |
| io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local); |
| } |
| } |
| |
| 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_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); |
| SDL_ShowCursor(SDL_TRUE); |
| } |
| } |
| |
| static void ImGui_ImplSDL2_UpdateGamepads() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| memset(io.NavInputs, 0, sizeof(io.NavInputs)); |
| if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) |
| return; |
| |
| // Get gamepad |
| SDL_GameController* game_controller = SDL_GameControllerOpen(0); |
| if (!game_controller) |
| { |
| io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; |
| return; |
| } |
| |
| // Update gamepad inputs |
| #define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; } |
| #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } |
| const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. |
| MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A |
| MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B |
| MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X |
| MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y |
| MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left |
| MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right |
| MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up |
| MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down |
| MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB |
| MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB |
| MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB |
| MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB |
| MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); |
| MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); |
| MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767); |
| MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); |
| |
| io.BackendFlags |= ImGuiBackendFlags_HasGamepad; |
| #undef MAP_BUTTON |
| #undef MAP_ANALOG |
| } |
| |
| static void ImGui_ImplSDL2_UpdateKeyModifiers() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| SDL_Keymod sdl_key_mods = SDL_GetModState(); |
| ImGuiKeyModFlags key_mods = |
| ((sdl_key_mods & KMOD_CTRL) ? ImGuiKeyModFlags_Ctrl : 0) | |
| ((sdl_key_mods & KMOD_SHIFT) ? ImGuiKeyModFlags_Shift : 0) | |
| ((sdl_key_mods & KMOD_ALT) ? ImGuiKeyModFlags_Alt : 0) | |
| ((sdl_key_mods & KMOD_GUI) ? ImGuiKeyModFlags_Super : 0); |
| io.AddKeyModEvent(key_mods); |
| |
| } |
| |
| void ImGui_ImplSDL2_NewFrame() |
| { |
| ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| IM_ASSERT(bd != NULL && "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; |
| 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) |
| static Uint64 frequency = SDL_GetPerformanceFrequency(); |
| Uint64 current_time = SDL_GetPerformanceCounter(); |
| io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); |
| bd->Time = current_time; |
| |
| // Update key modifiers |
| ImGui_ImplSDL2_UpdateKeyModifiers(); |
| |
| ImGui_ImplSDL2_UpdateMousePosAndButtons(); |
| ImGui_ImplSDL2_UpdateMouseCursor(); |
| |
| // Update game controllers (if enabled and available) |
| ImGui_ImplSDL2_UpdateGamepads(); |
| } |