| // 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: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. |
| // Missing features: |
| // [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows). |
| // [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. |
| // 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) |
| // 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. |
| // 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" |
| #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 |
| // (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 |
| |
| #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_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) |
| #if !SDL_HAS_VULKAN |
| static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; |
| #endif |
| |
| // SDL Data |
| struct ImGui_ImplSDL2_Data |
| { |
| SDL_Window* Window; |
| SDL_Renderer* Renderer; |
| Uint64 Time; |
| Uint32 MouseWindowID; |
| int MouseButtonsDown; |
| SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; |
| SDL_Cursor* LastMouseCursor; |
| int PendingMouseLeaveFrame; |
| char* ClipboardTextData; |
| bool MouseCanUseGlobalState; |
| bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state. |
| bool UseVulkan; |
| |
| 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; |
| } |
| |
| // Forward Declarations |
| static void ImGui_ImplSDL2_UpdateMonitors(); |
| static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context); |
| static void ImGui_ImplSDL2_ShutdownPlatformInterface(); |
| |
| // 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); |
| } |
| |
| // Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow(). |
| static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport* viewport, ImGuiPlatformImeData* data) |
| { |
| if (data->WantVisible) |
| { |
| SDL_Rect r; |
| r.x = (int)(data->InputPos.x - viewport->Pos.x); |
| r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight); |
| r.w = 1; |
| r.h = (int)data->InputLineHeight; |
| SDL_SetTextInputRect(&r); |
| } |
| } |
| |
| 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_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; |
| } |
| 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); |
| } |
| |
| // 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) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| |
| switch (event->type) |
| { |
| case SDL_MOUSEMOTION: |
| { |
| ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); |
| if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| { |
| int window_x, window_y; |
| SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y); |
| mouse_pos.x += window_x; |
| mouse_pos.y += window_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: |
| { |
| //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 |
| #ifdef __EMSCRIPTEN__ |
| 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: |
| { |
| 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: |
| { |
| io.AddInputCharactersUTF8(event->text.text); |
| return true; |
| } |
| case SDL_KEYDOWN: |
| case SDL_KEYUP: |
| { |
| ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); |
| ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym); |
| 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: |
| { |
| // - 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->PendingMouseLeaveFrame = 0; |
| } |
| if (window_event == SDL_WINDOWEVENT_LEAVE) |
| bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; |
| if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) |
| io.AddFocusEvent(true); |
| else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST) |
| io.AddFocusEvent(false); |
| 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; |
| } |
| return true; |
| } |
| } |
| return false; |
| } |
| |
| static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| 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) |
| if (mouse_can_use_global_state) |
| io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) |
| |
| bd->Window = window; |
| bd->Renderer = renderer; |
| |
| // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960) |
| // We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame. |
| bd->MouseCanUseGlobalState = mouse_can_use_global_state; |
| #ifndef __APPLE__ |
| bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState; |
| #else |
| bd->MouseCanReportHoveredViewport = false; |
| #endif |
| |
| io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; |
| io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; |
| io.ClipboardUserData = nullptr; |
| io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData; |
| |
| // 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*)window; |
| 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 |
| |
| // 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) |
| { |
| 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 |
| if (!ImGui_ImplSDL2_Init(window, nullptr, nullptr)) |
| return false; |
| ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| bd->UseVulkan = true; |
| return true; |
| } |
| |
| 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); |
| } |
| |
| 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(); |
| |
| ImGui_ImplSDL2_ShutdownPlatformInterface(); |
| |
| if (bd->ClipboardTextData) |
| SDL_free(bd->ClipboardTextData); |
| for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) |
| SDL_FreeCursor(bd->MouseCursors[cursor_n]); |
| bd->LastMouseCursor = nullptr; |
| |
| io.BackendPlatformName = nullptr; |
| io.BackendPlatformUserData = nullptr; |
| IM_DELETE(bd); |
| } |
| |
| // 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_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 = (focused_window && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*)focused_window))); |
| #else |
| SDL_Window* focused_window = bd->Window; |
| 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 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(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) |
| { |
| // 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) |
| // 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) |
| int mouse_x, mouse_y, window_x, window_y; |
| SDL_GetGlobalMouseState(&mouse_x, &mouse_y); |
| if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) |
| { |
| SDL_GetWindowPosition(focused_window, &window_x, &window_y); |
| mouse_x -= window_x; |
| mouse_y -= window_y; |
| } |
| io.AddMousePosEvent((float)mouse_x, (float)mouse_y); |
| } |
| } |
| |
| // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. |
| // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. |
| // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag. |
| // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window |
| // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported |
| // by the backend, and use its flawed heuristic to guess the viewport behind. |
| // - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). |
| if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) |
| { |
| ImGuiID mouse_viewport_id = 0; |
| if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID)) |
| if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window)) |
| mouse_viewport_id = mouse_viewport->ID; |
| io.AddMouseViewportEvent(mouse_viewport_id); |
| } |
| } |
| |
| 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->LastMouseCursor != expected_cursor) |
| { |
| SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) |
| bd->LastMouseCursor = expected_cursor; |
| } |
| SDL_ShowCursor(SDL_TRUE); |
| } |
| } |
| |
| static void ImGui_ImplSDL2_UpdateGamepads() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. |
| return; |
| |
| // Get gamepad |
| io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; |
| SDL_GameController* game_controller = SDL_GameControllerOpen(0); |
| if (!game_controller) |
| return; |
| io.BackendFlags |= ImGuiBackendFlags_HasGamepad; |
| |
| // Update gamepad inputs |
| #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) |
| #define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); } |
| #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); } |
| const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. |
| MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START); |
| MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK); |
| MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square |
| MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle |
| MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle |
| MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross |
| MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); |
| MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); |
| MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); |
| MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); |
| MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); |
| MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); |
| MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767); |
| MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); |
| MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK); |
| MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK); |
| MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); |
| MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); |
| MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768); |
| MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); |
| MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); |
| MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767); |
| MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768); |
| MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); |
| #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 |
| // FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set |
| // DpiScale to cocoa_window.backingScaleFactor here. |
| float dpi = 0.0f; |
| if (!SDL_GetDisplayDPI(n, &dpi, nullptr, nullptr)) |
| monitor.DpiScale = dpi / 96.0f; |
| #endif |
| platform_io.Monitors.push_back(monitor); |
| } |
| } |
| |
| void ImGui_ImplSDL2_NewFrame() |
| { |
| ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| IM_ASSERT(bd != nullptr && "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); |
| 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->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) |
| { |
| bd->MouseWindowID = 0; |
| bd->PendingMouseLeaveFrame = 0; |
| io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); |
| } |
| |
| // Our io.AddMouseViewportEvent() calls will only be valid when not capturing. |
| // Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rygorous, but testing for payload reduces noise and potential side-effects. |
| if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr) |
| io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; |
| else |
| io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport; |
| |
| ImGui_ImplSDL2_UpdateMouseData(); |
| 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* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. |
| struct ImGui_ImplSDL2_ViewportData |
| { |
| SDL_Window* Window; |
| Uint32 WindowID; |
| bool WindowOwned; |
| SDL_GLContext GLContext; |
| |
| ImGui_ImplSDL2_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; } |
| ~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); } |
| }; |
| |
| static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport) |
| { |
| ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
| ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); |
| viewport->PlatformUserData = vd; |
| |
| ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
| ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData; |
| |
| // Share GL resources with main context |
| bool use_opengl = (main_viewport_data->GLContext != nullptr); |
| SDL_GLContext backup_context = nullptr; |
| 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 : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0); |
| sdl_flags |= SDL_GetWindowFlags(bd->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 |
| vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); |
| vd->WindowOwned = true; |
| if (use_opengl) |
| { |
| vd->GLContext = SDL_GL_CreateContext(vd->Window); |
| SDL_GL_SetSwapInterval(0); |
| } |
| if (use_opengl && backup_context) |
| SDL_GL_MakeCurrent(vd->Window, backup_context); |
| |
| viewport->PlatformHandle = (void*)vd->Window; |
| viewport->PlatformHandleRaw = nullptr; |
| SDL_SysWMinfo info; |
| SDL_VERSION(&info.version); |
| if (SDL_GetWindowWMInfo(vd->Window, &info)) |
| { |
| #if defined(SDL_VIDEO_DRIVER_WINDOWS) |
| viewport->PlatformHandleRaw = info.info.win.window; |
| #elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) |
| viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; |
| #endif |
| } |
| } |
| |
| static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport) |
| { |
| if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData) |
| { |
| if (vd->GLContext && vd->WindowOwned) |
| SDL_GL_DeleteContext(vd->GLContext); |
| if (vd->Window && vd->WindowOwned) |
| SDL_DestroyWindow(vd->Window); |
| vd->GLContext = nullptr; |
| vd->Window = nullptr; |
| IM_DELETE(vd); |
| } |
| viewport->PlatformUserData = viewport->PlatformHandle = nullptr; |
| } |
| |
| static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport) |
| { |
| ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)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(vd->Window); |
| } |
| |
| static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport) |
| { |
| ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| int x = 0, y = 0; |
| SDL_GetWindowPosition(vd->Window, &x, &y); |
| return ImVec2((float)x, (float)y); |
| } |
| |
| static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) |
| { |
| ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y); |
| } |
| |
| static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport) |
| { |
| ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| int w = 0, h = 0; |
| SDL_GetWindowSize(vd->Window, &w, &h); |
| return ImVec2((float)w, (float)h); |
| } |
| |
| static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) |
| { |
| ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y); |
| } |
| |
| static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title) |
| { |
| ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| SDL_SetWindowTitle(vd->Window, title); |
| } |
| |
| #if SDL_HAS_WINDOW_ALPHA |
| static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha) |
| { |
| ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| SDL_SetWindowOpacity(vd->Window, alpha); |
| } |
| #endif |
| |
| static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport) |
| { |
| ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| SDL_RaiseWindow(vd->Window); |
| } |
| |
| static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport) |
| { |
| ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; |
| } |
| |
| static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport) |
| { |
| ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0; |
| } |
| |
| static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*) |
| { |
| ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| if (vd->GLContext) |
| SDL_GL_MakeCurrent(vd->Window, vd->GLContext); |
| } |
| |
| static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*) |
| { |
| ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| if (vd->GLContext) |
| { |
| SDL_GL_MakeCurrent(vd->Window, vd->GLContext); |
| SDL_GL_SwapWindow(vd->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) |
| { |
| ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
| (void)vk_allocator; |
| SDL_bool ret = SDL_Vulkan_CreateSurface(vd->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 |
| |
| // 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(); |
| ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); |
| vd->Window = window; |
| vd->WindowID = SDL_GetWindowID(window); |
| vd->WindowOwned = false; |
| vd->GLContext = sdl_gl_context; |
| main_viewport->PlatformUserData = vd; |
| main_viewport->PlatformHandle = vd->Window; |
| } |
| |
| static void ImGui_ImplSDL2_ShutdownPlatformInterface() |
| { |
| ImGui::DestroyPlatformWindows(); |
| } |
| |
| #if defined(__clang__) |
| #pragma clang diagnostic pop |
| #endif |