You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and dots ('.'), can be up to 35 characters long. Letters must be lowercase.
51 lines
3.7 KiB
51 lines
3.7 KiB
// 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: Mouse support. Can discriminate Mouse/TouchScreen. |
|
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] |
|
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. |
|
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. |
|
// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue. |
|
// Issues: |
|
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows). |
|
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). |
|
// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. |
|
// [ ] Platform: IME SUPPORT IS BROKEN IN SDL3 BECAUSE INPUTS GETS SENT TO BOTH APP AND IME + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. |
|
|
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
|
// Learn about Dear ImGui: |
|
// - FAQ https://dearimgui.com/faq |
|
// - Getting Started https://dearimgui.com/getting-started |
|
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
|
// - Introduction, links and more at the top of imgui.cpp |
|
|
|
#pragma once |
|
#include "imgui.h" // IMGUI_IMPL_API |
|
#ifndef IMGUI_DISABLE |
|
|
|
struct SDL_Window; |
|
struct SDL_Renderer; |
|
struct SDL_Gamepad; |
|
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 bool ImGui_ImplSDL3_InitForOther(SDL_Window* window); |
|
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); |
|
|
|
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. |
|
// When using manual mode, caller is responsible for opening/closing gamepad. |
|
enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual }; |
|
IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = NULL, int manual_gamepads_count = -1); |
|
|
|
#endif // #ifndef IMGUI_DISABLE
|
|
|