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564 lines
29 KiB
564 lines
29 KiB
// dear imgui: Platform Backend for SDL2 |
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) |
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// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) |
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// (Prefer SDL 2.0.5+ for full feature support.) |
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// Implemented features: |
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// [X] Platform: Clipboard support. |
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] |
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. |
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. |
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// Missing features: |
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// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. |
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. |
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// Read online: https://github.com/ocornut/imgui/tree/master/docs |
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// CHANGELOG |
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// (minor and older changes stripped away, please see git history for details) |
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// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations. |
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// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). |
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// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer. |
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. |
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// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. |
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). |
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// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. |
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// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. |
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// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. |
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. |
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// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST. |
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// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+) |
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// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary. |
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). |
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// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950) |
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// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends. |
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// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2). |
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// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state). |
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// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. |
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. |
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// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). |
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// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. |
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// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. |
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. |
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// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. |
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// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. |
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// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. |
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// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. |
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// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. |
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// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). |
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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. |
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// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. |
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. |
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. |
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// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). |
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// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. |
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// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. |
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// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. |
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// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. |
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// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). |
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// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. |
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#include "imgui.h" |
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#include "imgui_impl_sdl.h" |
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// SDL |
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#include <SDL.h> |
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#include <SDL_syswm.h> |
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#if defined(__APPLE__) |
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#include <TargetConditionals.h> |
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#endif |
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#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) |
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 |
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#else |
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 |
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#endif |
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#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5) |
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#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) |
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// SDL Data |
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struct ImGui_ImplSDL2_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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int MouseButtonsDown; |
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SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; |
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int PendingMouseLeaveFrame; |
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char* ClipboardTextData; |
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bool MouseCanUseGlobalState; |
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ImGui_ImplSDL2_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_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() |
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{ |
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; |
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} |
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// Functions |
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static const char* ImGui_ImplSDL2_GetClipboardText(void*) |
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{ |
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_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_ImplSDL2_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_ImplSDL2_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_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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io.AddKeyEvent(ImGuiKey_ModCtrl, (sdl_key_mods & KMOD_CTRL) != 0); |
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io.AddKeyEvent(ImGuiKey_ModShift, (sdl_key_mods & KMOD_SHIFT) != 0); |
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io.AddKeyEvent(ImGuiKey_ModAlt, (sdl_key_mods & KMOD_ALT) != 0); |
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io.AddKeyEvent(ImGuiKey_ModSuper, (sdl_key_mods & KMOD_GUI) != 0); |
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} |
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. |
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. |
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
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// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field. |
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bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
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switch (event->type) |
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{ |
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case SDL_MOUSEMOTION: |
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{ |
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io.AddMousePosEvent((float)event->motion.x, (float)event->motion.y); |
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return true; |
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} |
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case SDL_MOUSEWHEEL: |
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{ |
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float wheel_x = (event->wheel.x > 0) ? 1.0f : (event->wheel.x < 0) ? -1.0f : 0.0f; |
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float wheel_y = (event->wheel.y > 0) ? 1.0f : (event->wheel.y < 0) ? -1.0f : 0.0f; |
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io.AddMouseWheelEvent(wheel_x, wheel_y); |
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return true; |
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} |
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case SDL_MOUSEBUTTONDOWN: |
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case SDL_MOUSEBUTTONUP: |
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{ |
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int mouse_button = -1; |
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if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } |
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if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } |
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if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; } |
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if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; } |
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if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; } |
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if (mouse_button == -1) |
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break; |
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io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN)); |
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bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); |
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return true; |
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} |
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case SDL_TEXTINPUT: |
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{ |
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io.AddInputCharactersUTF8(event->text.text); |
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return true; |
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} |
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case SDL_KEYDOWN: |
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case SDL_KEYUP: |
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{ |
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ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); |
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ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym); |
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io.AddKeyEvent(key, (event->type == SDL_KEYDOWN)); |
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io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. |
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return true; |
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} |
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case SDL_WINDOWEVENT: |
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{ |
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// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right. |
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// - However we won't get a correct LEAVE event for a captured window. |
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// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, |
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// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why |
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// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details. |
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Uint8 window_event = event->window.event; |
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if (window_event == SDL_WINDOWEVENT_ENTER) |
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bd->PendingMouseLeaveFrame = 0; |
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if (window_event == SDL_WINDOWEVENT_LEAVE) |
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bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; |
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if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) |
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io.AddFocusEvent(true); |
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else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST) |
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io.AddFocusEvent(false); |
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return true; |
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} |
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} |
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return false; |
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} |
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static bool ImGui_ImplSDL2_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 == NULL && "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_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); |
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io.BackendPlatformUserData = (void*)bd; |
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io.BackendPlatformName = "imgui_impl_sdl"; |
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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_ImplSDL2_SetClipboardText; |
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io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; |
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io.ClipboardUserData = NULL; |
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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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|
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// Set platform dependent data in viewport |
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#ifdef _WIN32 |
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SDL_SysWMinfo info; |
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SDL_VERSION(&info.version); |
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if (SDL_GetWindowWMInfo(window, &info)) |
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ImGui::GetMainViewport()->PlatformHandleRaw = (void*)info.info.win.window; |
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#else |
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(void)window; |
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#endif |
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|
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// 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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#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH |
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SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); |
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#endif |
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|
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return true; |
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} |
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|
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bool ImGui_ImplSDL2_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_ImplSDL2_Init(window, NULL); |
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} |
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|
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bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) |
|
{ |
|
#if !SDL_HAS_VULKAN |
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IM_ASSERT(0 && "Unsupported"); |
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#endif |
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return ImGui_ImplSDL2_Init(window, NULL); |
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} |
|
|
|
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) |
|
{ |
|
#if !defined(_WIN32) |
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IM_ASSERT(0 && "Unsupported"); |
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#endif |
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return ImGui_ImplSDL2_Init(window, NULL); |
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} |
|
|
|
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) |
|
{ |
|
return ImGui_ImplSDL2_Init(window, NULL); |
|
} |
|
|
|
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) |
|
{ |
|
return ImGui_ImplSDL2_Init(window, renderer); |
|
} |
|
|
|
void ImGui_ImplSDL2_Shutdown() |
|
{ |
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
|
IM_ASSERT(bd != NULL && "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]); |
|
|
|
io.BackendPlatformName = NULL; |
|
io.BackendPlatformUserData = NULL; |
|
IM_DELETE(bd); |
|
} |
|
|
|
static void ImGui_ImplSDL2_UpdateMouseData() |
|
{ |
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_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_ImplSDL2_UpdateMouseCursor() |
|
{ |
|
ImGuiIO& io = ImGui::GetIO(); |
|
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) |
|
return; |
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_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_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); |
|
SDL_ShowCursor(SDL_TRUE); |
|
} |
|
} |
|
|
|
static void ImGui_ImplSDL2_UpdateGamepads() |
|
{ |
|
ImGuiIO& io = ImGui::GetIO(); |
|
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) |
|
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_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross |
|
MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle |
|
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square |
|
MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle |
|
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_ImplSDL2_NewFrame() |
|
{ |
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
|
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_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 != NULL) |
|
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) |
|
{ |
|
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); |
|
bd->PendingMouseLeaveFrame = 0; |
|
} |
|
|
|
ImGui_ImplSDL2_UpdateMouseData(); |
|
ImGui_ImplSDL2_UpdateMouseCursor(); |
|
|
|
// Update game controllers (if enabled and available) |
|
ImGui_ImplSDL2_UpdateGamepads(); |
|
}
|
|
|