Backends: SDL3: copied imgui_impl_sdl2 into imgui_impl_sdl3 and ONLY replaced strings (1/2). (#6146)
NO OTHER CHANGES. This WILL NOT compile with SDL3. This intermediate commit designed to make it easier to visualize the meaningful channges commit in the next commit.features/potocpav-newer-lines-2
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// dear imgui: Platform Backend for SDL3
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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// (Prefer SDL 2.0.5+ for full feature support.)
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [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]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// Missing features:
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// [ ] Platform: SDL3 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.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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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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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog.
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#include "imgui.h" |
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#include "imgui_impl_sdl3.h" |
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// SDL
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#include <SDL.h> |
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#include <SDL_syswm.h> |
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#if defined(__APPLE__) |
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#include <TargetConditionals.h> |
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#endif |
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#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) |
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 |
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#else |
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 |
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#endif |
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#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) |
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// SDL Data
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struct ImGui_ImplSDL3_Data |
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{ |
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SDL_Window* Window; |
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SDL_Renderer* Renderer; |
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Uint64 Time; |
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Uint32 MouseWindowID; |
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int MouseButtonsDown; |
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SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; |
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SDL_Cursor* LastMouseCursor; |
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int PendingMouseLeaveFrame; |
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char* ClipboardTextData; |
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bool MouseCanUseGlobalState; |
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ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); } |
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}; |
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// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
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// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
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static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData() |
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{ |
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; |
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} |
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// Functions
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static const char* ImGui_ImplSDL3_GetClipboardText(void*) |
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{ |
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); |
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if (bd->ClipboardTextData) |
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SDL_free(bd->ClipboardTextData); |
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bd->ClipboardTextData = SDL_GetClipboardText(); |
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return bd->ClipboardTextData; |
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} |
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static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text) |
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{ |
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SDL_SetClipboardText(text); |
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} |
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static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode) |
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{ |
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switch (keycode) |
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{ |
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case SDLK_TAB: return ImGuiKey_Tab; |
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case SDLK_LEFT: return ImGuiKey_LeftArrow; |
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case SDLK_RIGHT: return ImGuiKey_RightArrow; |
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case SDLK_UP: return ImGuiKey_UpArrow; |
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case SDLK_DOWN: return ImGuiKey_DownArrow; |
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case SDLK_PAGEUP: return ImGuiKey_PageUp; |
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case SDLK_PAGEDOWN: return ImGuiKey_PageDown; |
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case SDLK_HOME: return ImGuiKey_Home; |
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case SDLK_END: return ImGuiKey_End; |
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case SDLK_INSERT: return ImGuiKey_Insert; |
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case SDLK_DELETE: return ImGuiKey_Delete; |
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case SDLK_BACKSPACE: return ImGuiKey_Backspace; |
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case SDLK_SPACE: return ImGuiKey_Space; |
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case SDLK_RETURN: return ImGuiKey_Enter; |
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case SDLK_ESCAPE: return ImGuiKey_Escape; |
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case SDLK_QUOTE: return ImGuiKey_Apostrophe; |
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case SDLK_COMMA: return ImGuiKey_Comma; |
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case SDLK_MINUS: return ImGuiKey_Minus; |
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case SDLK_PERIOD: return ImGuiKey_Period; |
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case SDLK_SLASH: return ImGuiKey_Slash; |
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case SDLK_SEMICOLON: return ImGuiKey_Semicolon; |
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case SDLK_EQUALS: return ImGuiKey_Equal; |
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case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; |
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case SDLK_BACKSLASH: return ImGuiKey_Backslash; |
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case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; |
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case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent; |
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case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; |
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case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; |
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case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; |
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case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen; |
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case SDLK_PAUSE: return ImGuiKey_Pause; |
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case SDLK_KP_0: return ImGuiKey_Keypad0; |
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case SDLK_KP_1: return ImGuiKey_Keypad1; |
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case SDLK_KP_2: return ImGuiKey_Keypad2; |
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case SDLK_KP_3: return ImGuiKey_Keypad3; |
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case SDLK_KP_4: return ImGuiKey_Keypad4; |
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case SDLK_KP_5: return ImGuiKey_Keypad5; |
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case SDLK_KP_6: return ImGuiKey_Keypad6; |
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case SDLK_KP_7: return ImGuiKey_Keypad7; |
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case SDLK_KP_8: return ImGuiKey_Keypad8; |
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case SDLK_KP_9: return ImGuiKey_Keypad9; |
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case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal; |
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case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide; |
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case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; |
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case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract; |
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case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd; |
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case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter; |
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case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual; |
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case SDLK_LCTRL: return ImGuiKey_LeftCtrl; |
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case SDLK_LSHIFT: return ImGuiKey_LeftShift; |
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case SDLK_LALT: return ImGuiKey_LeftAlt; |
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case SDLK_LGUI: return ImGuiKey_LeftSuper; |
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case SDLK_RCTRL: return ImGuiKey_RightCtrl; |
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case SDLK_RSHIFT: return ImGuiKey_RightShift; |
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case SDLK_RALT: return ImGuiKey_RightAlt; |
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case SDLK_RGUI: return ImGuiKey_RightSuper; |
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case SDLK_APPLICATION: return ImGuiKey_Menu; |
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case SDLK_0: return ImGuiKey_0; |
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case SDLK_1: return ImGuiKey_1; |
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case SDLK_2: return ImGuiKey_2; |
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case SDLK_3: return ImGuiKey_3; |
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case SDLK_4: return ImGuiKey_4; |
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case SDLK_5: return ImGuiKey_5; |
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case SDLK_6: return ImGuiKey_6; |
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case SDLK_7: return ImGuiKey_7; |
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case SDLK_8: return ImGuiKey_8; |
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case SDLK_9: return ImGuiKey_9; |
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case SDLK_a: return ImGuiKey_A; |
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case SDLK_b: return ImGuiKey_B; |
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case SDLK_c: return ImGuiKey_C; |
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case SDLK_d: return ImGuiKey_D; |
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case SDLK_e: return ImGuiKey_E; |
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case SDLK_f: return ImGuiKey_F; |
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case SDLK_g: return ImGuiKey_G; |
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case SDLK_h: return ImGuiKey_H; |
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case SDLK_i: return ImGuiKey_I; |
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case SDLK_j: return ImGuiKey_J; |
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case SDLK_k: return ImGuiKey_K; |
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case SDLK_l: return ImGuiKey_L; |
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case SDLK_m: return ImGuiKey_M; |
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case SDLK_n: return ImGuiKey_N; |
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case SDLK_o: return ImGuiKey_O; |
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case SDLK_p: return ImGuiKey_P; |
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case SDLK_q: return ImGuiKey_Q; |
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case SDLK_r: return ImGuiKey_R; |
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case SDLK_s: return ImGuiKey_S; |
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case SDLK_t: return ImGuiKey_T; |
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case SDLK_u: return ImGuiKey_U; |
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case SDLK_v: return ImGuiKey_V; |
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case SDLK_w: return ImGuiKey_W; |
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case SDLK_x: return ImGuiKey_X; |
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case SDLK_y: return ImGuiKey_Y; |
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case SDLK_z: return ImGuiKey_Z; |
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case SDLK_F1: return ImGuiKey_F1; |
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case SDLK_F2: return ImGuiKey_F2; |
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case SDLK_F3: return ImGuiKey_F3; |
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case SDLK_F4: return ImGuiKey_F4; |
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case SDLK_F5: return ImGuiKey_F5; |
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case SDLK_F6: return ImGuiKey_F6; |
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case SDLK_F7: return ImGuiKey_F7; |
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case SDLK_F8: return ImGuiKey_F8; |
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case SDLK_F9: return ImGuiKey_F9; |
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case SDLK_F10: return ImGuiKey_F10; |
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case SDLK_F11: return ImGuiKey_F11; |
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case SDLK_F12: return ImGuiKey_F12; |
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} |
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return ImGuiKey_None; |
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} |
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static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0); |
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io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0); |
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io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0); |
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io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0); |
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} |
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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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// 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.
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bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); |
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switch (event->type) |
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{ |
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case SDL_MOUSEMOTION: |
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{ |
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ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); |
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io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); |
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return true; |
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} |
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case SDL_MOUSEWHEEL: |
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{ |
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//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
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#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
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float wheel_x = -event->wheel.preciseX; |
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float wheel_y = event->wheel.preciseY; |
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#else |
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float wheel_x = -(float)event->wheel.x; |
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float wheel_y = (float)event->wheel.y; |
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#endif |
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#ifdef __EMSCRIPTEN__ |
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wheel_x /= 100.0f; |
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#endif |
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io.AddMouseWheelEvent(wheel_x, wheel_y); |
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return true; |
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} |
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case SDL_MOUSEBUTTONDOWN: |
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case SDL_MOUSEBUTTONUP: |
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{ |
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int mouse_button = -1; |
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if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } |
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if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } |
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if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; } |
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if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; } |
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if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; } |
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if (mouse_button == -1) |
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break; |
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io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN)); |
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bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); |
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return true; |
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} |
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case SDL_TEXTINPUT: |
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{ |
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io.AddInputCharactersUTF8(event->text.text); |
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return true; |
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} |
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case SDL_KEYDOWN: |
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case SDL_KEYUP: |
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{ |
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ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); |
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ImGuiKey key = ImGui_ImplSDL3_KeycodeToImGuiKey(event->key.keysym.sym); |
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io.AddKeyEvent(key, (event->type == SDL_KEYDOWN)); |
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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.
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return true; |
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} |
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case SDL_WINDOWEVENT: |
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{ |
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// - 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.
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// - However we won't get a correct LEAVE event for a captured window.
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// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
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// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
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// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
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Uint8 window_event = event->window.event; |
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if (window_event == SDL_WINDOWEVENT_ENTER) |
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{ |
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bd->MouseWindowID = event->window.windowID; |
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bd->PendingMouseLeaveFrame = 0; |
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} |
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if (window_event == SDL_WINDOWEVENT_LEAVE) |
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bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; |
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if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) |
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io.AddFocusEvent(true); |
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else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST) |
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io.AddFocusEvent(false); |
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return true; |
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} |
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} |
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return false; |
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} |
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static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); |
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// Check and store if we are on a SDL backend that supports global mouse position
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// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
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bool mouse_can_use_global_state = false; |
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE |
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const char* sdl_backend = SDL_GetCurrentVideoDriver(); |
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const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; |
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for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) |
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if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) |
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mouse_can_use_global_state = true; |
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#endif |
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// Setup backend capabilities flags
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ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)(); |
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io.BackendPlatformUserData = (void*)bd; |
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io.BackendPlatformName = "imgui_impl_sdl3"; |
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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bd->Window = window; |
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bd->Renderer = renderer; |
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bd->MouseCanUseGlobalState = mouse_can_use_global_state; |
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io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText; |
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io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText; |
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io.ClipboardUserData = nullptr; |
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// Load mouse cursors
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bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); |
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bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); |
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bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); |
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bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); |
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bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); |
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bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); |
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bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); |
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bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); |
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bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); |
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// Set platform dependent data in viewport
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
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main_viewport->PlatformHandleRaw = nullptr; |
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SDL_SysWMinfo info; |
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SDL_VERSION(&info.version); |
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if (SDL_GetWindowWMInfo(window, &info)) |
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{ |
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#if defined(SDL_VIDEO_DRIVER_WINDOWS) |
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main_viewport->PlatformHandleRaw = (void*)info.info.win.window; |
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#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) |
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main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; |
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#endif |
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} |
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// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
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// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
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// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
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// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
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// you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
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#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH |
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SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); |
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#endif |
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// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
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#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE |
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SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); |
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#endif |
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return true; |
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} |
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bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) |
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{ |
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IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
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return ImGui_ImplSDL3_Init(window, nullptr); |
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} |
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bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window) |
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{ |
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#if !SDL_HAS_VULKAN |
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IM_ASSERT(0 && "Unsupported"); |
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#endif |
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return ImGui_ImplSDL3_Init(window, nullptr); |
||||
} |
||||
|
||||
bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window) |
||||
{ |
||||
#if !defined(_WIN32) |
||||
IM_ASSERT(0 && "Unsupported"); |
||||
#endif |
||||
return ImGui_ImplSDL3_Init(window, nullptr); |
||||
} |
||||
|
||||
bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window) |
||||
{ |
||||
return ImGui_ImplSDL3_Init(window, nullptr); |
||||
} |
||||
|
||||
bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) |
||||
{ |
||||
return ImGui_ImplSDL3_Init(window, renderer); |
||||
} |
||||
|
||||
void ImGui_ImplSDL3_Shutdown() |
||||
{ |
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); |
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); |
||||
ImGuiIO& io = ImGui::GetIO(); |
||||
|
||||
if (bd->ClipboardTextData) |
||||
SDL_free(bd->ClipboardTextData); |
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) |
||||
SDL_FreeCursor(bd->MouseCursors[cursor_n]); |
||||
bd->LastMouseCursor = NULL; |
||||
|
||||
io.BackendPlatformName = nullptr; |
||||
io.BackendPlatformUserData = nullptr; |
||||
IM_DELETE(bd); |
||||
} |
||||
|
||||
static void ImGui_ImplSDL3_UpdateMouseData() |
||||
{ |
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); |
||||
ImGuiIO& io = ImGui::GetIO(); |
||||
|
||||
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE |
||||
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
|
||||
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE); |
||||
SDL_Window* focused_window = SDL_GetKeyboardFocus(); |
||||
const bool is_app_focused = (bd->Window == focused_window); |
||||
#else |
||||
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
|
||||
#endif |
||||
if (is_app_focused) |
||||
{ |
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos) |
||||
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y); |
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
|
||||
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) |
||||
{ |
||||
int window_x, window_y, mouse_x_global, mouse_y_global; |
||||
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); |
||||
SDL_GetWindowPosition(bd->Window, &window_x, &window_y); |
||||
io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y)); |
||||
} |
||||
} |
||||
} |
||||
|
||||
static void ImGui_ImplSDL3_UpdateMouseCursor() |
||||
{ |
||||
ImGuiIO& io = ImGui::GetIO(); |
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) |
||||
return; |
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_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_ImplSDL3_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 |
||||
} |
||||
|
||||
void ImGui_ImplSDL3_NewFrame() |
||||
{ |
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); |
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL3_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)
|
||||
static Uint64 frequency = SDL_GetPerformanceFrequency(); |
||||
Uint64 current_time = SDL_GetPerformanceCounter(); |
||||
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); |
||||
bd->Time = current_time; |
||||
|
||||
if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) |
||||
{ |
||||
bd->MouseWindowID = 0; |
||||
bd->PendingMouseLeaveFrame = 0; |
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); |
||||
} |
||||
|
||||
ImGui_ImplSDL3_UpdateMouseData(); |
||||
ImGui_ImplSDL3_UpdateMouseCursor(); |
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplSDL3_UpdateGamepads(); |
||||
} |
@ -0,0 +1,36 @@ |
||||
// dear imgui: Platform Backend for SDL3
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// Missing features:
|
||||
// [ ] Platform: SDL3 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#pragma once |
||||
#include "imgui.h" // IMGUI_IMPL_API |
||||
|
||||
struct SDL_Window; |
||||
struct SDL_Renderer; |
||||
typedef union SDL_Event SDL_Event; |
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); |
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window); |
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window); |
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window); |
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); |
||||
IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown(); |
||||
IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame(); |
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event); |
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS |
||||
static inline void ImGui_ImplSDL3_NewFrame(SDL_Window*) { ImGui_ImplSDL3_NewFrame(); } // 1.84: removed unnecessary parameter
|
||||
#endif |
Loading…
Reference in New Issue