Backends: SDLRenderer3: Amend/finish SDL_Renderer3 patch + add example. (#6286)
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#
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# Cross Platform Makefile
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# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
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#
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# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged.
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#CXX = g++
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#CXX = clang++
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EXE = example_sdl3_sdlrenderer3
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IMGUI_DIR = ../..
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SOURCES = main.cpp
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SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
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SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer3.cpp
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OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
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UNAME_S := $(shell uname -s)
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LINUX_GL_LIBS = -lGL
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CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
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CXXFLAGS += -g -Wall -Wformat
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LIBS =
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##---------------------------------------------------------------------
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## BUILD FLAGS PER PLATFORM
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##---------------------------------------------------------------------
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ifeq ($(UNAME_S), Linux) #LINUX
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ECHO_MESSAGE = "Linux"
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LIBS += -ldl `sdl3-config --libs`
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CXXFLAGS += `sdl3-config --cflags`
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CFLAGS = $(CXXFLAGS)
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endif |
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ifeq ($(UNAME_S), Darwin) #APPLE
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ECHO_MESSAGE = "Mac OS X"
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LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs`
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LIBS += -L/usr/local/lib -L/opt/local/lib
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CXXFLAGS += `sdl3-config --cflags`
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CXXFLAGS += -I/usr/local/include -I/opt/local/include
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CFLAGS = $(CXXFLAGS)
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endif |
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ifeq ($(OS), Windows_NT) |
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ECHO_MESSAGE = "MinGW"
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LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3`
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CXXFLAGS += `pkg-config --cflags sdl3`
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CFLAGS = $(CXXFLAGS)
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endif |
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##---------------------------------------------------------------------
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## BUILD RULES
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##---------------------------------------------------------------------
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%.o:%.cpp |
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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%.o:$(IMGUI_DIR)/%.cpp |
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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%.o:$(IMGUI_DIR)/backends/%.cpp |
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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all: $(EXE) |
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@echo Build complete for $(ECHO_MESSAGE)
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$(EXE): $(OBJS) |
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$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
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clean: |
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rm -f $(EXE) $(OBJS)
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@ -0,0 +1,8 @@ |
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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. |
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@set OUT_DIR=Debug |
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@set OUT_EXE=example_sdl3_sdlrenderer3 |
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@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include |
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@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlrenderer3.cpp ..\..\imgui*.cpp |
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@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib |
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mkdir %OUT_DIR% |
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cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console |
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// Dear ImGui: standalone example application for SDL3 + SDL_Renderer
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// Important to understand: SDL_Renderer is an _optional_ component of SDL3.
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// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
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#include "imgui.h" |
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#include "imgui_impl_sdl3.h" |
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#include "imgui_impl_sdlrenderer3.h" |
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#include <stdio.h> |
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#include <SDL3/SDL.h> |
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#if defined(IMGUI_IMPL_OPENGL_ES2) |
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#include <SDL3/SDL_opengles2.h> |
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#else |
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#include <SDL3/SDL_opengl.h> |
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#endif |
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// Main code
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int main(int, char**) |
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{ |
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// Setup SDL
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0) |
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{ |
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printf("Error: SDL_Init(): %s\n", SDL_GetError()); |
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return -1; |
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} |
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// Enable native IME.
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); |
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// Create window with SDL_Renderer graphics context
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN); |
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags); |
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if (window == nullptr) |
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{ |
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printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); |
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return -1; |
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} |
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SDL_Renderer* renderer = SDL_CreateRenderer(window, NULL, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED); |
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if (renderer == nullptr) |
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{ |
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SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError()); |
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return -1; |
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} |
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SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); |
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SDL_ShowWindow(window); |
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION(); |
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ImGui::CreateContext(); |
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ImGuiIO& io = ImGui::GetIO(); (void)io; |
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark(); |
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplSDL3_InitForSDLRenderer(window, renderer); |
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ImGui_ImplSDLRenderer3_Init(renderer); |
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != nullptr);
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// Our state
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bool show_demo_window = true; |
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bool show_another_window = false; |
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
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// Main loop
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bool done = false; |
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#ifdef __EMSCRIPTEN__ |
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// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
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// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
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io.IniFilename = nullptr; |
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EMSCRIPTEN_MAINLOOP_BEGIN |
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#else |
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while (!done) |
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#endif |
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{ |
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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SDL_Event event; |
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while (SDL_PollEvent(&event)) |
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{ |
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ImGui_ImplSDL3_ProcessEvent(&event); |
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if (event.type == SDL_EVENT_QUIT) |
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done = true; |
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if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) |
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done = true; |
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} |
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// Start the Dear ImGui frame
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ImGui_ImplSDLRenderer3_NewFrame(); |
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ImGui_ImplSDL3_NewFrame(); |
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ImGui::NewFrame(); |
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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if (show_demo_window) |
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ImGui::ShowDemoWindow(&show_demo_window); |
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{ |
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static float f = 0.0f; |
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static int counter = 0; |
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window); |
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++; |
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ImGui::SameLine(); |
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ImGui::Text("counter = %d", counter); |
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); |
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ImGui::End(); |
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} |
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// 3. Show another simple window.
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if (show_another_window) |
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{ |
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ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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ImGui::Text("Hello from another window!"); |
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if (ImGui::Button("Close Me")) |
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show_another_window = false; |
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ImGui::End(); |
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} |
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// Rendering
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ImGui::Render(); |
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//SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
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SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255)); |
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SDL_RenderClear(renderer); |
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ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData()); |
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SDL_RenderPresent(renderer); |
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} |
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// Cleanup
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ImGui_ImplSDLRenderer3_Shutdown(); |
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ImGui_ImplSDL3_Shutdown(); |
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ImGui::DestroyContext(); |
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SDL_DestroyRenderer(renderer); |
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SDL_DestroyWindow(window); |
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SDL_Quit(); |
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return 0; |
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} |
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