openMSX
imgui_impl_sdl2.cc
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1// dear imgui: Platform Backend for SDL2
2// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
3// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
4// (Prefer SDL 2.0.5+ for full feature support.)
5
6// Implemented features:
7// [X] Platform: Clipboard support.
8// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
9// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
10// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
11// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
12// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
13// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
14// Missing features or Issues:
15// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
16// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
17
18// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
19// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
20// Learn about Dear ImGui:
21// - FAQ https://dearimgui.com/faq
22// - Getting Started https://dearimgui.com/getting-started
23// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
24// - Introduction, links and more at the top of imgui.cpp
25
26// CHANGELOG
27// (minor and older changes stripped away, please see git history for details)
28// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
29// 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f.
30// 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190)
31// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
32// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
33// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
34// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
35// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
36// 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
37// 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
38// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
39// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
40// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
41// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
42// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
43// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
44// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
45// 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()).
46// 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3.
47// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version).
48// 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096)
49// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019)
50// 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
51// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
52// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710)
53// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
54// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
55// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
56// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
57// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
58// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
59// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
60// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
61// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
62// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
63// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
64// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
65// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
66// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
67// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
68// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
69// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
70// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
71// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
72// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
73// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
74// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
75// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
76// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
77// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
78// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
79// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
80// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
81// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
82// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
83// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
84// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
85// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
86// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
87// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
88// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
89// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
90// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
91// 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.
92// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
93// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
94// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
95
96#include "imgui.h"
97#ifndef IMGUI_DISABLE
98#include "imgui_impl_sdl2.h"
99
100// Clang warnings with -Weverything
101#if defined(__clang__)
102#pragma clang diagnostic push
103#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
104#endif
105
106// SDL
107// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended)
108#include <SDL.h>
109#include <SDL_syswm.h>
110#ifdef __APPLE__
111#include <TargetConditionals.h>
112#endif
113#ifdef __EMSCRIPTEN__
114#include <emscripten/em_js.h>
115#endif
116
117#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
118#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
119#else
120#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
121#endif
122#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5)
123#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
124#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5)
125#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
126#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
127#define SDL_HAS_DISPLAY_EVENT SDL_VERSION_ATLEAST(2,0,9)
128#define SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT SDL_VERSION_ATLEAST(2,0,18)
129#if SDL_HAS_VULKAN
130#include <SDL_vulkan.h>
131#else
132static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
133#endif
134
135// SDL Data
137{
138 SDL_Window* Window;
139 Uint32 WindowID;
140 SDL_Renderer* Renderer;
141 Uint64 Time;
145
146 // Mouse handling
149 SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
150 SDL_Cursor* MouseLastCursor;
153 bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
154
155 // Gamepad handling
156 ImVector<SDL_GameController*> Gamepads;
157 ImGui_ImplSDL2_GamepadMode GamepadMode;
159
160 ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
161};
162
163// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
164// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
165// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
166// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
167static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
168{
169 return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
170}
171
172// Forward Declarations
173static void ImGui_ImplSDL2_UpdateMonitors();
174static void ImGui_ImplSDL2_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context);
175static void ImGui_ImplSDL2_ShutdownMultiViewportSupport();
176
177// Functions
178static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
179{
180 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
181 if (bd->ClipboardTextData)
182 SDL_free(bd->ClipboardTextData);
183 bd->ClipboardTextData = SDL_GetClipboardText();
184 return bd->ClipboardTextData;
185}
186
187static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text)
188{
189 SDL_SetClipboardText(text);
190}
191
192// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
193static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data)
194{
195 if (data->WantVisible)
196 {
197 SDL_Rect r;
198 r.x = (int)(data->InputPos.x - viewport->Pos.x);
199 r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight);
200 r.w = 1;
201 r.h = (int)data->InputLineHeight;
202 SDL_SetTextInputRect(&r);
203 }
204}
205
206// Not static to allow third-party code to use that if they want to (but undocumented)
207ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode);
208ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
209{
210 IM_UNUSED(scancode);
211 switch (keycode)
212 {
213 case SDLK_TAB: return ImGuiKey_Tab;
214 case SDLK_LEFT: return ImGuiKey_LeftArrow;
215 case SDLK_RIGHT: return ImGuiKey_RightArrow;
216 case SDLK_UP: return ImGuiKey_UpArrow;
217 case SDLK_DOWN: return ImGuiKey_DownArrow;
218 case SDLK_PAGEUP: return ImGuiKey_PageUp;
219 case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
220 case SDLK_HOME: return ImGuiKey_Home;
221 case SDLK_END: return ImGuiKey_End;
222 case SDLK_INSERT: return ImGuiKey_Insert;
223 case SDLK_DELETE: return ImGuiKey_Delete;
224 case SDLK_BACKSPACE: return ImGuiKey_Backspace;
225 case SDLK_SPACE: return ImGuiKey_Space;
226 case SDLK_RETURN: return ImGuiKey_Enter;
227 case SDLK_ESCAPE: return ImGuiKey_Escape;
228 case SDLK_QUOTE: return ImGuiKey_Apostrophe;
229 case SDLK_COMMA: return ImGuiKey_Comma;
230 case SDLK_MINUS: return ImGuiKey_Minus;
231 case SDLK_PERIOD: return ImGuiKey_Period;
232 case SDLK_SLASH: return ImGuiKey_Slash;
233 case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
234 case SDLK_EQUALS: return ImGuiKey_Equal;
235 case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
236 case SDLK_BACKSLASH: return ImGuiKey_Backslash;
237 case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
238 case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
239 case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
240 case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
241 case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
242 case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
243 case SDLK_PAUSE: return ImGuiKey_Pause;
244 case SDLK_KP_0: return ImGuiKey_Keypad0;
245 case SDLK_KP_1: return ImGuiKey_Keypad1;
246 case SDLK_KP_2: return ImGuiKey_Keypad2;
247 case SDLK_KP_3: return ImGuiKey_Keypad3;
248 case SDLK_KP_4: return ImGuiKey_Keypad4;
249 case SDLK_KP_5: return ImGuiKey_Keypad5;
250 case SDLK_KP_6: return ImGuiKey_Keypad6;
251 case SDLK_KP_7: return ImGuiKey_Keypad7;
252 case SDLK_KP_8: return ImGuiKey_Keypad8;
253 case SDLK_KP_9: return ImGuiKey_Keypad9;
254 case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
255 case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
256 case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
257 case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
258 case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
259 case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
260 case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
261 case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
262 case SDLK_LSHIFT: return ImGuiKey_LeftShift;
263 case SDLK_LALT: return ImGuiKey_LeftAlt;
264 case SDLK_LGUI: return ImGuiKey_LeftSuper;
265 case SDLK_RCTRL: return ImGuiKey_RightCtrl;
266 case SDLK_RSHIFT: return ImGuiKey_RightShift;
267 case SDLK_RALT: return ImGuiKey_RightAlt;
268 case SDLK_RGUI: return ImGuiKey_RightSuper;
269 case SDLK_APPLICATION: return ImGuiKey_Menu;
270 case SDLK_0: return ImGuiKey_0;
271 case SDLK_1: return ImGuiKey_1;
272 case SDLK_2: return ImGuiKey_2;
273 case SDLK_3: return ImGuiKey_3;
274 case SDLK_4: return ImGuiKey_4;
275 case SDLK_5: return ImGuiKey_5;
276 case SDLK_6: return ImGuiKey_6;
277 case SDLK_7: return ImGuiKey_7;
278 case SDLK_8: return ImGuiKey_8;
279 case SDLK_9: return ImGuiKey_9;
280 case SDLK_a: return ImGuiKey_A;
281 case SDLK_b: return ImGuiKey_B;
282 case SDLK_c: return ImGuiKey_C;
283 case SDLK_d: return ImGuiKey_D;
284 case SDLK_e: return ImGuiKey_E;
285 case SDLK_f: return ImGuiKey_F;
286 case SDLK_g: return ImGuiKey_G;
287 case SDLK_h: return ImGuiKey_H;
288 case SDLK_i: return ImGuiKey_I;
289 case SDLK_j: return ImGuiKey_J;
290 case SDLK_k: return ImGuiKey_K;
291 case SDLK_l: return ImGuiKey_L;
292 case SDLK_m: return ImGuiKey_M;
293 case SDLK_n: return ImGuiKey_N;
294 case SDLK_o: return ImGuiKey_O;
295 case SDLK_p: return ImGuiKey_P;
296 case SDLK_q: return ImGuiKey_Q;
297 case SDLK_r: return ImGuiKey_R;
298 case SDLK_s: return ImGuiKey_S;
299 case SDLK_t: return ImGuiKey_T;
300 case SDLK_u: return ImGuiKey_U;
301 case SDLK_v: return ImGuiKey_V;
302 case SDLK_w: return ImGuiKey_W;
303 case SDLK_x: return ImGuiKey_X;
304 case SDLK_y: return ImGuiKey_Y;
305 case SDLK_z: return ImGuiKey_Z;
306 case SDLK_F1: return ImGuiKey_F1;
307 case SDLK_F2: return ImGuiKey_F2;
308 case SDLK_F3: return ImGuiKey_F3;
309 case SDLK_F4: return ImGuiKey_F4;
310 case SDLK_F5: return ImGuiKey_F5;
311 case SDLK_F6: return ImGuiKey_F6;
312 case SDLK_F7: return ImGuiKey_F7;
313 case SDLK_F8: return ImGuiKey_F8;
314 case SDLK_F9: return ImGuiKey_F9;
315 case SDLK_F10: return ImGuiKey_F10;
316 case SDLK_F11: return ImGuiKey_F11;
317 case SDLK_F12: return ImGuiKey_F12;
318 case SDLK_F13: return ImGuiKey_F13;
319 case SDLK_F14: return ImGuiKey_F14;
320 case SDLK_F15: return ImGuiKey_F15;
321 case SDLK_F16: return ImGuiKey_F16;
322 case SDLK_F17: return ImGuiKey_F17;
323 case SDLK_F18: return ImGuiKey_F18;
324 case SDLK_F19: return ImGuiKey_F19;
325 case SDLK_F20: return ImGuiKey_F20;
326 case SDLK_F21: return ImGuiKey_F21;
327 case SDLK_F22: return ImGuiKey_F22;
328 case SDLK_F23: return ImGuiKey_F23;
329 case SDLK_F24: return ImGuiKey_F24;
330 case SDLK_AC_BACK: return ImGuiKey_AppBack;
331 case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
332 default: break;
333 }
334 return ImGuiKey_None;
335}
336
337static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
338{
339 ImGuiIO& io = ImGui::GetIO();
340 io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);
341 io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);
342 io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);
343 io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
344}
345
346static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
347{
348 return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id);
349}
350
351// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
352// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
353// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
354// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
355bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
356{
357 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
358 IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
359 ImGuiIO& io = ImGui::GetIO();
360
361 switch (event->type)
362 {
363 case SDL_MOUSEMOTION:
364 {
365 if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr)
366 return false;
367 ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
368 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
369 {
370 int window_x, window_y;
371 SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
372 mouse_pos.x += window_x;
373 mouse_pos.y += window_y;
374 }
375 io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
376 io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
377 return true;
378 }
379 case SDL_MOUSEWHEEL:
380 {
381 if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == nullptr)
382 return false;
383 //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
384#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
385 float wheel_x = -event->wheel.preciseX;
386 float wheel_y = event->wheel.preciseY;
387#else
388 float wheel_x = -(float)event->wheel.x;
389 float wheel_y = (float)event->wheel.y;
390#endif
391#if defined(__EMSCRIPTEN__) && !SDL_VERSION_ATLEAST(2,31,0)
392 wheel_x /= 100.0f;
393#endif
394 io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
395 io.AddMouseWheelEvent(wheel_x, wheel_y);
396 return true;
397 }
398 case SDL_MOUSEBUTTONDOWN:
399 case SDL_MOUSEBUTTONUP:
400 {
401 if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == nullptr)
402 return false;
403 int mouse_button = -1;
404 if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
405 if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
406 if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
407 if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
408 if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
409 if (mouse_button == -1)
410 break;
411 io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
412 io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
413 bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
414 return true;
415 }
416 case SDL_TEXTINPUT:
417 {
418 if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == nullptr)
419 return false;
420 io.AddInputCharactersUTF8(event->text.text);
421 return true;
422 }
423 case SDL_KEYDOWN:
424 case SDL_KEYUP:
425 {
426 if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == nullptr)
427 return false;
428 ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
429 //IMGUI_DEBUG_LOG("SDL_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
430 // (event->type == SDL_KEYDOWN) ? "DOWN" : "UP ", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.scancode, SDL_GetScancodeName(event->key.keysym.scancode), event->key.keysym.mod);
431 ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
432 io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
433 io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
434 return true;
435 }
436#if SDL_HAS_DISPLAY_EVENT
437 case SDL_DISPLAYEVENT:
438 {
439 // 2.0.26 has SDL_DISPLAYEVENT_CONNECTED/SDL_DISPLAYEVENT_DISCONNECTED/SDL_DISPLAYEVENT_ORIENTATION,
440 // so change of DPI/Scaling are not reflected in this event. (SDL3 has it)
441 bd->WantUpdateMonitors = true;
442 return true;
443 }
444#endif
445 case SDL_WINDOWEVENT:
446 {
447 ImGuiViewport* viewport = ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID);
448 if (viewport == NULL)
449 return false;
450
451 // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
452 // - However we won't get a correct LEAVE event for a captured window.
453 // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
454 // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
455 // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
456 Uint8 window_event = event->window.event;
457 if (window_event == SDL_WINDOWEVENT_ENTER)
458 {
459 bd->MouseWindowID = event->window.windowID;
460 bd->MouseLastLeaveFrame = 0;
461 }
462 if (window_event == SDL_WINDOWEVENT_LEAVE)
463 bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
464 if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
465 io.AddFocusEvent(true);
466 else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
467 io.AddFocusEvent(false);
468 else if (window_event == SDL_WINDOWEVENT_CLOSE)
469 viewport->PlatformRequestClose = true;
470 else if (window_event == SDL_WINDOWEVENT_MOVED)
471 viewport->PlatformRequestMove = true;
472 else if (window_event == SDL_WINDOWEVENT_RESIZED)
473 viewport->PlatformRequestResize = true;
474 return true;
475 }
476 case SDL_CONTROLLERDEVICEADDED:
477 case SDL_CONTROLLERDEVICEREMOVED:
478 {
479 bd->WantUpdateGamepadsList = true;
480 return true;
481 }
482 }
483 return false;
484}
485
486#ifdef __EMSCRIPTEN__
487EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
488#endif
489
490static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
491{
492 ImGuiIO& io = ImGui::GetIO();
493 IMGUI_CHECKVERSION();
494 IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
495
496 // Check and store if we are on a SDL backend that supports global mouse position
497 // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
498 bool mouse_can_use_global_state = false;
499#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
500 const char* sdl_backend = SDL_GetCurrentVideoDriver();
501 const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
502 for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
503 if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
504 mouse_can_use_global_state = true;
505#endif
506
507 // Setup backend capabilities flags
509 io.BackendPlatformUserData = (void*)bd;
510 io.BackendPlatformName = "imgui_impl_sdl2";
511 io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
512 io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
513 if (mouse_can_use_global_state)
514 io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
515
516 bd->Window = window;
517 bd->WindowID = SDL_GetWindowID(window);
518 bd->Renderer = renderer;
519
520 // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
521 // We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame.
522 bd->MouseCanUseGlobalState = mouse_can_use_global_state;
523#ifndef __APPLE__
525#else
527#endif
528
529 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
530 platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
531 platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
532 platform_io.Platform_ClipboardUserData = nullptr;
533 platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData;
534#ifdef __EMSCRIPTEN__
535 platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
536#endif
537
538 // Update monitor a first time during init
539 ImGui_ImplSDL2_UpdateMonitors();
540
541 // Gamepad handling
542 bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
543 bd->WantUpdateGamepadsList = true;
544
545 // Load mouse cursors
546 bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
547 bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
548 bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
549 bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
550 bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
551 bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
552 bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
553 bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
554 bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
555
556 // Set platform dependent data in viewport
557 // Our mouse update function expect PlatformHandle to be filled for the main viewport
558 ImGuiViewport* main_viewport = ImGui::GetMainViewport();
559 main_viewport->PlatformHandle = (void*)(intptr_t)bd->WindowID;
560 main_viewport->PlatformHandleRaw = nullptr;
561 SDL_SysWMinfo info;
562 SDL_VERSION(&info.version);
563 if (SDL_GetWindowWMInfo(window, &info))
564 {
565#if defined(SDL_VIDEO_DRIVER_WINDOWS)
566 main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
567#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
568 main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
569#endif
570 }
571
572 // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
573 // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
574 // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
575 // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
576 // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
577#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
578 SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
579#endif
580
581 // From 2.0.18: Enable native IME.
582 // IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any.
583 // For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow().
584#ifdef SDL_HINT_IME_SHOW_UI
585 SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
586#endif
587
588 // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
589#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
590 SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
591#endif
592
593 // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
594 // We left the call to ImGui_ImplSDL2_InitMultiViewportSupport() outside of #ifdef to avoid unused-function warnings.
595 if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)
596 ImGui_ImplSDL2_InitMultiViewportSupport(window, sdl_gl_context);
597
598 return true;
599}
600
601bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
602{
603 return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context);
604}
605
606bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
607{
608#if !SDL_HAS_VULKAN
609 IM_ASSERT(0 && "Unsupported");
610#endif
611 if (!ImGui_ImplSDL2_Init(window, nullptr, nullptr))
612 return false;
613 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
614 bd->UseVulkan = true;
615 return true;
616}
617
618bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
619{
620#if !defined(_WIN32)
621 IM_ASSERT(0 && "Unsupported");
622#endif
623 return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
624}
625
626bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
627{
628 return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
629}
630
631bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
632{
633 return ImGui_ImplSDL2_Init(window, renderer, nullptr);
634}
635
636bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
637{
638 return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
639}
640
641static void ImGui_ImplSDL2_CloseGamepads();
642
644{
645 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
646 IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
647 ImGuiIO& io = ImGui::GetIO();
648
649 ImGui_ImplSDL2_ShutdownMultiViewportSupport();
650
651 if (bd->ClipboardTextData)
652 SDL_free(bd->ClipboardTextData);
653 for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
654 SDL_FreeCursor(bd->MouseCursors[cursor_n]);
655 ImGui_ImplSDL2_CloseGamepads();
656
657 io.BackendPlatformName = nullptr;
658 io.BackendPlatformUserData = nullptr;
659 io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
660 IM_DELETE(bd);
661}
662
663// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
664static void ImGui_ImplSDL2_UpdateMouseData()
665{
666 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
667 ImGuiIO& io = ImGui::GetIO();
668
669 // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
670#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
671 // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
672 SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
673 SDL_Window* focused_window = SDL_GetKeyboardFocus();
674 const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL2_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL));
675#else
676 SDL_Window* focused_window = bd->Window;
677 const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
678#endif
679
680 if (is_app_focused)
681 {
682 // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
683 if (io.WantSetMousePos)
684 {
685#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
686 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
687 SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y);
688 else
689#endif
690 SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
691 }
692
693 // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
694 if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
695 {
696 // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
697 // 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)
698 int mouse_x, mouse_y, window_x, window_y;
699 SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
700 if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
701 {
702 SDL_GetWindowPosition(focused_window, &window_x, &window_y);
703 mouse_x -= window_x;
704 mouse_y -= window_y;
705 }
706 io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
707 }
708 }
709
710 // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
711 // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
712 // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
713 // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
714 // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
715 // by the backend, and use its flawed heuristic to guess the viewport behind.
716 // - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
717 if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
718 {
719 ImGuiID mouse_viewport_id = 0;
720 if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL2_GetViewportForWindowID(bd->MouseWindowID))
721 mouse_viewport_id = mouse_viewport->ID;
722 io.AddMouseViewportEvent(mouse_viewport_id);
723 }
724}
725
726static void ImGui_ImplSDL2_UpdateMouseCursor()
727{
728 ImGuiIO& io = ImGui::GetIO();
729 if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
730 return;
731 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
732
733 ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
734 if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
735 {
736 // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
737 SDL_ShowCursor(SDL_FALSE);
738 }
739 else
740 {
741 // Show OS mouse cursor
742 SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
743 if (bd->MouseLastCursor != expected_cursor)
744 {
745 SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
746 bd->MouseLastCursor = expected_cursor;
747 }
748 SDL_ShowCursor(SDL_TRUE);
749 }
750}
751
752static void ImGui_ImplSDL2_CloseGamepads()
753{
754 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
755 if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
756 for (SDL_GameController* gamepad : bd->Gamepads)
757 SDL_GameControllerClose(gamepad);
758 bd->Gamepads.resize(0);
759}
760
761void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count)
762{
763 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
764 ImGui_ImplSDL2_CloseGamepads();
765 if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
766 {
767 IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
768 for (int n = 0; n < manual_gamepads_count; n++)
769 bd->Gamepads.push_back(manual_gamepads_array[n]);
770 }
771 else
772 {
773 IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
774 bd->WantUpdateGamepadsList = true;
775 }
776 bd->GamepadMode = mode;
777}
778
779static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no)
780{
781 bool merged_value = false;
782 for (SDL_GameController* gamepad : bd->Gamepads)
783 merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0;
784 io.AddKeyEvent(key, merged_value);
785}
786
787static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
788static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1)
789{
790 float merged_value = 0.0f;
791 for (SDL_GameController* gamepad : bd->Gamepads)
792 {
793 float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
794 if (merged_value < vn)
795 merged_value = vn;
796 }
797 io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
798}
799
800static void ImGui_ImplSDL2_UpdateGamepads()
801{
802 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
803 ImGuiIO& io = ImGui::GetIO();
804
805 // Update list of controller(s) to use
806 if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
807 {
808 ImGui_ImplSDL2_CloseGamepads();
809 int joystick_count = SDL_NumJoysticks();
810 for (int n = 0; n < joystick_count; n++)
811 if (SDL_IsGameController(n))
812 if (SDL_GameController* gamepad = SDL_GameControllerOpen(n))
813 {
814 bd->Gamepads.push_back(gamepad);
815 if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst)
816 break;
817 }
818 bd->WantUpdateGamepadsList = false;
819 }
820
821 // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
822 if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
823 return;
824 io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
825 if (bd->Gamepads.Size == 0)
826 return;
827 io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
828
829 // Update gamepad inputs
830 const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
831 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
832 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
833 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
834 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
835 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
836 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
837 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
838 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
839 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
840 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
841 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
842 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
843 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
844 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
845 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
846 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
847 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
848 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
849 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
850 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
851 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
852 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
853 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
854 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
855}
856
857// FIXME: Note that doesn't update with DPI/Scaling change only as SDL2 doesn't have an event for it (SDL3 has).
858static void ImGui_ImplSDL2_UpdateMonitors()
859{
860 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
861 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
862 platform_io.Monitors.resize(0);
863 bd->WantUpdateMonitors = false;
864 int display_count = SDL_GetNumVideoDisplays();
865 for (int n = 0; n < display_count; n++)
866 {
867 // 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.
868 ImGuiPlatformMonitor monitor;
869 SDL_Rect r;
870 SDL_GetDisplayBounds(n, &r);
871 monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
872 monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
873#if SDL_HAS_USABLE_DISPLAY_BOUNDS
874 SDL_GetDisplayUsableBounds(n, &r);
875 monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
876 monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
877#endif
878#if SDL_HAS_PER_MONITOR_DPI
879 // FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set
880 // DpiScale to cocoa_window.backingScaleFactor here.
881 float dpi = 0.0f;
882 if (!SDL_GetDisplayDPI(n, &dpi, nullptr, nullptr))
883 {
884 if (dpi <= 0.0f)
885 continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
886 monitor.DpiScale = dpi / 96.0f;
887 }
888#endif
889 monitor.PlatformHandle = (void*)(intptr_t)n;
890 platform_io.Monitors.push_back(monitor);
891 }
892}
893
895{
896 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
897 IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
898 ImGuiIO& io = ImGui::GetIO();
899
900 // Setup display size (every frame to accommodate for window resizing)
901 int w, h;
902 int display_w, display_h;
903 SDL_GetWindowSize(bd->Window, &w, &h);
904 if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
905 w = h = 0;
906 if (bd->Renderer != nullptr)
907 SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
908#if SDL_HAS_VULKAN
909 else if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_VULKAN)
910 SDL_Vulkan_GetDrawableSize(bd->Window, &display_w, &display_h);
911#endif
912 else
913 SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
914 io.DisplaySize = ImVec2((float)w, (float)h);
915 if (w > 0 && h > 0)
916 io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
917
918 // Update monitors
919 if (bd->WantUpdateMonitors)
920 ImGui_ImplSDL2_UpdateMonitors();
921
922 // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
923 // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
924 static Uint64 frequency = SDL_GetPerformanceFrequency();
925 Uint64 current_time = SDL_GetPerformanceCounter();
926 if (current_time <= bd->Time)
927 current_time = bd->Time + 1;
928 io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
929 bd->Time = current_time;
930
931 if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
932 {
933 bd->MouseWindowID = 0;
934 bd->MouseLastLeaveFrame = 0;
935 io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
936 }
937
938 // Our io.AddMouseViewportEvent() calls will only be valid when not capturing.
939 // Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects.
940 if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr)
941 io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
942 else
943 io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport;
944
945 ImGui_ImplSDL2_UpdateMouseData();
946 ImGui_ImplSDL2_UpdateMouseCursor();
947
948 // Update game controllers (if enabled and available)
949 ImGui_ImplSDL2_UpdateGamepads();
950}
951
952//--------------------------------------------------------------------------------------------------------
953// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
954// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
955// 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..
956//--------------------------------------------------------------------------------------------------------
957
958// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
960{
961 SDL_Window* Window;
962 Uint32 WindowID;
964 SDL_GLContext GLContext;
965
966 ImGui_ImplSDL2_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
967 ~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
968};
969
970static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
971{
972 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
974 viewport->PlatformUserData = vd;
975
976 ImGuiViewport* main_viewport = ImGui::GetMainViewport();
977 ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData;
978
979 // Share GL resources with main context
980 bool use_opengl = (main_viewport_data->GLContext != nullptr);
981 SDL_GLContext backup_context = nullptr;
982 if (use_opengl)
983 {
984 backup_context = SDL_GL_GetCurrentContext();
985 SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
986 SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
987 }
988
989 Uint32 sdl_flags = 0;
990 sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
991 sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI;
992 sdl_flags |= SDL_WINDOW_HIDDEN;
993 sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
994 sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
995#if !defined(_WIN32)
996 // See SDL hack in ImGui_ImplSDL2_ShowWindow().
997 sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0;
998#endif
999#if SDL_HAS_ALWAYS_ON_TOP
1000 sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
1001#endif
1002 vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
1003 vd->WindowOwned = true;
1004 if (use_opengl)
1005 {
1006 vd->GLContext = SDL_GL_CreateContext(vd->Window);
1007 SDL_GL_SetSwapInterval(0);
1008 }
1009 if (use_opengl && backup_context)
1010 SDL_GL_MakeCurrent(vd->Window, backup_context);
1011
1012 viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(vd->Window);
1013 viewport->PlatformHandleRaw = nullptr;
1014 SDL_SysWMinfo info;
1015 SDL_VERSION(&info.version);
1016 if (SDL_GetWindowWMInfo(vd->Window, &info))
1017 {
1018#if defined(SDL_VIDEO_DRIVER_WINDOWS)
1019 viewport->PlatformHandleRaw = info.info.win.window;
1020#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
1021 viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
1022#endif
1023 }
1024}
1025
1026static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
1027{
1028 if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData)
1029 {
1030 if (vd->GLContext && vd->WindowOwned)
1031 SDL_GL_DeleteContext(vd->GLContext);
1032 if (vd->Window && vd->WindowOwned)
1033 SDL_DestroyWindow(vd->Window);
1034 vd->GLContext = nullptr;
1035 vd->Window = nullptr;
1036 IM_DELETE(vd);
1037 }
1038 viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
1039}
1040
1041static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
1042{
1043 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1044#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES))
1045 HWND hwnd = (HWND)viewport->PlatformHandleRaw;
1046
1047 // SDL hack: Hide icon from task bar
1048 // 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.
1049 if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
1050 {
1051 LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
1052 ex_style &= ~WS_EX_APPWINDOW;
1053 ex_style |= WS_EX_TOOLWINDOW;
1054 ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
1055 }
1056#endif
1057
1058#if SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT
1059 SDL_SetHint(SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "1" : "0");
1060#elif defined(_WIN32)
1061 // SDL hack: SDL always activate/focus windows :/
1062 if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
1063 {
1064 ::ShowWindow(hwnd, SW_SHOWNA);
1065 return;
1066 }
1067#endif
1068 SDL_ShowWindow(vd->Window);
1069}
1070
1071static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
1072{
1073 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1074 int x = 0, y = 0;
1075 SDL_GetWindowPosition(vd->Window, &x, &y);
1076 return ImVec2((float)x, (float)y);
1077}
1078
1079static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
1080{
1081 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1082 SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
1083}
1084
1085static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
1086{
1087 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1088 int w = 0, h = 0;
1089 SDL_GetWindowSize(vd->Window, &w, &h);
1090 return ImVec2((float)w, (float)h);
1091}
1092
1093static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
1094{
1095 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1096 SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
1097}
1098
1099static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
1100{
1101 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1102 SDL_SetWindowTitle(vd->Window, title);
1103}
1104
1105#if SDL_HAS_WINDOW_ALPHA
1106static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
1107{
1108 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1109 SDL_SetWindowOpacity(vd->Window, alpha);
1110}
1111#endif
1112
1113static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport)
1114{
1115 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1116 SDL_RaiseWindow(vd->Window);
1117}
1118
1119static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport)
1120{
1121 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1122 return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
1123}
1124
1125static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport)
1126{
1127 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1128 return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
1129}
1130
1131static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
1132{
1133 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1134 if (vd->GLContext)
1135 SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
1136}
1137
1138static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*)
1139{
1140 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1141 if (vd->GLContext)
1142 {
1143 SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
1144 SDL_GL_SwapWindow(vd->Window);
1145 }
1146}
1147
1148// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
1149// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
1150#if SDL_HAS_VULKAN
1151#include <SDL_vulkan.h>
1152static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
1153{
1154 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1155 (void)vk_allocator;
1156 SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
1157 return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
1158}
1159#endif // SDL_HAS_VULKAN
1160
1161static void ImGui_ImplSDL2_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context)
1162{
1163 // Register platform interface (will be coupled with a renderer interface)
1164 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
1165 platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow;
1166 platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow;
1167 platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow;
1168 platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
1169 platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
1170 platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
1171 platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
1172 platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
1173 platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
1174 platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized;
1175 platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
1176 platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
1177 platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
1178#if SDL_HAS_WINDOW_ALPHA
1179 platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha;
1180#endif
1181#if SDL_HAS_VULKAN
1182 platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
1183#endif
1184
1185 // Register main window handle (which is owned by the main application, not by us)
1186 // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
1187 ImGuiViewport* main_viewport = ImGui::GetMainViewport();
1189 vd->Window = window;
1190 vd->WindowID = SDL_GetWindowID(window);
1191 vd->WindowOwned = false;
1192 vd->GLContext = sdl_gl_context;
1193 main_viewport->PlatformUserData = vd;
1194 main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID;
1195}
1196
1197static void ImGui_ImplSDL2_ShutdownMultiViewportSupport()
1198{
1199 ImGui::DestroyPlatformWindows();
1200}
1201
1202//-----------------------------------------------------------------------------
1203
1204#if defined(__clang__)
1205#pragma clang diagnostic pop
1206#endif
1207
1208#endif // #ifndef IMGUI_DISABLE
void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController **manual_gamepads_array, int manual_gamepads_count)
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window *window)
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window *window, SDL_Renderer *renderer)
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window *window, void *sdl_gl_context)
bool ImGui_ImplSDL2_InitForOther(SDL_Window *window)
bool ImGui_ImplSDL2_InitForMetal(SDL_Window *window)
ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
void ImGui_ImplSDL2_NewFrame()
bool ImGui_ImplSDL2_InitForD3D(SDL_Window *window)
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event *event)
void ImGui_ImplSDL2_Shutdown()
size_t size(std::string_view utf8)
ImGui_ImplSDL2_GamepadMode GamepadMode
SDL_Renderer * Renderer
SDL_Cursor * MouseLastCursor
SDL_Cursor * MouseCursors[ImGuiMouseCursor_COUNT]
ImVector< SDL_GameController * > Gamepads