You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and dots ('.'), can be up to 35 characters long. Letters must be lowercase.
522 lines
23 KiB
522 lines
23 KiB
// 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.) |
|
|
|
// Implemented features: |
|
// [X] Multi-viewport windows (when ImGuiConfigFlags_ViewportsEnable is enabled). |
|
|
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. |
|
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). |
|
// If you are new to ImGui, see examples/README.txt and 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. |
|
// 2018-XX-XX: Misc: ImGui_ImplSDL2_Init() now takes a SDL_GLContext parameter. |
|
// 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_sdl2.h" |
|
|
|
// SDL |
|
// (the multi-viewports feature requires SDL features supported from SDL 2.0.5+) |
|
#include <SDL.h> |
|
#include <SDL_syswm.h> |
|
#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4) |
|
#define SDL_HAS_WINDOW_OPACITY 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 }; |
|
|
|
// 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*) |
|
{ |
|
return SDL_GetClipboardText(); |
|
} |
|
|
|
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. |
|
bool ImGui_ImplSDL2_ProcessEvent(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; |
|
} |
|
|
|
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_MOUSE |
|
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) |
|
#endif |
|
|
|
// 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); |
|
|
|
// Our mouse update function expect PlatformHandle to be filled for the main viewport |
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
|
main_viewport->PlatformHandle = (void*)window; |
|
|
|
// 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; |
|
} |
|
|
|
void ImGui_ImplSDL2_Shutdown() |
|
{ |
|
ImGui_ImplSDL2_ShutdownPlatformInterface(); |
|
g_Window = 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)); |
|
} |
|
|
|
static void ImGui_ImplSDL2_UpdateMouse() |
|
{ |
|
ImGuiIO& io = ImGui::GetIO(); |
|
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); |
|
io.MousePosViewport = 0; |
|
io.MouseHoveredViewport = 0; |
|
|
|
int mx, my; |
|
Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my); |
|
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_MOUSE |
|
SDL_Window* focused_window = SDL_GetKeyboardFocus(); |
|
if (focused_window) |
|
{ |
|
// SDL_GetMouseState() gives me mouse position seemingly based on the last window entered/focused(?) |
|
// The creation of new window and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally. |
|
int wx, wy; |
|
SDL_GetWindowPosition(focused_window, &wx, &wy); |
|
SDL_GetGlobalMouseState(&mx, &my); |
|
mx -= wx; |
|
my -= wy; |
|
} |
|
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)focused_window)) |
|
{ |
|
io.MousePos = ImVec2(viewport->Pos.x + (float)mx, viewport->Pos.y + (float)my); |
|
io.MousePosViewport = viewport->ID; |
|
} |
|
|
|
// We already retrieve global mouse position, SDL_CaptureMouse() also let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't 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 |
|
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS) |
|
io.MousePos = ImVec2((float)mx, (float)my); |
|
#endif |
|
|
|
// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor |
|
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0) |
|
{ |
|
ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); |
|
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) |
|
{ |
|
SDL_ShowCursor(SDL_FALSE); |
|
} |
|
else |
|
{ |
|
SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); |
|
SDL_ShowCursor(SDL_TRUE); |
|
} |
|
} |
|
} |
|
|
|
void ImGui_ImplSDL2_NewFrame(SDL_Window* window) |
|
{ |
|
ImGuiIO& io = ImGui::GetIO(); |
|
IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call 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); |
|
io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); |
|
|
|
// 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_UpdateMouse(); |
|
|
|
// 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. |
|
ImGui::NewFrame(); |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
// 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); |
|
} |
|
|
|
// We don't enable SDL_WINDOW_RESIZABLE because it enforce windows decorations |
|
Uint32 sdl_flags = 0; |
|
sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : SDL_WINDOW_VULKAN; |
|
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); |
|
if (use_opengl && backup_context) |
|
SDL_GL_MakeCurrent(data->Window, backup_context); |
|
viewport->PlatformHandle = (void*)data->Window; |
|
} |
|
|
|
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) |
|
SDL_SysWMinfo info; |
|
SDL_VERSION(&info.version); |
|
if (SDL_GetWindowWMInfo(data->Window, &info)) |
|
{ |
|
HWND hwnd = info.info.win.window; |
|
|
|
// 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); |
|
} |
|
|
|
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 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.FullMin = monitor.WorkMin = ImVec2((float)(r.x), (float)(r.y)); |
|
monitor.FullMax = monitor.WorkMax = ImVec2((float)(r.x + r.w), (float)(r.y + r.h)); |
|
#if SDL_HAS_USABLE_DISPLAY_BOUNDS |
|
SDL_GetDisplayUsableBounds(n, &r); |
|
monitor.WorkMin = ImVec2((float)(r.x), (float)(r.y)); |
|
monitor.WorkMax = ImVec2((float)(r.x + r.w), (float)(r.y + 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_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle; |
|
platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow; |
|
platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers; |
|
#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() |
|
{ |
|
}
|
|
|