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209 lines
9.9 KiB
209 lines
9.9 KiB
// ImGui Platform Binding 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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// Implemented features: |
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// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. |
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. |
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). |
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. |
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// https://github.com/ocornut/imgui |
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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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// 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_sdl2.h" |
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// SDL |
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#include <SDL.h> |
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#include <SDL_syswm.h> |
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// Data |
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static Uint64 g_Time = 0; |
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static bool g_MousePressed[3] = { false, false, false }; |
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static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 }; |
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static const char* ImGui_ImplSDL2_GetClipboardText(void*) |
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{ |
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return SDL_GetClipboardText(); |
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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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bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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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) g_MousePressed[0] = true; |
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if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; |
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if (event->button.button == SDL_BUTTON_MIDDLE) g_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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io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); |
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return true; |
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} |
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} |
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return false; |
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} |
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bool ImGui_ImplSDL2_Init(SDL_Window* window) |
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{ |
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. |
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ImGuiIO& io = ImGui::GetIO(); |
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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_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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g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); |
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g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); |
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g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); |
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g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); |
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g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); |
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g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); |
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g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); |
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#ifdef _WIN32 |
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SDL_SysWMinfo wmInfo; |
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SDL_VERSION(&wmInfo.version); |
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SDL_GetWindowWMInfo(window, &wmInfo); |
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io.ImeWindowHandle = wmInfo.info.win.window; |
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#else |
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(void)window; |
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#endif |
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return true; |
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} |
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void ImGui_ImplSDL2_Shutdown() |
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{ |
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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(g_MouseCursors[cursor_n]); |
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memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); |
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} |
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void ImGui_ImplSDL2_NewFrame(SDL_Window* window) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() |
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// Setup display size (every frame to accommodate for window resizing) |
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int w, h; |
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int display_w, display_h; |
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SDL_GetWindowSize(window, &w, &h); |
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SDL_GL_GetDrawableSize(window, &display_w, &display_h); |
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io.DisplaySize = ImVec2((float)w, (float)h); |
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io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); |
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// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) |
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static Uint64 frequency = SDL_GetPerformanceFrequency(); |
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Uint64 current_time = SDL_GetPerformanceCounter(); |
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io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f); |
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g_Time = current_time; |
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// Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler) |
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int mx, my; |
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Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my); |
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); |
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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. |
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io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; |
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io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; |
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g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; |
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// We need to use SDL_CaptureMouse() to easily retrieve mouse coordinates outside of the client area. This is only supported from SDL 2.0.4 (released Jan 2016) |
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#if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4) |
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if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE)) != 0) |
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io.MousePos = ImVec2((float)mx, (float)my); |
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bool any_mouse_button_down = false; |
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for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++) |
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any_mouse_button_down |= io.MouseDown[n]; |
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if (any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) == 0) |
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SDL_CaptureMouse(SDL_TRUE); |
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if (!any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) != 0) |
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SDL_CaptureMouse(SDL_FALSE); |
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#else |
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if ((SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0) |
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io.MousePos = ImVec2((float)mx, (float)my); |
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#endif |
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// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor |
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ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); |
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if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) |
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{ |
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SDL_ShowCursor(0); |
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} |
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else |
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{ |
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SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); |
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SDL_ShowCursor(1); |
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} |
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// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. |
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ImGui::NewFrame(); |
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}
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