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762 lines
35 KiB
762 lines
35 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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// (Requires: SDL 2.0. Prefer SDL 2.0.4+ for full feature support.) |
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// Implemented features: |
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. |
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// [X] Platform: Clipboard support. |
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// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE). |
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. |
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. |
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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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// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows). |
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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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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. |
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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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// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended) |
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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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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4) |
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#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5) |
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#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5) |
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#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5) |
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#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4) |
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#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) |
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#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5) |
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#if !SDL_HAS_VULKAN |
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static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; |
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#endif |
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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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Uint64 Time; |
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bool MousePressed[3]; |
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SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; |
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char* ClipboardTextData; |
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bool MouseCanUseGlobalState; |
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bool UseVulkan; |
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ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); } |
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}; |
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// Wrapping access to backend data data (to facilitate multiple-contexts stored in io.BackendPlatformUserData) |
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static ImGui_ImplSDL2_Data* g_Data; |
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static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplSDL2_Data); return g_Data; } |
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static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; } |
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static void ImGui_ImplSDL2_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; } |
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// Forward Declarations |
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static void ImGui_ImplSDL2_UpdateMonitors(); |
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static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context); |
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static void ImGui_ImplSDL2_ShutdownPlatformInterface(); |
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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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// 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. |
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. |
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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_MOUSEWHEEL: |
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{ |
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if (event->wheel.x > 0) io.MouseWheelH += 1; |
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if (event->wheel.x < 0) io.MouseWheelH -= 1; |
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if (event->wheel.y > 0) io.MouseWheel += 1; |
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if (event->wheel.y < 0) io.MouseWheel -= 1; |
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return true; |
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} |
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case SDL_MOUSEBUTTONDOWN: |
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{ |
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if (event->button.button == SDL_BUTTON_LEFT) { bd->MousePressed[0] = true; } |
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if (event->button.button == SDL_BUTTON_RIGHT) { bd->MousePressed[1] = true; } |
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if (event->button.button == SDL_BUTTON_MIDDLE) { bd->MousePressed[2] = true; } |
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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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int key = event->key.keysym.scancode; |
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IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown)); |
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io.KeysDown[key] = (event->type == SDL_KEYDOWN); |
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io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); |
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io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); |
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io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); |
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#ifdef _WIN32 |
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io.KeySuper = false; |
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#else |
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io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); |
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#endif |
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return true; |
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} |
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// Multi-viewport support |
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case SDL_WINDOWEVENT: |
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Uint8 window_event = event->window.event; |
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if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED) |
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if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID))) |
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{ |
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if (window_event == SDL_WINDOWEVENT_CLOSE) |
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viewport->PlatformRequestClose = true; |
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if (window_event == SDL_WINDOWEVENT_MOVED) |
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viewport->PlatformRequestMove = true; |
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if (window_event == SDL_WINDOWEVENT_RESIZED) |
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viewport->PlatformRequestResize = true; |
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return true; |
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} |
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break; |
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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, void* sdl_gl_context) |
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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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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_CreateBackendData(); |
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bd->Window = window; |
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// Setup backend capabilities flags |
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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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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE |
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) |
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#endif |
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// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array. |
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io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB; |
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io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; |
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io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; |
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io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; |
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io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; |
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io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; |
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io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; |
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io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; |
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io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; |
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io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT; |
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io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE; |
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io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE; |
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io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE; |
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io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN; |
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io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE; |
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io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_KP_ENTER; |
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io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A; |
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io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C; |
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io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V; |
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io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X; |
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io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y; |
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io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z; |
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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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// 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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const char* sdl_backend = SDL_GetCurrentVideoDriver(); |
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const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; |
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bd->MouseCanUseGlobalState = false; |
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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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bd->MouseCanUseGlobalState = true; |
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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->PlatformHandle = (void*)window; |
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#if defined(_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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main_viewport->PlatformHandleRaw = info.info.win.window; |
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#endif |
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// Update monitors |
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ImGui_ImplSDL2_UpdateMonitors(); |
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// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. |
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// We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings. |
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if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)) |
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ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context); |
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return true; |
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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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return ImGui_ImplSDL2_Init(window, sdl_gl_context); |
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} |
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bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) |
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{ |
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#if !SDL_HAS_VULKAN |
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IM_ASSERT(0 && "Unsupported"); |
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#endif |
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if (!ImGui_ImplSDL2_Init(window, NULL)) |
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return false; |
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
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bd->UseVulkan = true; |
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return true; |
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} |
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bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) |
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{ |
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#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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} |
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bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) |
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{ |
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return ImGui_ImplSDL2_Init(window, NULL); |
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} |
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void ImGui_ImplSDL2_Shutdown() |
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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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bd->Window = NULL; |
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ImGui_ImplSDL2_ShutdownPlatformInterface(); |
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// Destroy last known clipboard data |
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if (bd->ClipboardTextData) |
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SDL_free(bd->ClipboardTextData); |
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bd->ClipboardTextData = NULL; |
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// Destroy SDL mouse cursors |
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) |
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SDL_FreeCursor(bd->MouseCursors[cursor_n]); |
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memset(bd->MouseCursors, 0, sizeof(bd->MouseCursors)); |
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io.BackendPlatformName = NULL; |
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io.BackendPlatformUserData = NULL; |
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ImGui_ImplSDL2_DestroyBackendData(); |
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} |
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// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4. |
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static void ImGui_ImplSDL2_UpdateMousePosAndButtons() |
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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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io.MouseHoveredViewport = 0; |
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// [1] |
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// Only when requested by io.WantSetMousePos: set OS mouse pos from Dear ImGui mouse pos. |
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// (rarely used, mostly when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) |
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if (io.WantSetMousePos) |
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{ |
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE |
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
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SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y); |
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else |
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#endif |
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SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y); |
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} |
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else |
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{ |
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); |
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} |
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// [2] |
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// Set Dear ImGui mouse pos from OS mouse pos + get buttons. (this is the common behavior) |
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int mouse_x_local, mouse_y_local; |
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Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local); |
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io.MouseDown[0] = bd->MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. |
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io.MouseDown[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; |
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io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; |
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bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false; |
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) |
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if (bd->MouseCanUseGlobalState) |
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{ |
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// SDL 2.0.4 and later has SDL_GetGlobalMouseState() and SDL_CaptureMouse() |
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int mouse_x_global, mouse_y_global; |
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SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); |
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
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{ |
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// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) |
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if (SDL_Window* focused_window = SDL_GetKeyboardFocus()) |
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if (ImGui::FindViewportByPlatformHandle((void*)focused_window) != NULL) |
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io.MousePos = ImVec2((float)mouse_x_global, (float)mouse_y_global); |
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} |
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else |
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{ |
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// Single-viewport mode: mouse position in client window coordinatesio.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) |
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if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) |
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{ |
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int window_x, window_y; |
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SDL_GetWindowPosition(bd->Window, &window_x, &window_y); |
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io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y)); |
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} |
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} |
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} |
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else |
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{ |
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if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) |
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io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local); |
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} |
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|
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// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor. |
|
// The function is only supported from SDL 2.0.4 (released Jan 2016) |
|
bool any_mouse_button_down = ImGui::IsAnyMouseDown(); |
|
SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE); |
|
#else |
|
// SDL 2.0.3 and before: single-viewport only |
|
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) |
|
io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local); |
|
#endif |
|
} |
|
|
|
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(); |
|
memset(io.NavInputs, 0, sizeof(io.NavInputs)); |
|
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) |
|
return; |
|
|
|
// Get gamepad |
|
SDL_GameController* game_controller = SDL_GameControllerOpen(0); |
|
if (!game_controller) |
|
{ |
|
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; |
|
return; |
|
} |
|
|
|
// Update gamepad inputs |
|
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; } |
|
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } |
|
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. |
|
MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A |
|
MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B |
|
MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X |
|
MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y |
|
MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left |
|
MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right |
|
MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up |
|
MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down |
|
MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB |
|
MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB |
|
MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB |
|
MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB |
|
MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); |
|
MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); |
|
MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767); |
|
MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); |
|
|
|
io.BackendFlags |= ImGuiBackendFlags_HasGamepad; |
|
#undef MAP_BUTTON |
|
#undef MAP_ANALOG |
|
} |
|
|
|
// FIXME-PLATFORM: SDL doesn't have an event to notify the application of display/monitor changes |
|
static void ImGui_ImplSDL2_UpdateMonitors() |
|
{ |
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
|
platform_io.Monitors.resize(0); |
|
int display_count = SDL_GetNumVideoDisplays(); |
|
for (int n = 0; n < display_count; n++) |
|
{ |
|
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. |
|
ImGuiPlatformMonitor monitor; |
|
SDL_Rect r; |
|
SDL_GetDisplayBounds(n, &r); |
|
monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y); |
|
monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h); |
|
#if SDL_HAS_USABLE_DISPLAY_BOUNDS |
|
SDL_GetDisplayUsableBounds(n, &r); |
|
monitor.WorkPos = ImVec2((float)r.x, (float)r.y); |
|
monitor.WorkSize = ImVec2((float)r.w, (float)r.h); |
|
#endif |
|
#if SDL_HAS_PER_MONITOR_DPI |
|
float dpi = 0.0f; |
|
if (!SDL_GetDisplayDPI(n, &dpi, NULL, NULL)) |
|
monitor.DpiScale = dpi / 96.0f; |
|
#endif |
|
platform_io.Monitors.push_back(monitor); |
|
} |
|
} |
|
|
|
void ImGui_ImplSDL2_NewFrame(SDL_Window* window) |
|
{ |
|
ImGuiIO& io = ImGui::GetIO(); |
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
|
IM_ASSERT(bd->Window == window); // FIXME: Should remove parameter from ImGui_ImplSDL2_NewFrame() |
|
|
|
// Setup display size (every frame to accommodate for window resizing) |
|
int w, h; |
|
int display_w, display_h; |
|
SDL_GetWindowSize(window, &w, &h); |
|
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) |
|
w = h = 0; |
|
SDL_GL_GetDrawableSize(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; |
|
|
|
ImGui_ImplSDL2_UpdateMousePosAndButtons(); |
|
ImGui_ImplSDL2_UpdateMouseCursor(); |
|
|
|
// Update game controllers (if enabled and available) |
|
ImGui_ImplSDL2_UpdateGamepads(); |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT |
|
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. |
|
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. |
|
//-------------------------------------------------------------------------------------------------------- |
|
|
|
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. |
|
struct ImGui_ImplSDL2_ViewportData |
|
{ |
|
SDL_Window* Window; |
|
Uint32 WindowID; |
|
bool WindowOwned; |
|
SDL_GLContext GLContext; |
|
|
|
ImGui_ImplSDL2_ViewportData() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; } |
|
~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == NULL && GLContext == NULL); } |
|
}; |
|
|
|
static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport) |
|
{ |
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); |
|
ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); |
|
viewport->PlatformUserData = vd; |
|
|
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
|
ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData; |
|
|
|
// Share GL resources with main context |
|
bool use_opengl = (main_viewport_data->GLContext != NULL); |
|
SDL_GLContext backup_context = NULL; |
|
if (use_opengl) |
|
{ |
|
backup_context = SDL_GL_GetCurrentContext(); |
|
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); |
|
SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext); |
|
} |
|
|
|
Uint32 sdl_flags = 0; |
|
sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0); |
|
sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI; |
|
sdl_flags |= SDL_WINDOW_HIDDEN; |
|
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0; |
|
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE; |
|
#if !defined(_WIN32) |
|
// See SDL hack in ImGui_ImplSDL2_ShowWindow(). |
|
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0; |
|
#endif |
|
#if SDL_HAS_ALWAYS_ON_TOP |
|
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0; |
|
#endif |
|
vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); |
|
vd->WindowOwned = true; |
|
if (use_opengl) |
|
{ |
|
vd->GLContext = SDL_GL_CreateContext(vd->Window); |
|
SDL_GL_SetSwapInterval(0); |
|
} |
|
if (use_opengl && backup_context) |
|
SDL_GL_MakeCurrent(vd->Window, backup_context); |
|
|
|
viewport->PlatformHandle = (void*)vd->Window; |
|
#if defined(_WIN32) |
|
SDL_SysWMinfo info; |
|
SDL_VERSION(&info.version); |
|
if (SDL_GetWindowWMInfo(vd->Window, &info)) |
|
viewport->PlatformHandleRaw = info.info.win.window; |
|
#endif |
|
} |
|
|
|
static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport) |
|
{ |
|
if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData) |
|
{ |
|
if (vd->GLContext && vd->WindowOwned) |
|
SDL_GL_DeleteContext(vd->GLContext); |
|
if (vd->Window && vd->WindowOwned) |
|
SDL_DestroyWindow(vd->Window); |
|
vd->GLContext = NULL; |
|
vd->Window = NULL; |
|
IM_DELETE(vd); |
|
} |
|
viewport->PlatformUserData = viewport->PlatformHandle = NULL; |
|
} |
|
|
|
static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport) |
|
{ |
|
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
|
#if defined(_WIN32) |
|
HWND hwnd = (HWND)viewport->PlatformHandleRaw; |
|
|
|
// SDL hack: Hide icon from task bar |
|
// Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition. |
|
if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) |
|
{ |
|
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); |
|
ex_style &= ~WS_EX_APPWINDOW; |
|
ex_style |= WS_EX_TOOLWINDOW; |
|
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); |
|
} |
|
|
|
// SDL hack: SDL always activate/focus windows :/ |
|
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) |
|
{ |
|
::ShowWindow(hwnd, SW_SHOWNA); |
|
return; |
|
} |
|
#endif |
|
|
|
SDL_ShowWindow(vd->Window); |
|
} |
|
|
|
static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport) |
|
{ |
|
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
|
int x = 0, y = 0; |
|
SDL_GetWindowPosition(vd->Window, &x, &y); |
|
return ImVec2((float)x, (float)y); |
|
} |
|
|
|
static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) |
|
{ |
|
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
|
SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y); |
|
} |
|
|
|
static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport) |
|
{ |
|
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
|
int w = 0, h = 0; |
|
SDL_GetWindowSize(vd->Window, &w, &h); |
|
return ImVec2((float)w, (float)h); |
|
} |
|
|
|
static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) |
|
{ |
|
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
|
SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y); |
|
} |
|
|
|
static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title) |
|
{ |
|
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
|
SDL_SetWindowTitle(vd->Window, title); |
|
} |
|
|
|
#if SDL_HAS_WINDOW_ALPHA |
|
static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha) |
|
{ |
|
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
|
SDL_SetWindowOpacity(vd->Window, alpha); |
|
} |
|
#endif |
|
|
|
static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport) |
|
{ |
|
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
|
SDL_RaiseWindow(vd->Window); |
|
} |
|
|
|
static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport) |
|
{ |
|
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
|
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; |
|
} |
|
|
|
static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport) |
|
{ |
|
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
|
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0; |
|
} |
|
|
|
static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*) |
|
{ |
|
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
|
if (vd->GLContext) |
|
SDL_GL_MakeCurrent(vd->Window, vd->GLContext); |
|
} |
|
|
|
static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*) |
|
{ |
|
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
|
if (vd->GLContext) |
|
{ |
|
SDL_GL_MakeCurrent(vd->Window, vd->GLContext); |
|
SDL_GL_SwapWindow(vd->Window); |
|
} |
|
} |
|
|
|
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) |
|
// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this. |
|
#if SDL_HAS_VULKAN |
|
#include <SDL_vulkan.h> |
|
static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) |
|
{ |
|
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; |
|
(void)vk_allocator; |
|
SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface); |
|
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY |
|
} |
|
#endif // SDL_HAS_VULKAN |
|
|
|
static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context) |
|
{ |
|
// Register platform interface (will be coupled with a renderer interface) |
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
|
platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow; |
|
platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow; |
|
platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow; |
|
platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos; |
|
platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos; |
|
platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize; |
|
platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize; |
|
platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus; |
|
platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus; |
|
platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized; |
|
platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle; |
|
platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow; |
|
platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers; |
|
#if SDL_HAS_WINDOW_ALPHA |
|
platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha; |
|
#endif |
|
#if SDL_HAS_VULKAN |
|
platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface; |
|
#endif |
|
|
|
// SDL2 by default doesn't pass mouse clicks to the application when the click focused a window. This is getting in the way of our interactions and we disable that behavior. |
|
#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH |
|
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); |
|
#endif |
|
|
|
// Register main window handle (which is owned by the main application, not by us) |
|
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. |
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
|
ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); |
|
vd->Window = window; |
|
vd->WindowID = SDL_GetWindowID(window); |
|
vd->WindowOwned = false; |
|
vd->GLContext = sdl_gl_context; |
|
main_viewport->PlatformUserData = vd; |
|
main_viewport->PlatformHandle = vd->Window; |
|
} |
|
|
|
static void ImGui_ImplSDL2_ShutdownPlatformInterface() |
|
{ |
|
}
|
|
|