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				| // dear imgui: Platform Binding for SDL2 | |
| // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) | |
| // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) | |
| // (Requires: SDL 2.0. Prefer SDL 2.0.4+ for full feature support.) | |
|  | |
| // Implemented features: | |
| //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. | |
| //  [X] Platform: Clipboard support. | |
| //  [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE). | |
| //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. | |
| //  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. | |
| // Missing features: | |
| //  [ ] 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. | |
| //  [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows). | |
|  | |
| // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. | |
| // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. | |
| // https://github.com/ocornut/imgui | |
|  | |
| // CHANGELOG | |
| // (minor and older changes stripped away, please see git history for details) | |
| //  2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. | |
| //  2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). | |
| //  2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. | |
| //  2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. | |
| //  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. | |
| //  2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. | |
| //  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. | |
| //  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. | |
| //  2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. | |
| //  2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. | |
| //  2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). | |
| //  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. | |
| //  2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. | |
| //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. | |
| //  2018-02-06: Inputs: Added mapping for ImGuiKey_Space. | |
| //  2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). | |
| //  2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. | |
| //  2018-01-20: Inputs: Added Horizontal Mouse Wheel support. | |
| //  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. | |
| //  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. | |
| //  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). | |
| //  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. | |
|  | |
| #include "imgui.h" | |
| #include "imgui_impl_sdl.h" | |
|  | |
| // SDL | |
| // (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended) | |
| #include <SDL.h> | |
| #include <SDL_syswm.h> | |
| #if defined(__APPLE__) | |
| #include "TargetConditionals.h" | |
| #endif | |
|  | |
| #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    SDL_VERSION_ATLEAST(2,0,4) | |
| #define SDL_HAS_WINDOW_ALPHA                SDL_VERSION_ATLEAST(2,0,5) | |
| #define SDL_HAS_ALWAYS_ON_TOP               SDL_VERSION_ATLEAST(2,0,5) | |
| #define SDL_HAS_USABLE_DISPLAY_BOUNDS       SDL_VERSION_ATLEAST(2,0,5) | |
| #define SDL_HAS_PER_MONITOR_DPI             SDL_VERSION_ATLEAST(2,0,4) | |
| #define SDL_HAS_VULKAN                      SDL_VERSION_ATLEAST(2,0,6) | |
| #define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH    SDL_VERSION_ATLEAST(2,0,5) | |
| #if !SDL_HAS_VULKAN | |
| static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; | |
| #endif | |
|  | |
| // Data | |
| static SDL_Window*  g_Window = NULL; | |
| static Uint64       g_Time = 0; | |
| static bool         g_MousePressed[3] = { false, false, false }; | |
| static SDL_Cursor*  g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; | |
| static char*        g_ClipboardTextData = NULL; | |
| 
 | |
| // Forward Declarations | |
| static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context); | |
| static void ImGui_ImplSDL2_ShutdownPlatformInterface(); | |
| 
 | |
| static const char* ImGui_ImplSDL2_GetClipboardText(void*) | |
| { | |
|     if (g_ClipboardTextData) | |
|         SDL_free(g_ClipboardTextData); | |
|     g_ClipboardTextData = SDL_GetClipboardText(); | |
|     return g_ClipboardTextData; | |
| } | |
| 
 | |
| static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) | |
| { | |
|     SDL_SetClipboardText(text); | |
| } | |
| 
 | |
| // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. | |
| // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. | |
| // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. | |
| // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. | |
| // 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. | |
| bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     switch (event->type) | |
|     { | |
|     case SDL_MOUSEWHEEL: | |
|         { | |
|             if (event->wheel.x > 0) io.MouseWheelH += 1; | |
|             if (event->wheel.x < 0) io.MouseWheelH -= 1; | |
|             if (event->wheel.y > 0) io.MouseWheel += 1; | |
|             if (event->wheel.y < 0) io.MouseWheel -= 1; | |
|             return true; | |
|         } | |
|     case SDL_MOUSEBUTTONDOWN: | |
|         { | |
|             if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; | |
|             if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; | |
|             if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; | |
|             return true; | |
|         } | |
|     case SDL_TEXTINPUT: | |
|         { | |
|             io.AddInputCharactersUTF8(event->text.text); | |
|             return true; | |
|         } | |
|     case SDL_KEYDOWN: | |
|     case SDL_KEYUP: | |
|         { | |
|             int key = event->key.keysym.scancode; | |
|             IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown)); | |
|             io.KeysDown[key] = (event->type == SDL_KEYDOWN); | |
|             io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); | |
|             io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); | |
|             io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); | |
|             io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); | |
|             return true; | |
|         } | |
|     // Multi-viewport support | |
|     case SDL_WINDOWEVENT: | |
|         Uint8 window_event = event->window.event; | |
|         if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED) | |
|             if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID))) | |
|             { | |
|                 if (window_event == SDL_WINDOWEVENT_CLOSE) | |
|                     viewport->PlatformRequestClose = true; | |
|                 if (window_event == SDL_WINDOWEVENT_MOVED) | |
|                     viewport->PlatformRequestMove = true; | |
|                 if (window_event == SDL_WINDOWEVENT_RESIZED) | |
|                     viewport->PlatformRequestResize = true; | |
|                 return true; | |
|             } | |
|         break; | |
|     } | |
|     return false; | |
| } | |
| 
 | |
| static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context) | |
| { | |
|     g_Window = window; | |
| 
 | |
|     // Setup back-end capabilities flags | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;       // We can honor GetMouseCursor() values (optional) | |
| #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE | |
|     io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;  // We can create multi-viewports on the Platform side (optional) | |
| #endif | |
|     io.BackendPlatformName = "imgui_impl_sdl"; | |
| 
 | |
|     // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. | |
|     io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB; | |
|     io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; | |
|     io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; | |
|     io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; | |
|     io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; | |
|     io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; | |
|     io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; | |
|     io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; | |
|     io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; | |
|     io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT; | |
|     io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE; | |
|     io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE; | |
|     io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE; | |
|     io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN; | |
|     io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE; | |
|     io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A; | |
|     io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C; | |
|     io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V; | |
|     io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X; | |
|     io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y; | |
|     io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z; | |
| 
 | |
|     io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; | |
|     io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; | |
|     io.ClipboardUserData = NULL; | |
| 
 | |
|     g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); | |
|     g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); | |
|     g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); | |
|     g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); | |
|     g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); | |
|     g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); | |
|     g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); | |
|     g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); | |
| 
 | |
|     // Our mouse update function expect PlatformHandle to be filled for the main viewport | |
|     ImGuiViewport* main_viewport = ImGui::GetMainViewport(); | |
|     main_viewport->PlatformHandle = (void*)window; | |
| #if defined(_WIN32) | |
|     SDL_SysWMinfo info; | |
|     SDL_VERSION(&info.version); | |
|     if (SDL_GetWindowWMInfo(window, &info)) | |
|         main_viewport->PlatformHandleRaw = info.info.win.window; | |
| #endif | |
|  | |
|     // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. | |
|     // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings. | |
|     if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)) | |
|         ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context); | |
| 
 | |
|     return true; | |
| } | |
| 
 | |
| bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) | |
| { | |
|     (void)sdl_gl_context; // Viewport branch will need this. | |
|     return ImGui_ImplSDL2_Init(window, sdl_gl_context); | |
| } | |
| 
 | |
| bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) | |
| { | |
| #if !SDL_HAS_VULKAN | |
|     IM_ASSERT(0 && "Unsupported"); | |
| #endif | |
|     return ImGui_ImplSDL2_Init(window, NULL); | |
| } | |
| 
 | |
| bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) | |
| { | |
| #if !defined(_WIN32) | |
|     IM_ASSERT(0 && "Unsupported"); | |
| #endif | |
|     return ImGui_ImplSDL2_Init(window, NULL); | |
| } | |
| 
 | |
| void ImGui_ImplSDL2_Shutdown() | |
| { | |
|     ImGui_ImplSDL2_ShutdownPlatformInterface(); | |
|     g_Window = NULL; | |
| 
 | |
|     // Destroy last known clipboard data | |
|     if (g_ClipboardTextData) | |
|         SDL_free(g_ClipboardTextData); | |
|     g_ClipboardTextData = NULL; | |
| 
 | |
|     // Destroy SDL mouse cursors | |
|     for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) | |
|         SDL_FreeCursor(g_MouseCursors[cursor_n]); | |
|     memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); | |
| } | |
| 
 | |
| // This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.  | |
| static void ImGui_ImplSDL2_UpdateMousePosAndButtons() | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     io.MouseHoveredViewport = 0; | |
| 
 | |
|     // [1] | |
|     // Only when requested by io.WantSetMousePos: set OS mouse pos from Dear ImGui mouse pos. | |
|     // (rarely used, mostly when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) | |
|     if (io.WantSetMousePos) | |
|     { | |
| #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE | |
|         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | |
|             SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y); | |
|         else | |
| #endif | |
|             SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y); | |
|     } | |
|     else | |
|     { | |
|         io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); | |
|     } | |
|      | |
|     // [2] | |
|     // Set Dear ImGui mouse pos from OS mouse pos + get buttons. (this is the common behavior) | |
|     int mouse_x_local, mouse_y_local; | |
|     Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local); | |
|     io.MouseDown[0] = g_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. | |
|     io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; | |
|     io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; | |
|     g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; | |
| 
 | |
| #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) | |
|  | |
|     // SDL 2.0.4 and later has SDL_GetGlobalMouseState() and SDL_CaptureMouse() | |
|     int mouse_x_global, mouse_y_global; | |
|     SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); | |
| 
 | |
|     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | |
|     { | |
|         // 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) | |
|         if (SDL_Window* focused_window = SDL_GetKeyboardFocus()) | |
|             if (ImGui::FindViewportByPlatformHandle((void*)focused_window) != NULL) | |
|                 io.MousePos = ImVec2((float)mouse_x_global, (float)mouse_y_global); | |
|     } | |
|     else | |
|     { | |
|         // 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) | |
|         if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS) | |
|         { | |
|             int window_x, window_y; | |
|             SDL_GetWindowPosition(g_Window, &window_x, &window_y); | |
|             io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y)); | |
|         } | |
|     } | |
| 
 | |
|     // 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(g_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; | |
| 
 | |
|     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(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_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 | |
| } | |
| 
 | |
| void ImGui_ImplSDL2_NewFrame(SDL_Window* window) | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); | |
| 
 | |
|     // Setup display size (every frame to accommodate for window resizing) | |
|     int w, h; | |
|     int display_w, display_h; | |
|     SDL_GetWindowSize(window, &w, &h); | |
|     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 = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f); | |
|     g_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 back-end 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.. | |
| //-------------------------------------------------------------------------------------------------------- | |
|  | |
| struct ImGuiViewportDataSDL2 | |
| { | |
|     SDL_Window*     Window; | |
|     Uint32          WindowID; | |
|     bool            WindowOwned; | |
|     SDL_GLContext   GLContext; | |
| 
 | |
|     ImGuiViewportDataSDL2() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; } | |
|     ~ImGuiViewportDataSDL2() { IM_ASSERT(Window == NULL && GLContext == NULL); } | |
| }; | |
| 
 | |
| static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport) | |
| { | |
|     ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)(); | |
|     viewport->PlatformUserData = data; | |
| 
 | |
|     ImGuiViewport* main_viewport = ImGui::GetMainViewport(); | |
|     ImGuiViewportDataSDL2* main_viewport_data = (ImGuiViewportDataSDL2*)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 : SDL_WINDOW_VULKAN; | |
|     sdl_flags |= SDL_GetWindowFlags(g_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 SDL_HAS_ALWAYS_ON_TOP | |
|     sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0; | |
| #endif | |
|     data->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); | |
|     data->WindowOwned = true;  | |
|     if (use_opengl) | |
|     { | |
|         data->GLContext = SDL_GL_CreateContext(data->Window); | |
|         SDL_GL_SetSwapInterval(0); | |
|     } | |
|     if (use_opengl && backup_context) | |
|         SDL_GL_MakeCurrent(data->Window, backup_context); | |
| 
 | |
|     viewport->PlatformHandle = (void*)data->Window; | |
| #if defined(_WIN32) | |
|     SDL_SysWMinfo info; | |
|     SDL_VERSION(&info.version); | |
|     if (SDL_GetWindowWMInfo(data->Window, &info)) | |
|         viewport->PlatformHandleRaw = info.info.win.window; | |
| #endif | |
| } | |
| 
 | |
| static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport) | |
| { | |
|     if (ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData) | |
|     { | |
|         if (data->GLContext && data->WindowOwned) | |
|             SDL_GL_DeleteContext(data->GLContext); | |
|         if (data->Window && data->WindowOwned) | |
|             SDL_DestroyWindow(data->Window); | |
|         data->GLContext = NULL; | |
|         data->Window = NULL; | |
|         IM_DELETE(data); | |
|     } | |
|     viewport->PlatformUserData = viewport->PlatformHandle = NULL; | |
| } | |
| 
 | |
| static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport) | |
| { | |
|     ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)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(data->Window); | |
| } | |
| 
 | |
| static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport) | |
| { | |
|     ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; | |
|     int x = 0, y = 0; | |
|     SDL_GetWindowPosition(data->Window, &x, &y); | |
|     return ImVec2((float)x, (float)y); | |
| } | |
| 
 | |
| static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) | |
| { | |
|     ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; | |
|     SDL_SetWindowPosition(data->Window, (int)pos.x, (int)pos.y); | |
| } | |
| 
 | |
| static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport) | |
| { | |
|     ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; | |
|     int w = 0, h = 0; | |
|     SDL_GetWindowSize(data->Window, &w, &h); | |
|     return ImVec2((float)w, (float)h); | |
| } | |
| 
 | |
| static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) | |
| { | |
|     ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; | |
|     SDL_SetWindowSize(data->Window, (int)size.x, (int)size.y); | |
| } | |
| 
 | |
| static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title) | |
| { | |
|     ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; | |
|     SDL_SetWindowTitle(data->Window, title); | |
| } | |
| 
 | |
| #if SDL_HAS_WINDOW_ALPHA | |
| static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha) | |
| { | |
|     ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; | |
|     SDL_SetWindowOpacity(data->Window, alpha); | |
| } | |
| #endif | |
|  | |
| static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport) | |
| { | |
|     ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; | |
|     SDL_RaiseWindow(data->Window); | |
| } | |
| 
 | |
| static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport) | |
| { | |
|     ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; | |
|     return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; | |
| } | |
| 
 | |
| static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport) | |
| { | |
|     ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; | |
|     return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_MINIMIZED) != 0; | |
| } | |
| 
 | |
| static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*) | |
| { | |
|     ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; | |
|     if (data->GLContext) | |
|         SDL_GL_MakeCurrent(data->Window, data->GLContext); | |
| } | |
| 
 | |
| static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*) | |
| { | |
|     ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; | |
|     if (data->GLContext) | |
|     { | |
|         SDL_GL_MakeCurrent(data->Window, data->GLContext); | |
|         SDL_GL_SwapWindow(data->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) | |
| { | |
|     ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; | |
|     (void)vk_allocator; | |
|     SDL_bool ret = SDL_Vulkan_CreateSurface(data->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface); | |
|     return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY  | |
| } | |
| #endif // SDL_HAS_VULKAN | |
|  | |
| // 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); | |
|     } | |
| } | |
| 
 | |
| 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 | |
|  | |
|     ImGui_ImplSDL2_UpdateMonitors(); | |
| 
 | |
|     // Register main window handle (which is owned by the main application, not by us) | |
|     ImGuiViewport* main_viewport = ImGui::GetMainViewport(); | |
|     ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)(); | |
|     data->Window = window; | |
|     data->WindowID = SDL_GetWindowID(window); | |
|     data->WindowOwned = false; | |
|     data->GLContext = sdl_gl_context; | |
|     main_viewport->PlatformUserData = data; | |
|     main_viewport->PlatformHandle = data->Window; | |
| } | |
| 
 | |
| static void ImGui_ImplSDL2_ShutdownPlatformInterface() | |
| { | |
| }
 | |
| 
 |