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							47 lines
						
					
					
						
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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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 | 
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// Implemented features: | 
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//  [X] Platform: Clipboard support. | 
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//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. | 
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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: 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()!. | 
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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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// Learn about Dear ImGui: | 
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// - FAQ                  https://dearimgui.com/faq | 
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// - Getting Started      https://dearimgui.com/getting-started | 
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// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder). | 
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// - Introduction, links and more at the top of imgui.cpp | 
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#pragma once | 
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#include "imgui.h"      // IMGUI_IMPL_API | 
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#ifndef IMGUI_DISABLE | 
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struct SDL_Window; | 
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struct SDL_Renderer; | 
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struct SDL_Gamepad; | 
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typedef union SDL_Event SDL_Event; | 
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 | 
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IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); | 
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IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForVulkan(SDL_Window* window); | 
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IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForD3D(SDL_Window* window); | 
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IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForMetal(SDL_Window* window); | 
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IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); | 
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IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForOther(SDL_Window* window); | 
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IMGUI_IMPL_API void     ImGui_ImplSDL3_Shutdown(); | 
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IMGUI_IMPL_API void     ImGui_ImplSDL3_NewFrame(); | 
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IMGUI_IMPL_API bool     ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event); | 
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// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. | 
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// When using manual mode, caller is responsible for opening/closing gamepad. | 
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enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual }; | 
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IMGUI_IMPL_API void     ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = NULL, int manual_gamepads_count = -1); | 
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#endif // #ifndef IMGUI_DISABLE
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