# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx10.h # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx11.h # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx12.h # backends/imgui_impl_dx9.cpp # backends/imgui_impl_dx9.h # backends/imgui_impl_glfw.cpp # backends/imgui_impl_metal.h # backends/imgui_impl_metal.mm # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_opengl3.h # backends/imgui_impl_osx.h # backends/imgui_impl_osx.mm # backends/imgui_impl_sdl2.cpp # backends/imgui_impl_sdlrenderer.cpp # backends/imgui_impl_sdlrenderer.h # backends/imgui_impl_vulkan.cpp # backends/imgui_impl_vulkan.h # backends/imgui_impl_win32.cpp # docs/CHANGELOG.txt # imgui.cpp # imgui_widgets.cppfeatures/sdl_renderer3_multiviewports
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// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
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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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// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
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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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// 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 <SDL3/SDL.h> |
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#include <SDL3/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 !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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// 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 & SDL_KMOD_CTRL) != 0); |
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io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0); |
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io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0); |
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io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_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_EVENT_MOUSE_MOTION: |
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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_EVENT_MOUSE_WHEEL: |
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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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float wheel_x = -event->wheel.x; |
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float wheel_y = event->wheel.y; |
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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_EVENT_MOUSE_BUTTON_DOWN: |
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case SDL_EVENT_MOUSE_BUTTON_UP: |
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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_EVENT_MOUSE_BUTTON_DOWN)); |
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bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (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_EVENT_TEXT_INPUT: |
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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_EVENT_KEY_DOWN: |
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case SDL_EVENT_KEY_UP: |
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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_EVENT_KEY_DOWN)); |
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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_EVENT_WINDOW_MOUSE_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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return true; |
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} |
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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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// FIXME: Unconfirmed whether this is still needed with SDL3.
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case SDL_EVENT_WINDOW_MOUSE_LEAVE: |
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{ |
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bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; |
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return true; |
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} |
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case SDL_EVENT_WINDOW_FOCUS_GAINED: |
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io.AddFocusEvent(true); |
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return true; |
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case SDL_EVENT_WINDOW_FOCUS_LOST: |
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io.AddFocusEvent(false); |
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return true; |
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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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if (SDL_GetWindowWMInfo(window, &info, SDL_SYSWM_CURRENT_VERSION)) |
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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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return ImGui_ImplSDL3_Init(window, nullptr); |
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} |
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|
||||
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_DestroyCursor(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, io.MousePos.x, io.MousePos.y); |
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
|
||||
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) |
||||
{ |
||||
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||
float mouse_x_global, mouse_y_global; |
||||
int window_x, window_y; |
||||
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); |
||||
SDL_GetWindowPosition(focused_window, &window_x, &window_y); |
||||
io.AddMousePosEvent(mouse_x_global - window_x, 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_HideCursor(); |
||||
} |
||||
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(); |
||||
} |
||||
} |
||||
|
||||
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_Gamepad* gamepad = SDL_OpenGamepad(0); |
||||
if (!gamepad) |
||||
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_GetGamepadButton(gamepad, BUTTON_NO) != 0); } |
||||
#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GetGamepadAxis(gamepad, 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_GAMEPAD_BUTTON_START); |
||||
MAP_BUTTON(ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK); |
||||
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_X); // Xbox X, PS Square
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_B); // Xbox B, PS Circle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_Y); // Xbox Y, PS Triangle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_A); // Xbox A, PS Cross
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT); |
||||
MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT); |
||||
MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP); |
||||
MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN); |
||||
MAP_BUTTON(ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER); |
||||
MAP_BUTTON(ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER); |
||||
MAP_ANALOG(ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767); |
||||
MAP_ANALOG(ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767); |
||||
MAP_BUTTON(ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK); |
||||
MAP_BUTTON(ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK); |
||||
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768); |
||||
MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767); |
||||
MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768); |
||||
MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767); |
||||
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768); |
||||
MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767); |
||||
MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768); |
||||
MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_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; |
||||
SDL_GetWindowSizeInPixels(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 +1,31 @@ |
||||
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
|
||||
// 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.)
|
||||
// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
|
||||
|
||||
// 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'.
|
||||
|
||||
// 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); |
@ -1,8 +1,8 @@ |
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. |
||||
@set OUT_DIR=Debug |
||||
@set OUT_EXE=example_sdl_directx11 |
||||
@set OUT_EXE=example_sdl2_directx11 |
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" |
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp |
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp |
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib |
||||
mkdir %OUT_DIR% |
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console |
@ -0,0 +1,29 @@ |
||||
|
||||
# How to Build |
||||
|
||||
- On Windows with Visual Studio's IDE |
||||
|
||||
Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary. |
||||
|
||||
- On Windows with Visual Studio's CLI |
||||
|
||||
``` |
||||
set SDL2_DIR=path_to_your_sdl2_folder |
||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console |
||||
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries |
||||
# or for 64-bit: |
||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console |
||||
``` |
||||
|
||||
- On Linux and similar Unixes |
||||
|
||||
``` |
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL |
||||
``` |
||||
|
||||
- On Mac OS X |
||||
|
||||
``` |
||||
brew install sdl2 |
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl |
||||
``` |
@ -1,8 +1,8 @@ |
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. |
||||
@set OUT_DIR=Debug |
||||
@set OUT_EXE=example_sdl_opengl2 |
||||
@set OUT_EXE=example_sdl2_opengl2 |
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include |
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp |
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp |
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib |
||||
mkdir %OUT_DIR% |
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console |
@ -1,8 +1,8 @@ |
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. |
||||
@set OUT_DIR=Debug |
||||
@set OUT_EXE=example_sdl_opengl3 |
||||
@set OUT_EXE=example_sdl2_opengl3 |
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include |
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp |
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp |
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib |
||||
mkdir %OUT_DIR% |
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console |
@ -0,0 +1,25 @@ |
||||
|
||||
# How to Build |
||||
|
||||
- On Windows with Visual Studio's CLI |
||||
|
||||
``` |
||||
set SDL2_DIR=path_to_your_sdl2_folder |
||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console |
||||
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries |
||||
# or for 64-bit: |
||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console |
||||
``` |
||||
|
||||
- On Linux and similar Unixes |
||||
|
||||
``` |
||||
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL |
||||
``` |
||||
|
||||
- On Mac OS X |
||||
|
||||
``` |
||||
brew install sdl2 |
||||
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl |
||||
``` |
@ -1,8 +1,8 @@ |
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. |
||||
@set OUT_DIR=Debug |
||||
@set OUT_EXE=example_sdl_sdlrenderer_ |
||||
@set OUT_EXE=example_sdl2_sdlrenderer_ |
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include |
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp |
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp |
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib |
||||
mkdir %OUT_DIR% |
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console |
@ -1,8 +1,8 @@ |
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. |
||||
|
||||
@set OUT_EXE=example_sdl_vulkan |
||||
@set OUT_EXE=example_sdl2_vulkan |
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include |
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp |
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp |
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib |
||||
|
||||
@set OUT_DIR=Debug |
@ -0,0 +1,84 @@ |
||||
#
|
||||
# Cross Platform Makefile
|
||||
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
|
||||
#
|
||||
# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged.
|
||||
|
||||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_sdl3_opengl3
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
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
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
LINUX_GL_LIBS = -lGL
|
||||
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## OPENGL ES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
## This assumes a GL ES library available in the system, e.g. libGLESv2.so
|
||||
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
|
||||
# LINUX_GL_LIBS = -lGLESv2
|
||||
## If you're on a Raspberry Pi and want to use the legacy drivers,
|
||||
## use the following instead:
|
||||
# LINUX_GL_LIBS = -L/opt/vc/lib -lbrcmGLESv2
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS += $(LINUX_GL_LIBS) -ldl `sdl3-config --libs`
|
||||
|
||||
CXXFLAGS += `sdl3-config --cflags`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif |
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs`
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
|
||||
CXXFLAGS += `sdl3-config --cflags`
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif |
||||
|
||||
ifeq ($(OS), Windows_NT) |
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3`
|
||||
|
||||
CXXFLAGS += `pkg-config --cflags sdl3`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif |
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp |
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp |
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp |
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE) |
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
$(EXE): $(OBJS) |
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean: |
||||
rm -f $(EXE) $(OBJS)
|
@ -0,0 +1,92 @@ |
||||
#
|
||||
# Makefile to use with SDL+emscripten
|
||||
# See https://emscripten.org/docs/getting_started/downloads.html
|
||||
# for installation instructions.
|
||||
#
|
||||
# This Makefile assumes you have loaded emscripten's environment.
|
||||
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
|
||||
#
|
||||
# Running `make -f Makefile.emscripten` will produce three files:
|
||||
# - web/index.html
|
||||
# - web/index.js
|
||||
# - web/index.wasm
|
||||
#
|
||||
# All three are needed to run the demo.
|
||||
|
||||
CC = emcc
|
||||
CXX = em++
|
||||
WEB_DIR = web
|
||||
EXE = $(WEB_DIR)/index.html
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
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
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
CPPFLAGS =
|
||||
LDFLAGS =
|
||||
EMS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## EMSCRIPTEN OPTIONS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
|
||||
EMS += -s USE_SDL=2
|
||||
EMS += -s DISABLE_EXCEPTION_CATCHING=1
|
||||
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
|
||||
|
||||
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
|
||||
#EMS += -s BINARYEN_TRAP_MODE=clamp
|
||||
#EMS += -s SAFE_HEAP=1 ## Adds overhead
|
||||
|
||||
# Emscripten allows preloading a file or folder to be accessible at runtime.
|
||||
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
|
||||
# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
|
||||
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
|
||||
USE_FILE_SYSTEM ?= 0
|
||||
ifeq ($(USE_FILE_SYSTEM), 0) |
||||
LDFLAGS += -s NO_FILESYSTEM=1
|
||||
CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
|
||||
endif |
||||
ifeq ($(USE_FILE_SYSTEM), 1) |
||||
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
|
||||
endif |
||||
|
||||
##---------------------------------------------------------------------
|
||||
## FINAL BUILD FLAGS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
#CPPFLAGS += -g
|
||||
CPPFLAGS += -Wall -Wformat -Os $(EMS)
|
||||
LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
|
||||
LDFLAGS += $(EMS)
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp |
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp |
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp |
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE) |
||||
@echo Build complete for $(EXE)
|
||||
|
||||
$(WEB_DIR): |
||||
mkdir $@
|
||||
|
||||
serve: all |
||||
python3 -m http.server -d $(WEB_DIR)
|
||||
|
||||
$(EXE): $(OBJS) $(WEB_DIR) |
||||
$(CXX) -o $@ $(OBJS) $(LDFLAGS)
|
||||
|
||||
clean: |
||||
rm -rf $(OBJS) $(WEB_DIR)
|
@ -0,0 +1,57 @@ |
||||
|
||||
# How to Build |
||||
|
||||
## Windows with Visual Studio's IDE |
||||
|
||||
Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary. |
||||
|
||||
## Windows with Visual Studio's CLI |
||||
|
||||
Use build_win32.bat or directly: |
||||
``` |
||||
set SDL2_DIR=path_to_your_sdl3_folder |
||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console |
||||
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries |
||||
# or for 64-bit: |
||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console |
||||
``` |
||||
|
||||
## Linux and similar Unixes |
||||
|
||||
Use our Makefile or directly: |
||||
``` |
||||
c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends |
||||
main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp |
||||
`sdl3-config --libs` -lGL -ldl |
||||
``` |
||||
|
||||
## macOS |
||||
|
||||
Use our Makefile or directly: |
||||
``` |
||||
brew install sdl3 |
||||
c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends |
||||
main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp |
||||
`sdl3-config --libs` -framework OpenGl -framework CoreFoundation |
||||
``` |
||||
|
||||
## Emscripten |
||||
|
||||
**Building** |
||||
|
||||
You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions |
||||
|
||||
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools. |
||||
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup. |
||||
- Then build using `make -f Makefile.emscripten` while in the current directory. |
||||
|
||||
**Running an Emscripten project** |
||||
|
||||
To run on a local machine: |
||||
- `make -f Makefile.emscripten serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build. |
||||
- Otherwise, generally you will need a local webserver. Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br> |
||||
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_ |
||||
- Emscripten SDK has a handy `emrun` command: `emrun web/index.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details. |
||||
- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses). |
||||
- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`. |
||||
- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only). |
@ -0,0 +1,8 @@ |
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. |
||||
@set OUT_DIR=Debug |
||||
@set OUT_EXE=example_sdl3_opengl3 |
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include |
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp |
||||
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib shell32.lib |
||||
mkdir %OUT_DIR% |
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console |
@ -0,0 +1,193 @@ |
||||
// Dear ImGui: standalone example application for SDL3 + OpenGL
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// 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
|
||||
|
||||
#include "imgui.h" |
||||
#include "imgui_impl_sdl3.h" |
||||
#include "imgui_impl_opengl3.h" |
||||
#include <stdio.h> |
||||
#include <SDL3/SDL.h> |
||||
#if defined(IMGUI_IMPL_OPENGL_ES2) |
||||
#include <SDL3/SDL_opengles2.h> |
||||
#else |
||||
#include <SDL3/SDL_opengl.h> |
||||
#endif |
||||
|
||||
// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
|
||||
#ifdef __EMSCRIPTEN__ |
||||
#include "../libs/emscripten/emscripten_mainloop_stub.h" |
||||
#endif |
||||
|
||||
// Main code
|
||||
int main(int, char**) |
||||
{ |
||||
// Setup SDL
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0) |
||||
{ |
||||
printf("Error: %s\n", SDL_GetError()); |
||||
return -1; |
||||
} |
||||
|
||||
// Decide GL+GLSL versions
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2) |
||||
// GL ES 2.0 + GLSL 100
|
||||
const char* glsl_version = "#version 100"; |
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); |
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); |
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); |
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); |
||||
#elif defined(__APPLE__) |
||||
// GL 3.2 Core + GLSL 150
|
||||
const char* glsl_version = "#version 150"; |
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); |
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); |
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); |
||||
#else |
||||
// GL 3.0 + GLSL 130
|
||||
const char* glsl_version = "#version 130"; |
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); |
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); |
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); |
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); |
||||
#endif |
||||
|
||||
// Create window with graphics context
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); |
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); |
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); |
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE); |
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); |
||||
SDL_GLContext gl_context = SDL_GL_CreateContext(window); |
||||
SDL_GL_MakeCurrent(window, gl_context); |
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION(); |
||||
ImGui::CreateContext(); |
||||
ImGuiIO& io = ImGui::GetIO(); (void)io; |
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark(); |
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL3_InitForOpenGL(window, gl_context); |
||||
ImGui_ImplOpenGL3_Init(glsl_version); |
||||
|
||||
// Load Fonts
|
||||
// - 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.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - 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.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true; |
||||
bool show_another_window = false; |
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
||||
|
||||
// Main loop
|
||||
bool done = false; |
||||
#ifdef __EMSCRIPTEN__ |
||||
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
|
||||
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
|
||||
io.IniFilename = NULL; |
||||
EMSCRIPTEN_MAINLOOP_BEGIN |
||||
#else |
||||
while (!done) |
||||
#endif |
||||
{ |
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// 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.
|
||||
SDL_Event event; |
||||
while (SDL_PollEvent(&event)) |
||||
{ |
||||
ImGui_ImplSDL3_ProcessEvent(&event); |
||||
if (event.type == SDL_EVENT_QUIT) |
||||
done = true; |
||||
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) |
||||
done = true; |
||||
} |
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL3_NewFrame(); |
||||
ImGui_ImplSDL3_NewFrame(); |
||||
ImGui::NewFrame(); |
||||
|
||||
// 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!).
|
||||
if (show_demo_window) |
||||
ImGui::ShowDemoWindow(&show_demo_window); |
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{ |
||||
static float f = 0.0f; |
||||
static int counter = 0; |
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window); |
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++; |
||||
ImGui::SameLine(); |
||||
ImGui::Text("counter = %d", counter); |
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); |
||||
ImGui::End(); |
||||
} |
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window) |
||||
{ |
||||
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)
|
||||
ImGui::Text("Hello from another window!"); |
||||
if (ImGui::Button("Close Me")) |
||||
show_another_window = false; |
||||
ImGui::End(); |
||||
} |
||||
|
||||
// Rendering
|
||||
ImGui::Render(); |
||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); |
||||
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); |
||||
glClear(GL_COLOR_BUFFER_BIT); |
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); |
||||
SDL_GL_SwapWindow(window); |
||||
} |
||||
#ifdef __EMSCRIPTEN__ |
||||
EMSCRIPTEN_MAINLOOP_END; |
||||
#endif |
||||
|
||||
// Cleanup
|
||||
ImGui_ImplOpenGL3_Shutdown(); |
||||
ImGui_ImplSDL3_Shutdown(); |
||||
ImGui::DestroyContext(); |
||||
|
||||
SDL_GL_DeleteContext(gl_context); |
||||
SDL_DestroyWindow(window); |
||||
SDL_Quit(); |
||||
|
||||
return 0; |
||||
} |
@ -1,29 +0,0 @@ |
||||
|
||||
# How to Build |
||||
|
||||
- On Windows with Visual Studio's IDE |
||||
|
||||
Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary. |
||||
|
||||
- On Windows with Visual Studio's CLI |
||||
|
||||
``` |
||||
set SDL2_DIR=path_to_your_sdl2_folder |
||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console |
||||
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries |
||||
# or for 64-bit: |
||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console |
||||
``` |
||||
|
||||
- On Linux and similar Unixes |
||||
|
||||
``` |
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL |
||||
``` |
||||
|
||||
- On Mac OS X |
||||
|
||||
``` |
||||
brew install sdl2 |
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl |
||||
``` |
@ -1,25 +0,0 @@ |
||||
|
||||
# How to Build |
||||
|
||||
- On Windows with Visual Studio's CLI |
||||
|
||||
``` |
||||
set SDL2_DIR=path_to_your_sdl2_folder |
||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console |
||||
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries |
||||
# or for 64-bit: |
||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console |
||||
``` |
||||
|
||||
- On Linux and similar Unixes |
||||
|
||||
``` |
||||
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_sdlrenderer.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL |
||||
``` |
||||
|
||||
- On Mac OS X |
||||
|
||||
``` |
||||
brew install sdl2 |
||||
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_sdlrenderer.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl |
||||
``` |
Loading…
Reference in New Issue