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
							parent
							
								
									e816bc6723
								
							
						
					
					
						commit
						d9bf80f655
					
				
				 2 changed files with 591 additions and 0 deletions
			
			
		@ -0,0 +1,555 @@ | 
				
			||||
// 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.)
 | 
				
			||||
// (Prefer SDL 2.0.5+ for full feature support.)
 | 
				
			||||
 | 
				
			||||
// Implemented features:
 | 
				
			||||
//  [X] Platform: Clipboard support.
 | 
				
			||||
//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
 | 
				
			||||
//  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
 | 
				
			||||
//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
 | 
				
			||||
// Missing features:
 | 
				
			||||
//  [ ] Platform: 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
 | 
				
			||||
 | 
				
			||||
// CHANGELOG
 | 
				
			||||
// (minor and older changes stripped away, please see git history for details)
 | 
				
			||||
//  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.
 | 
				
			||||
 | 
				
			||||
#include "imgui.h" | 
				
			||||
#include "imgui_impl_sdl3.h" | 
				
			||||
 | 
				
			||||
// SDL
 | 
				
			||||
#include <SDL.h> | 
				
			||||
#include <SDL_syswm.h> | 
				
			||||
#if defined(__APPLE__) | 
				
			||||
#include <TargetConditionals.h> | 
				
			||||
#endif | 
				
			||||
 | 
				
			||||
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) | 
				
			||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    1 | 
				
			||||
#else | 
				
			||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    0 | 
				
			||||
#endif | 
				
			||||
#define SDL_HAS_VULKAN                      SDL_VERSION_ATLEAST(2,0,6) | 
				
			||||
 | 
				
			||||
// SDL Data
 | 
				
			||||
struct ImGui_ImplSDL3_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; | 
				
			||||
 | 
				
			||||
    ImGui_ImplSDL3_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_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData() | 
				
			||||
{ | 
				
			||||
    return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; | 
				
			||||
} | 
				
			||||
 | 
				
			||||
// Functions
 | 
				
			||||
static const char* ImGui_ImplSDL3_GetClipboardText(void*) | 
				
			||||
{ | 
				
			||||
    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); | 
				
			||||
    if (bd->ClipboardTextData) | 
				
			||||
        SDL_free(bd->ClipboardTextData); | 
				
			||||
    bd->ClipboardTextData = SDL_GetClipboardText(); | 
				
			||||
    return bd->ClipboardTextData; | 
				
			||||
} | 
				
			||||
 | 
				
			||||
static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text) | 
				
			||||
{ | 
				
			||||
    SDL_SetClipboardText(text); | 
				
			||||
} | 
				
			||||
 | 
				
			||||
static ImGuiKey ImGui_ImplSDL3_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_ImplSDL3_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_ImplSDL3_ProcessEvent(const SDL_Event* event) | 
				
			||||
{ | 
				
			||||
    ImGuiIO& io = ImGui::GetIO(); | 
				
			||||
    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); | 
				
			||||
 | 
				
			||||
    switch (event->type) | 
				
			||||
    { | 
				
			||||
        case SDL_MOUSEMOTION: | 
				
			||||
        { | 
				
			||||
            ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); | 
				
			||||
            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.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.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_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); | 
				
			||||
            ImGuiKey key = ImGui_ImplSDL3_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 (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST) | 
				
			||||
                io.AddFocusEvent(false); | 
				
			||||
            return true; | 
				
			||||
        } | 
				
			||||
    } | 
				
			||||
    return false; | 
				
			||||
} | 
				
			||||
 | 
				
			||||
static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer) | 
				
			||||
{ | 
				
			||||
    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_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)(); | 
				
			||||
    io.BackendPlatformUserData = (void*)bd; | 
				
			||||
    io.BackendPlatformName = "imgui_impl_sdl3"; | 
				
			||||
    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;       // We can honor GetMouseCursor() values (optional)
 | 
				
			||||
    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;        // We can honor io.WantSetMousePos requests (optional, rarely used)
 | 
				
			||||
 | 
				
			||||
    bd->Window = window; | 
				
			||||
    bd->Renderer = renderer; | 
				
			||||
    bd->MouseCanUseGlobalState = mouse_can_use_global_state; | 
				
			||||
 | 
				
			||||
    io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText; | 
				
			||||
    io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText; | 
				
			||||
    io.ClipboardUserData = nullptr; | 
				
			||||
 | 
				
			||||
    // 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->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 2.0.22: 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 | 
				
			||||
 | 
				
			||||
    return true; | 
				
			||||
} | 
				
			||||
 | 
				
			||||
bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) | 
				
			||||
{ | 
				
			||||
    IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
 | 
				
			||||
    return ImGui_ImplSDL3_Init(window, nullptr); | 
				
			||||
} | 
				
			||||
 | 
				
			||||
bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window) | 
				
			||||
{ | 
				
			||||
#if !SDL_HAS_VULKAN | 
				
			||||
    IM_ASSERT(0 && "Unsupported"); | 
				
			||||
#endif | 
				
			||||
    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