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347 lines
17 KiB
347 lines
17 KiB
// dear 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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// (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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// Missing features: |
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// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. |
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// You can 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 are new to dear imgui, read examples/README.txt and read the 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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// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. |
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. |
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// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). |
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// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. |
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// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. |
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. |
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// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. |
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// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. |
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// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. |
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// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. |
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// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. |
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// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). |
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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. |
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// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. |
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. |
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. |
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// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). |
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// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. |
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// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. |
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// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. |
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// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. |
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// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). |
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// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. |
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#include "imgui.h" |
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#include "imgui_impl_sdl.h" |
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// SDL |
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#include <SDL.h> |
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#include <SDL_syswm.h> |
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#if defined(__APPLE__) |
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#include "TargetConditionals.h" |
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#endif |
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4) |
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#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) |
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// Data |
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static SDL_Window* g_Window = NULL; |
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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] = {}; |
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static char* g_ClipboardTextData = NULL; |
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static const char* ImGui_ImplSDL2_GetClipboardText(void*) |
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{ |
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if (g_ClipboardTextData) |
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SDL_free(g_ClipboardTextData); |
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g_ClipboardTextData = SDL_GetClipboardText(); |
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return g_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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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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static bool ImGui_ImplSDL2_Init(SDL_Window* window) |
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{ |
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g_Window = window; |
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// Setup back-end capabilities flags |
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ImGuiIO& io = ImGui::GetIO(); |
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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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io.BackendPlatformName = "imgui_impl_sdl"; |
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// Keyboard mapping. 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_RETURN2; |
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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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g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); |
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g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); |
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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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bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) |
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{ |
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(void)sdl_gl_context; // Viewport branch will need this. |
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return ImGui_ImplSDL2_Init(window); |
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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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return ImGui_ImplSDL2_Init(window); |
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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); |
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} |
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void ImGui_ImplSDL2_Shutdown() |
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{ |
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g_Window = NULL; |
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// Destroy last known clipboard data |
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if (g_ClipboardTextData) |
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SDL_free(g_ClipboardTextData); |
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g_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(g_MouseCursors[cursor_n]); |
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memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); |
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} |
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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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// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) |
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if (io.WantSetMousePos) |
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SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y); |
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else |
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); |
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int mx, my; |
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Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my); |
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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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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) |
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SDL_Window* focused_window = SDL_GetKeyboardFocus(); |
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if (g_Window == focused_window) |
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{ |
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// SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?) |
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// The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally. |
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int wx, wy; |
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SDL_GetWindowPosition(focused_window, &wx, &wy); |
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SDL_GetGlobalMouseState(&mx, &my); |
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mx -= wx; |
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my -= wy; |
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io.MousePos = ImVec2((float)mx, (float)my); |
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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. |
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// The function is only supported from SDL 2.0.4 (released Jan 2016) |
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bool any_mouse_button_down = ImGui::IsAnyMouseDown(); |
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SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE); |
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#else |
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if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS) |
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io.MousePos = ImVec2((float)mx, (float)my); |
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#endif |
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} |
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static void ImGui_ImplSDL2_UpdateMouseCursor() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) |
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return; |
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ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); |
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if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) |
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{ |
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor |
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SDL_ShowCursor(SDL_FALSE); |
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} |
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else |
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{ |
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// Show OS mouse cursor |
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SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); |
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SDL_ShowCursor(SDL_TRUE); |
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} |
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} |
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static void ImGui_ImplSDL2_UpdateGamepads() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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memset(io.NavInputs, 0, sizeof(io.NavInputs)); |
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) |
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return; |
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// Get gamepad |
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SDL_GameController* game_controller = SDL_GameControllerOpen(0); |
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if (!game_controller) |
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{ |
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; |
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return; |
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} |
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// Update gamepad inputs |
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#define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; } |
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#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; } |
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const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. |
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MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A |
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MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B |
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MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X |
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MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y |
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MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left |
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MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right |
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MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up |
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MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down |
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MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB |
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MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB |
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MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB |
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MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB |
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MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); |
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MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); |
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MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767); |
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MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); |
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad; |
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#undef MAP_BUTTON |
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#undef MAP_ANALOG |
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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 not built! It is generally built by the renderer back-end. Missing call to 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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if (w > 0 && h > 0) |
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io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); |
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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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ImGui_ImplSDL2_UpdateMousePosAndButtons(); |
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ImGui_ImplSDL2_UpdateMouseCursor(); |
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// Update game controllers (if enabled and available) |
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ImGui_ImplSDL2_UpdateGamepads(); |
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}
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