| // 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.) |
| // (Requires: SDL 2.0. Prefer SDL 2.0.4+ for full feature support.) |
| |
| // Implemented features: |
| // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. |
| // [X] Platform: Clipboard support. |
| // [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE). |
| // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. |
| // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. |
| // 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. |
| // [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows). |
| |
| // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
| // 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) |
| // 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. |
| // 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 |
| // (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended) |
| #include <SDL.h> |
| #include <SDL_syswm.h> |
| #if defined(__APPLE__) |
| #include "TargetConditionals.h" |
| #endif |
| |
| #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4) |
| #define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5) |
| #define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5) |
| #define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5) |
| #define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4) |
| #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) |
| #define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5) |
| #if !SDL_HAS_VULKAN |
| static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; |
| #endif |
| |
| // Data |
| static SDL_Window* g_Window = NULL; |
| static Uint64 g_Time = 0; |
| static bool g_MousePressed[3] = { false, false, false }; |
| static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {}; |
| static char* g_ClipboardTextData = NULL; |
| static bool g_MouseCanUseGlobalState = true; |
| static bool g_UseVulkan = false; |
| |
| // Forward Declarations |
| static void ImGui_ImplSDL2_UpdateMonitors(); |
| static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context); |
| static void ImGui_ImplSDL2_ShutdownPlatformInterface(); |
| |
| static const char* ImGui_ImplSDL2_GetClipboardText(void*) |
| { |
| if (g_ClipboardTextData) |
| SDL_free(g_ClipboardTextData); |
| g_ClipboardTextData = SDL_GetClipboardText(); |
| return g_ClipboardTextData; |
| } |
| |
| static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) |
| { |
| SDL_SetClipboardText(text); |
| } |
| |
| // 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(); |
| 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) g_MousePressed[0] = true; |
| if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; |
| if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; |
| return true; |
| } |
| case SDL_TEXTINPUT: |
| { |
| io.AddInputCharactersUTF8(event->text.text); |
| return true; |
| } |
| case SDL_KEYDOWN: |
| case SDL_KEYUP: |
| { |
| int key = event->key.keysym.scancode; |
| IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown)); |
| io.KeysDown[key] = (event->type == SDL_KEYDOWN); |
| io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); |
| io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); |
| io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); |
| #ifdef _WIN32 |
| io.KeySuper = false; |
| #else |
| io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); |
| #endif |
| return true; |
| } |
| // Multi-viewport support |
| case SDL_WINDOWEVENT: |
| Uint8 window_event = event->window.event; |
| if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED) |
| if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID))) |
| { |
| if (window_event == SDL_WINDOWEVENT_CLOSE) |
| viewport->PlatformRequestClose = true; |
| if (window_event == SDL_WINDOWEVENT_MOVED) |
| viewport->PlatformRequestMove = true; |
| if (window_event == SDL_WINDOWEVENT_RESIZED) |
| viewport->PlatformRequestResize = true; |
| return true; |
| } |
| break; |
| } |
| return false; |
| } |
| |
| static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context) |
| { |
| g_Window = window; |
| |
| // Setup backend capabilities flags |
| ImGuiIO& io = ImGui::GetIO(); |
| io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) |
| #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE |
| io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) |
| #endif |
| io.BackendPlatformName = "imgui_impl_sdl"; |
| |
| // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. |
| io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB; |
| io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; |
| io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; |
| io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; |
| io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; |
| io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; |
| io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; |
| io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; |
| io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; |
| io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT; |
| io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE; |
| io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE; |
| io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE; |
| io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN; |
| io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE; |
| io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_KP_ENTER; |
| io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A; |
| io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C; |
| io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V; |
| io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X; |
| io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y; |
| io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z; |
| |
| io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; |
| io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; |
| io.ClipboardUserData = NULL; |
| |
| // Load mouse cursors |
| g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); |
| g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); |
| g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); |
| g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); |
| g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); |
| g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); |
| g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); |
| g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); |
| g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); |
| |
| // Check and store if we are on Wayland |
| g_MouseCanUseGlobalState = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) != 0; |
| |
| // Our mouse update function expect PlatformHandle to be filled for the main viewport |
| ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
| main_viewport->PlatformHandle = (void*)window; |
| #if defined(_WIN32) |
| SDL_SysWMinfo info; |
| SDL_VERSION(&info.version); |
| if (SDL_GetWindowWMInfo(window, &info)) |
| main_viewport->PlatformHandleRaw = info.info.win.window; |
| #endif |
| |
| // Update monitors |
| ImGui_ImplSDL2_UpdateMonitors(); |
| |
| // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. |
| // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings. |
| if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)) |
| ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context); |
| |
| return true; |
| } |
| |
| bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) |
| { |
| (void)sdl_gl_context; // Viewport branch will need this. |
| return ImGui_ImplSDL2_Init(window, sdl_gl_context); |
| } |
| |
| bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) |
| { |
| #if !SDL_HAS_VULKAN |
| IM_ASSERT(0 && "Unsupported"); |
| #endif |
| g_UseVulkan = true; |
| return ImGui_ImplSDL2_Init(window, NULL); |
| } |
| |
| bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) |
| { |
| #if !defined(_WIN32) |
| IM_ASSERT(0 && "Unsupported"); |
| #endif |
| return ImGui_ImplSDL2_Init(window, NULL); |
| } |
| |
| bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) |
| { |
| return ImGui_ImplSDL2_Init(window, NULL); |
| } |
| |
| void ImGui_ImplSDL2_Shutdown() |
| { |
| ImGui_ImplSDL2_ShutdownPlatformInterface(); |
| g_Window = NULL; |
| |
| // Destroy last known clipboard data |
| if (g_ClipboardTextData) |
| SDL_free(g_ClipboardTextData); |
| g_ClipboardTextData = NULL; |
| |
| // Destroy SDL mouse cursors |
| for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) |
| SDL_FreeCursor(g_MouseCursors[cursor_n]); |
| memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); |
| } |
| |
| // This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4. |
| static void ImGui_ImplSDL2_UpdateMousePosAndButtons() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| io.MouseHoveredViewport = 0; |
| |
| // [1] |
| // Only when requested by io.WantSetMousePos: set OS mouse pos from Dear ImGui mouse pos. |
| // (rarely used, mostly when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) |
| if (io.WantSetMousePos) |
| { |
| #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE |
| if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y); |
| else |
| #endif |
| SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y); |
| } |
| else |
| { |
| io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); |
| } |
| |
| // [2] |
| // Set Dear ImGui mouse pos from OS mouse pos + get buttons. (this is the common behavior) |
| int mouse_x_local, mouse_y_local; |
| Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local); |
| io.MouseDown[0] = g_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] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; |
| io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; |
| g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; |
| |
| #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) |
| |
| if (g_MouseCanUseGlobalState) |
| { |
| // SDL 2.0.4 and later has SDL_GetGlobalMouseState() and SDL_CaptureMouse() |
| int mouse_x_global, mouse_y_global; |
| SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); |
| |
| if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| { |
| // 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) |
| if (SDL_Window* focused_window = SDL_GetKeyboardFocus()) |
| if (ImGui::FindViewportByPlatformHandle((void*)focused_window) != NULL) |
| io.MousePos = ImVec2((float)mouse_x_global, (float)mouse_y_global); |
| } |
| else |
| { |
| // Single-viewport mode: mouse position in client window coordinatesio.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) |
| if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS) |
| { |
| int window_x, window_y; |
| SDL_GetWindowPosition(g_Window, &window_x, &window_y); |
| io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y)); |
| } |
| } |
| } |
| else |
| { |
| if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS) |
| io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local); |
| } |
| |
| // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor. |
| // The function is only supported from SDL 2.0.4 (released Jan 2016) |
| bool any_mouse_button_down = ImGui::IsAnyMouseDown(); |
| SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE); |
| #else |
| // SDL 2.0.3 and before: single-viewport only |
| if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS) |
| io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local); |
| #endif |
| } |
| |
| static void ImGui_ImplSDL2_UpdateMouseCursor() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) |
| return; |
| |
| 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(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_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 |
| } |
| |
| // FIXME-PLATFORM: SDL doesn't have an event to notify the application of display/monitor changes |
| static void ImGui_ImplSDL2_UpdateMonitors() |
| { |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
| platform_io.Monitors.resize(0); |
| int display_count = SDL_GetNumVideoDisplays(); |
| for (int n = 0; n < display_count; n++) |
| { |
| // 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. |
| ImGuiPlatformMonitor monitor; |
| SDL_Rect r; |
| SDL_GetDisplayBounds(n, &r); |
| monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y); |
| monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h); |
| #if SDL_HAS_USABLE_DISPLAY_BOUNDS |
| SDL_GetDisplayUsableBounds(n, &r); |
| monitor.WorkPos = ImVec2((float)r.x, (float)r.y); |
| monitor.WorkSize = ImVec2((float)r.w, (float)r.h); |
| #endif |
| #if SDL_HAS_PER_MONITOR_DPI |
| float dpi = 0.0f; |
| if (!SDL_GetDisplayDPI(n, &dpi, NULL, NULL)) |
| monitor.DpiScale = dpi / 96.0f; |
| #endif |
| platform_io.Monitors.push_back(monitor); |
| } |
| } |
| |
| void ImGui_ImplSDL2_NewFrame(SDL_Window* window) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); |
| |
| // Setup display size (every frame to accommodate for window resizing) |
| int w, h; |
| int display_w, display_h; |
| SDL_GetWindowSize(window, &w, &h); |
| if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) |
| w = h = 0; |
| SDL_GL_GetDrawableSize(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 = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f); |
| g_Time = current_time; |
| |
| ImGui_ImplSDL2_UpdateMousePosAndButtons(); |
| ImGui_ImplSDL2_UpdateMouseCursor(); |
| |
| // Update game controllers (if enabled and available) |
| ImGui_ImplSDL2_UpdateGamepads(); |
| } |
| |
| //-------------------------------------------------------------------------------------------------------- |
| // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT |
| // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. |
| // 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.. |
| //-------------------------------------------------------------------------------------------------------- |
| |
| // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. |
| struct ImGuiViewportDataSDL2 |
| { |
| SDL_Window* Window; |
| Uint32 WindowID; |
| bool WindowOwned; |
| SDL_GLContext GLContext; |
| |
| ImGuiViewportDataSDL2() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; } |
| ~ImGuiViewportDataSDL2() { IM_ASSERT(Window == NULL && GLContext == NULL); } |
| }; |
| |
| static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport) |
| { |
| ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)(); |
| viewport->PlatformUserData = data; |
| |
| ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
| ImGuiViewportDataSDL2* main_viewport_data = (ImGuiViewportDataSDL2*)main_viewport->PlatformUserData; |
| |
| // Share GL resources with main context |
| bool use_opengl = (main_viewport_data->GLContext != NULL); |
| SDL_GLContext backup_context = NULL; |
| if (use_opengl) |
| { |
| backup_context = SDL_GL_GetCurrentContext(); |
| SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); |
| SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext); |
| } |
| |
| Uint32 sdl_flags = 0; |
| sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (g_UseVulkan ? SDL_WINDOW_VULKAN : 0); |
| sdl_flags |= SDL_GetWindowFlags(g_Window) & SDL_WINDOW_ALLOW_HIGHDPI; |
| sdl_flags |= SDL_WINDOW_HIDDEN; |
| sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0; |
| sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE; |
| #if !defined(_WIN32) |
| // See SDL hack in ImGui_ImplSDL2_ShowWindow(). |
| sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0; |
| #endif |
| #if SDL_HAS_ALWAYS_ON_TOP |
| sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0; |
| #endif |
| data->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); |
| data->WindowOwned = true; |
| if (use_opengl) |
| { |
| data->GLContext = SDL_GL_CreateContext(data->Window); |
| SDL_GL_SetSwapInterval(0); |
| } |
| if (use_opengl && backup_context) |
| SDL_GL_MakeCurrent(data->Window, backup_context); |
| |
| viewport->PlatformHandle = (void*)data->Window; |
| #if defined(_WIN32) |
| SDL_SysWMinfo info; |
| SDL_VERSION(&info.version); |
| if (SDL_GetWindowWMInfo(data->Window, &info)) |
| viewport->PlatformHandleRaw = info.info.win.window; |
| #endif |
| } |
| |
| static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport) |
| { |
| if (ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData) |
| { |
| if (data->GLContext && data->WindowOwned) |
| SDL_GL_DeleteContext(data->GLContext); |
| if (data->Window && data->WindowOwned) |
| SDL_DestroyWindow(data->Window); |
| data->GLContext = NULL; |
| data->Window = NULL; |
| IM_DELETE(data); |
| } |
| viewport->PlatformUserData = viewport->PlatformHandle = NULL; |
| } |
| |
| static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport) |
| { |
| ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; |
| #if defined(_WIN32) |
| HWND hwnd = (HWND)viewport->PlatformHandleRaw; |
| |
| // SDL hack: Hide icon from task bar |
| // 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. |
| if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) |
| { |
| LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); |
| ex_style &= ~WS_EX_APPWINDOW; |
| ex_style |= WS_EX_TOOLWINDOW; |
| ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); |
| } |
| |
| // SDL hack: SDL always activate/focus windows :/ |
| if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) |
| { |
| ::ShowWindow(hwnd, SW_SHOWNA); |
| return; |
| } |
| #endif |
| |
| SDL_ShowWindow(data->Window); |
| } |
| |
| static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport) |
| { |
| ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; |
| int x = 0, y = 0; |
| SDL_GetWindowPosition(data->Window, &x, &y); |
| return ImVec2((float)x, (float)y); |
| } |
| |
| static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) |
| { |
| ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; |
| SDL_SetWindowPosition(data->Window, (int)pos.x, (int)pos.y); |
| } |
| |
| static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport) |
| { |
| ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; |
| int w = 0, h = 0; |
| SDL_GetWindowSize(data->Window, &w, &h); |
| return ImVec2((float)w, (float)h); |
| } |
| |
| static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) |
| { |
| ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; |
| SDL_SetWindowSize(data->Window, (int)size.x, (int)size.y); |
| } |
| |
| static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title) |
| { |
| ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; |
| SDL_SetWindowTitle(data->Window, title); |
| } |
| |
| #if SDL_HAS_WINDOW_ALPHA |
| static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha) |
| { |
| ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; |
| SDL_SetWindowOpacity(data->Window, alpha); |
| } |
| #endif |
| |
| static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport) |
| { |
| ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; |
| SDL_RaiseWindow(data->Window); |
| } |
| |
| static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport) |
| { |
| ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; |
| return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; |
| } |
| |
| static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport) |
| { |
| ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; |
| return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_MINIMIZED) != 0; |
| } |
| |
| static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*) |
| { |
| ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; |
| if (data->GLContext) |
| SDL_GL_MakeCurrent(data->Window, data->GLContext); |
| } |
| |
| static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*) |
| { |
| ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; |
| if (data->GLContext) |
| { |
| SDL_GL_MakeCurrent(data->Window, data->GLContext); |
| SDL_GL_SwapWindow(data->Window); |
| } |
| } |
| |
| // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) |
| // SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this. |
| #if SDL_HAS_VULKAN |
| #include <SDL_vulkan.h> |
| static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) |
| { |
| ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; |
| (void)vk_allocator; |
| SDL_bool ret = SDL_Vulkan_CreateSurface(data->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface); |
| return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY |
| } |
| #endif // SDL_HAS_VULKAN |
| |
| static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context) |
| { |
| // Register platform interface (will be coupled with a renderer interface) |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
| platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow; |
| platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow; |
| platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow; |
| platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos; |
| platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos; |
| platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize; |
| platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize; |
| platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus; |
| platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus; |
| platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized; |
| platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle; |
| platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow; |
| platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers; |
| #if SDL_HAS_WINDOW_ALPHA |
| platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha; |
| #endif |
| #if SDL_HAS_VULKAN |
| platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface; |
| #endif |
| |
| // SDL2 by default doesn't pass mouse clicks to the application when the click focused a window. This is getting in the way of our interactions and we disable that behavior. |
| #if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH |
| SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); |
| #endif |
| |
| // Register main window handle (which is owned by the main application, not by us) |
| // 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. |
| ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
| ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)(); |
| data->Window = window; |
| data->WindowID = SDL_GetWindowID(window); |
| data->WindowOwned = false; |
| data->GLContext = sdl_gl_context; |
| main_viewport->PlatformUserData = data; |
| main_viewport->PlatformHandle = data->Window; |
| } |
| |
| static void ImGui_ImplSDL2_ShutdownPlatformInterface() |
| { |
| } |