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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
10// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
11// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
12// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
13// Issues:
14// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
15// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
16// [x] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
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// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
29// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
30// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
31// 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)
32// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
33// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
34// 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()).
35// 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.
36// 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).
37// 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)
38// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019)
39// 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
40// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
41// 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)
42// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
43// 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.
44// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
45// 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.
46// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
47// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
48// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
49// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
50// 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.
51// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
52// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
53// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
54// 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+)
55// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
56// 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).
57// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
58// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
59// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
60// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
61// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
62// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
63// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
64// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
65// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
66// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
67// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
68// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
69// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
70// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
71// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
72// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
73// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
74// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
75// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
76// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
77// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
78// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
79// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
80// 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.
81// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
82// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
83// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
84
85#include "imgui.h"
86#ifndef IMGUI_DISABLE
87#include "imgui_impl_sdl2.h"
88
89// Clang warnings with -Weverything
90#if defined(__clang__)
91#pragma clang diagnostic push
92#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
93#endif
94
95// SDL
96// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended)
97#include <SDL.h>
98#include <SDL_syswm.h>
99#if defined(__APPLE__)
100#include <TargetConditionals.h>
101#endif
102
103#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
104#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
105#else
106#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
107#endif
108#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5)
109#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
110#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5)
111#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
112#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
113#define SDL_HAS_DISPLAY_EVENT SDL_VERSION_ATLEAST(2,0,9)
114#if !SDL_HAS_VULKAN
115static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
116#endif
117
118// SDL Data
120{
121 SDL_Window* Window;
122 SDL_Renderer* Renderer;
123 Uint64 Time;
127
128 // Mouse handling
131 SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
132 SDL_Cursor* MouseLastCursor;
135 bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
136
137 // Gamepad handling
138 ImVector<SDL_GameController*> Gamepads;
139 ImGui_ImplSDL2_GamepadMode GamepadMode;
141
142 ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
143};
144
145// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
146// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
147// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
148// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
149static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
150{
151 return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
152}
153
154// Forward Declarations
155static void ImGui_ImplSDL2_UpdateMonitors();
156static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
157static void ImGui_ImplSDL2_ShutdownPlatformInterface();
158
159// Functions
160static const char* ImGui_ImplSDL2_GetClipboardText(void*)
161{
162 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
163 if (bd->ClipboardTextData)
164 SDL_free(bd->ClipboardTextData);
165 bd->ClipboardTextData = SDL_GetClipboardText();
166 return bd->ClipboardTextData;
167}
168
169static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
170{
171 SDL_SetClipboardText(text);
172}
173
174// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
175static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
176{
177 if (data->WantVisible)
178 {
179 SDL_Rect r;
180 r.x = (int)(data->InputPos.x - viewport->Pos.x);
181 r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight);
182 r.w = 1;
183 r.h = (int)data->InputLineHeight;
184 SDL_SetTextInputRect(&r);
185 }
186}
187
188static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
189{
190 switch (keycode)
191 {
192 case SDLK_TAB: return ImGuiKey_Tab;
193 case SDLK_LEFT: return ImGuiKey_LeftArrow;
194 case SDLK_RIGHT: return ImGuiKey_RightArrow;
195 case SDLK_UP: return ImGuiKey_UpArrow;
196 case SDLK_DOWN: return ImGuiKey_DownArrow;
197 case SDLK_PAGEUP: return ImGuiKey_PageUp;
198 case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
199 case SDLK_HOME: return ImGuiKey_Home;
200 case SDLK_END: return ImGuiKey_End;
201 case SDLK_INSERT: return ImGuiKey_Insert;
202 case SDLK_DELETE: return ImGuiKey_Delete;
203 case SDLK_BACKSPACE: return ImGuiKey_Backspace;
204 case SDLK_SPACE: return ImGuiKey_Space;
205 case SDLK_RETURN: return ImGuiKey_Enter;
206 case SDLK_ESCAPE: return ImGuiKey_Escape;
207 case SDLK_QUOTE: return ImGuiKey_Apostrophe;
208 case SDLK_COMMA: return ImGuiKey_Comma;
209 case SDLK_MINUS: return ImGuiKey_Minus;
210 case SDLK_PERIOD: return ImGuiKey_Period;
211 case SDLK_SLASH: return ImGuiKey_Slash;
212 case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
213 case SDLK_EQUALS: return ImGuiKey_Equal;
214 case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
215 case SDLK_BACKSLASH: return ImGuiKey_Backslash;
216 case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
217 case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
218 case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
219 case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
220 case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
221 case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
222 case SDLK_PAUSE: return ImGuiKey_Pause;
223 case SDLK_KP_0: return ImGuiKey_Keypad0;
224 case SDLK_KP_1: return ImGuiKey_Keypad1;
225 case SDLK_KP_2: return ImGuiKey_Keypad2;
226 case SDLK_KP_3: return ImGuiKey_Keypad3;
227 case SDLK_KP_4: return ImGuiKey_Keypad4;
228 case SDLK_KP_5: return ImGuiKey_Keypad5;
229 case SDLK_KP_6: return ImGuiKey_Keypad6;
230 case SDLK_KP_7: return ImGuiKey_Keypad7;
231 case SDLK_KP_8: return ImGuiKey_Keypad8;
232 case SDLK_KP_9: return ImGuiKey_Keypad9;
233 case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
234 case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
235 case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
236 case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
237 case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
238 case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
239 case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
240 case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
241 case SDLK_LSHIFT: return ImGuiKey_LeftShift;
242 case SDLK_LALT: return ImGuiKey_LeftAlt;
243 case SDLK_LGUI: return ImGuiKey_LeftSuper;
244 case SDLK_RCTRL: return ImGuiKey_RightCtrl;
245 case SDLK_RSHIFT: return ImGuiKey_RightShift;
246 case SDLK_RALT: return ImGuiKey_RightAlt;
247 case SDLK_RGUI: return ImGuiKey_RightSuper;
248 case SDLK_APPLICATION: return ImGuiKey_Menu;
249 case SDLK_0: return ImGuiKey_0;
250 case SDLK_1: return ImGuiKey_1;
251 case SDLK_2: return ImGuiKey_2;
252 case SDLK_3: return ImGuiKey_3;
253 case SDLK_4: return ImGuiKey_4;
254 case SDLK_5: return ImGuiKey_5;
255 case SDLK_6: return ImGuiKey_6;
256 case SDLK_7: return ImGuiKey_7;
257 case SDLK_8: return ImGuiKey_8;
258 case SDLK_9: return ImGuiKey_9;
259 case SDLK_a: return ImGuiKey_A;
260 case SDLK_b: return ImGuiKey_B;
261 case SDLK_c: return ImGuiKey_C;
262 case SDLK_d: return ImGuiKey_D;
263 case SDLK_e: return ImGuiKey_E;
264 case SDLK_f: return ImGuiKey_F;
265 case SDLK_g: return ImGuiKey_G;
266 case SDLK_h: return ImGuiKey_H;
267 case SDLK_i: return ImGuiKey_I;
268 case SDLK_j: return ImGuiKey_J;
269 case SDLK_k: return ImGuiKey_K;
270 case SDLK_l: return ImGuiKey_L;
271 case SDLK_m: return ImGuiKey_M;
272 case SDLK_n: return ImGuiKey_N;
273 case SDLK_o: return ImGuiKey_O;
274 case SDLK_p: return ImGuiKey_P;
275 case SDLK_q: return ImGuiKey_Q;
276 case SDLK_r: return ImGuiKey_R;
277 case SDLK_s: return ImGuiKey_S;
278 case SDLK_t: return ImGuiKey_T;
279 case SDLK_u: return ImGuiKey_U;
280 case SDLK_v: return ImGuiKey_V;
281 case SDLK_w: return ImGuiKey_W;
282 case SDLK_x: return ImGuiKey_X;
283 case SDLK_y: return ImGuiKey_Y;
284 case SDLK_z: return ImGuiKey_Z;
285 case SDLK_F1: return ImGuiKey_F1;
286 case SDLK_F2: return ImGuiKey_F2;
287 case SDLK_F3: return ImGuiKey_F3;
288 case SDLK_F4: return ImGuiKey_F4;
289 case SDLK_F5: return ImGuiKey_F5;
290 case SDLK_F6: return ImGuiKey_F6;
291 case SDLK_F7: return ImGuiKey_F7;
292 case SDLK_F8: return ImGuiKey_F8;
293 case SDLK_F9: return ImGuiKey_F9;
294 case SDLK_F10: return ImGuiKey_F10;
295 case SDLK_F11: return ImGuiKey_F11;
296 case SDLK_F12: return ImGuiKey_F12;
297 case SDLK_F13: return ImGuiKey_F13;
298 case SDLK_F14: return ImGuiKey_F14;
299 case SDLK_F15: return ImGuiKey_F15;
300 case SDLK_F16: return ImGuiKey_F16;
301 case SDLK_F17: return ImGuiKey_F17;
302 case SDLK_F18: return ImGuiKey_F18;
303 case SDLK_F19: return ImGuiKey_F19;
304 case SDLK_F20: return ImGuiKey_F20;
305 case SDLK_F21: return ImGuiKey_F21;
306 case SDLK_F22: return ImGuiKey_F22;
307 case SDLK_F23: return ImGuiKey_F23;
308 case SDLK_F24: return ImGuiKey_F24;
309 case SDLK_AC_BACK: return ImGuiKey_AppBack;
310 case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
311 }
312 return ImGuiKey_None;
313}
314
315static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
316{
317 ImGuiIO& io = ImGui::GetIO();
318 io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);
319 io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);
320 io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);
321 io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
322}
323
324// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
325// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
326// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
327// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
328// 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.
329bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
330{
331 ImGuiIO& io = ImGui::GetIO();
332 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
333
334 switch (event->type)
335 {
336 case SDL_MOUSEMOTION:
337 {
338 ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
339 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
340 {
341 int window_x, window_y;
342 SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
343 mouse_pos.x += window_x;
344 mouse_pos.y += window_y;
345 }
346 io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
347 io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
348 return true;
349 }
350 case SDL_MOUSEWHEEL:
351 {
352 //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
353#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
354 float wheel_x = -event->wheel.preciseX;
355 float wheel_y = event->wheel.preciseY;
356#else
357 float wheel_x = -(float)event->wheel.x;
358 float wheel_y = (float)event->wheel.y;
359#endif
360#ifdef __EMSCRIPTEN__
361 wheel_x /= 100.0f;
362#endif
363 io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
364 io.AddMouseWheelEvent(wheel_x, wheel_y);
365 return true;
366 }
367 case SDL_MOUSEBUTTONDOWN:
368 case SDL_MOUSEBUTTONUP:
369 {
370 int mouse_button = -1;
371 if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
372 if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
373 if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
374 if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
375 if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
376 if (mouse_button == -1)
377 break;
378 io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
379 io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
380 bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
381 return true;
382 }
383 case SDL_TEXTINPUT:
384 {
385 io.AddInputCharactersUTF8(event->text.text);
386 return true;
387 }
388 case SDL_KEYDOWN:
389 case SDL_KEYUP:
390 {
391 ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
392 ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
393 io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
394 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.
395 return true;
396 }
397#if SDL_HAS_DISPLAY_EVENT
398 case SDL_DISPLAYEVENT:
399 {
400 // 2.0.26 has SDL_DISPLAYEVENT_CONNECTED/SDL_DISPLAYEVENT_DISCONNECTED/SDL_DISPLAYEVENT_ORIENTATION,
401 // so change of DPI/Scaling are not reflected in this event. (SDL3 has it)
402 bd->WantUpdateMonitors = true;
403 return true;
404 }
405#endif
406 case SDL_WINDOWEVENT:
407 {
408 // - 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.
409 // - However we won't get a correct LEAVE event for a captured window.
410 // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
411 // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
412 // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
413 Uint8 window_event = event->window.event;
414 if (window_event == SDL_WINDOWEVENT_ENTER)
415 {
416 bd->MouseWindowID = event->window.windowID;
417 bd->MouseLastLeaveFrame = 0;
418 }
419 if (window_event == SDL_WINDOWEVENT_LEAVE)
420 bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
421 if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
422 io.AddFocusEvent(true);
423 else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
424 io.AddFocusEvent(false);
425 if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED)
426 if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
427 {
428 if (window_event == SDL_WINDOWEVENT_CLOSE)
429 viewport->PlatformRequestClose = true;
430 if (window_event == SDL_WINDOWEVENT_MOVED)
431 viewport->PlatformRequestMove = true;
432 if (window_event == SDL_WINDOWEVENT_RESIZED)
433 viewport->PlatformRequestResize = true;
434 return true;
435 }
436 return true;
437 }
438 case SDL_CONTROLLERDEVICEADDED:
439 case SDL_CONTROLLERDEVICEREMOVED:
440 {
441 bd->WantUpdateGamepadsList = true;
442 return true;
443 }
444 }
445 return false;
446}
447
448static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
449{
450 ImGuiIO& io = ImGui::GetIO();
451 IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
452
453 // Check and store if we are on a SDL backend that supports global mouse position
454 // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
455 bool mouse_can_use_global_state = false;
456#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
457 const char* sdl_backend = SDL_GetCurrentVideoDriver();
458 const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
459 for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
460 if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
461 mouse_can_use_global_state = true;
462#endif
463
464 // Setup backend capabilities flags
466 io.BackendPlatformUserData = (void*)bd;
467 io.BackendPlatformName = "imgui_impl_sdl2";
468 io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
469 io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
470 if (mouse_can_use_global_state)
471 io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
472
473 bd->Window = window;
474 bd->Renderer = renderer;
475
476 // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
477 // We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame.
478 bd->MouseCanUseGlobalState = mouse_can_use_global_state;
479#ifndef __APPLE__
481#else
483#endif
484 bd->WantUpdateMonitors = true;
485
486 io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
487 io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
488 io.ClipboardUserData = nullptr;
489 io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
490
491 // Gamepad handling
492 bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
493 bd->WantUpdateGamepadsList = true;
494
495 // Load mouse cursors
496 bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
497 bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
498 bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
499 bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
500 bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
501 bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
502 bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
503 bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
504 bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
505
506 // Set platform dependent data in viewport
507 // Our mouse update function expect PlatformHandle to be filled for the main viewport
508 ImGuiViewport* main_viewport = ImGui::GetMainViewport();
509 main_viewport->PlatformHandle = (void*)window;
510 main_viewport->PlatformHandleRaw = nullptr;
511 SDL_SysWMinfo info;
512 SDL_VERSION(&info.version);
513 if (SDL_GetWindowWMInfo(window, &info))
514 {
515#if defined(SDL_VIDEO_DRIVER_WINDOWS)
516 main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
517#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
518 main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
519#endif
520 }
521
522 // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
523 // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
524 // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
525 // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
526 // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
527#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
528 SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
529#endif
530
531 // From 2.0.18: Enable native IME.
532 // IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any.
533 // For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow().
534#ifdef SDL_HINT_IME_SHOW_UI
535 SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
536#endif
537
538 // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
539#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
540 SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
541#endif
542
543 // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
544 // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
545 if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
546 ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
547
548 return true;
549}
550
551bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
552{
553 return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context);
554}
555
556bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
557{
558#if !SDL_HAS_VULKAN
559 IM_ASSERT(0 && "Unsupported");
560#endif
561 if (!ImGui_ImplSDL2_Init(window, nullptr, nullptr))
562 return false;
563 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
564 bd->UseVulkan = true;
565 return true;
566}
567
568bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
569{
570#if !defined(_WIN32)
571 IM_ASSERT(0 && "Unsupported");
572#endif
573 return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
574}
575
576bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
577{
578 return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
579}
580
581bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
582{
583 return ImGui_ImplSDL2_Init(window, renderer, nullptr);
584}
585
586bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
587{
588 return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
589}
590
591static void ImGui_ImplSDL2_CloseGamepads();
592
594{
595 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
596 IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
597 ImGuiIO& io = ImGui::GetIO();
598
599 ImGui_ImplSDL2_ShutdownPlatformInterface();
600
601 if (bd->ClipboardTextData)
602 SDL_free(bd->ClipboardTextData);
603 for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
604 SDL_FreeCursor(bd->MouseCursors[cursor_n]);
605 ImGui_ImplSDL2_CloseGamepads();
606
607 io.BackendPlatformName = nullptr;
608 io.BackendPlatformUserData = nullptr;
609 io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
610 IM_DELETE(bd);
611}
612
613// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
614static void ImGui_ImplSDL2_UpdateMouseData()
615{
616 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
617 ImGuiIO& io = ImGui::GetIO();
618
619 // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
620#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
621 // 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
622 SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
623 SDL_Window* focused_window = SDL_GetKeyboardFocus();
624 const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
625#else
626 SDL_Window* focused_window = bd->Window;
627 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
628#endif
629
630 if (is_app_focused)
631 {
632 // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
633 if (io.WantSetMousePos)
634 {
635#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
636 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
637 SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y);
638 else
639#endif
640 SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
641 }
642
643 // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
644 if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
645 {
646 // 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)
647 // 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)
648 int mouse_x, mouse_y, window_x, window_y;
649 SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
650 if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
651 {
652 SDL_GetWindowPosition(focused_window, &window_x, &window_y);
653 mouse_x -= window_x;
654 mouse_y -= window_y;
655 }
656 io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
657 }
658 }
659
660 // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
661 // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
662 // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
663 // 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
664 // 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
665 // by the backend, and use its flawed heuristic to guess the viewport behind.
666 // - [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).
667 if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
668 {
669 ImGuiID mouse_viewport_id = 0;
670 if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID))
671 if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window))
672 mouse_viewport_id = mouse_viewport->ID;
673 io.AddMouseViewportEvent(mouse_viewport_id);
674 }
675}
676
677static void ImGui_ImplSDL2_UpdateMouseCursor()
678{
679 ImGuiIO& io = ImGui::GetIO();
680 if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
681 return;
682 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
683
684 ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
685 if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
686 {
687 // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
688 SDL_ShowCursor(SDL_FALSE);
689 }
690 else
691 {
692 // Show OS mouse cursor
693 SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
694 if (bd->MouseLastCursor != expected_cursor)
695 {
696 SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
697 bd->MouseLastCursor = expected_cursor;
698 }
699 SDL_ShowCursor(SDL_TRUE);
700 }
701}
702
703static void ImGui_ImplSDL2_CloseGamepads()
704{
705 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
706 if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
707 for (SDL_GameController* gamepad : bd->Gamepads)
708 SDL_GameControllerClose(gamepad);
709 bd->Gamepads.resize(0);
710}
711
712void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count)
713{
714 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
715 ImGui_ImplSDL2_CloseGamepads();
716 if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
717 {
718 IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
719 for (int n = 0; n < manual_gamepads_count; n++)
720 bd->Gamepads.push_back(manual_gamepads_array[n]);
721 }
722 else
723 {
724 IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
725 bd->WantUpdateGamepadsList = true;
726 }
727 bd->GamepadMode = mode;
728}
729
730static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no)
731{
732 bool merged_value = false;
733 for (SDL_GameController* gamepad : bd->Gamepads)
734 merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0;
735 io.AddKeyEvent(key, merged_value);
736}
737
738static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
739static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1)
740{
741 float merged_value = 0.0f;
742 for (SDL_GameController* gamepad : bd->Gamepads)
743 {
744 float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
745 if (merged_value < vn)
746 merged_value = vn;
747 }
748 io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
749}
750
751static void ImGui_ImplSDL2_UpdateGamepads()
752{
753 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
754 ImGuiIO& io = ImGui::GetIO();
755
756 // Update list of controller(s) to use
757 if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
758 {
759 ImGui_ImplSDL2_CloseGamepads();
760 int joystick_count = SDL_NumJoysticks();
761 for (int n = 0; n < joystick_count; n++)
762 if (SDL_IsGameController(n))
763 if (SDL_GameController* gamepad = SDL_GameControllerOpen(n))
764 {
765 bd->Gamepads.push_back(gamepad);
766 if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst)
767 break;
768 }
769 bd->WantUpdateGamepadsList = false;
770 }
771
772 // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
773 if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
774 return;
775 io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
776 if (bd->Gamepads.Size == 0)
777 return;
778 io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
779
780 // Update gamepad inputs
781 const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
782 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
783 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
784 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
785 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
786 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
787 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
788 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
789 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
790 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
791 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
792 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
793 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
794 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
795 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
796 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
797 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
798 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
799 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
800 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
801 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
802 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
803 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
804 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
805 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
806}
807
808// FIXME: Note that doesn't update with DPI/Scaling change only as SDL2 doesn't have an event for it (SDL3 has).
809static void ImGui_ImplSDL2_UpdateMonitors()
810{
811 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
812 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
813 platform_io.Monitors.resize(0);
814 bd->WantUpdateMonitors = false;
815 int display_count = SDL_GetNumVideoDisplays();
816 for (int n = 0; n < display_count; n++)
817 {
818 // 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.
819 ImGuiPlatformMonitor monitor;
820 SDL_Rect r;
821 SDL_GetDisplayBounds(n, &r);
822 monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
823 monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
824#if SDL_HAS_USABLE_DISPLAY_BOUNDS
825 SDL_GetDisplayUsableBounds(n, &r);
826 monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
827 monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
828#endif
829#if SDL_HAS_PER_MONITOR_DPI
830 // FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set
831 // DpiScale to cocoa_window.backingScaleFactor here.
832 float dpi = 0.0f;
833 if (!SDL_GetDisplayDPI(n, &dpi, nullptr, nullptr))
834 monitor.DpiScale = dpi / 96.0f;
835#endif
836 monitor.PlatformHandle = (void*)(intptr_t)n;
837 platform_io.Monitors.push_back(monitor);
838 }
839}
840
842{
843 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
844 IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?");
845 ImGuiIO& io = ImGui::GetIO();
846
847 // Setup display size (every frame to accommodate for window resizing)
848 int w, h;
849 int display_w, display_h;
850 SDL_GetWindowSize(bd->Window, &w, &h);
851 if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
852 w = h = 0;
853 if (bd->Renderer != nullptr)
854 SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
855 else
856 SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
857 io.DisplaySize = ImVec2((float)w, (float)h);
858 if (w > 0 && h > 0)
859 io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
860
861 // Update monitors
862 if (bd->WantUpdateMonitors)
863 ImGui_ImplSDL2_UpdateMonitors();
864
865 // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
866 // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
867 static Uint64 frequency = SDL_GetPerformanceFrequency();
868 Uint64 current_time = SDL_GetPerformanceCounter();
869 if (current_time <= bd->Time)
870 current_time = bd->Time + 1;
871 io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
872 bd->Time = current_time;
873
874 if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
875 {
876 bd->MouseWindowID = 0;
877 bd->MouseLastLeaveFrame = 0;
878 io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
879 }
880
881 // Our io.AddMouseViewportEvent() calls will only be valid when not capturing.
882 // Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rygorous, but testing for payload reduces noise and potential side-effects.
883 if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr)
884 io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
885 else
886 io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport;
887
888 ImGui_ImplSDL2_UpdateMouseData();
889 ImGui_ImplSDL2_UpdateMouseCursor();
890
891 // Update game controllers (if enabled and available)
892 ImGui_ImplSDL2_UpdateGamepads();
893}
894
895//--------------------------------------------------------------------------------------------------------
896// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
897// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
898// 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..
899//--------------------------------------------------------------------------------------------------------
900
901// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
903{
904 SDL_Window* Window;
905 Uint32 WindowID;
907 SDL_GLContext GLContext;
908
909 ImGui_ImplSDL2_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
910 ~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
911};
912
913static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
914{
915 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
917 viewport->PlatformUserData = vd;
918
919 ImGuiViewport* main_viewport = ImGui::GetMainViewport();
920 ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData;
921
922 // Share GL resources with main context
923 bool use_opengl = (main_viewport_data->GLContext != nullptr);
924 SDL_GLContext backup_context = nullptr;
925 if (use_opengl)
926 {
927 backup_context = SDL_GL_GetCurrentContext();
928 SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
929 SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
930 }
931
932 Uint32 sdl_flags = 0;
933 sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
934 sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI;
935 sdl_flags |= SDL_WINDOW_HIDDEN;
936 sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
937 sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
938#if !defined(_WIN32)
939 // See SDL hack in ImGui_ImplSDL2_ShowWindow().
940 sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0;
941#endif
942#if SDL_HAS_ALWAYS_ON_TOP
943 sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
944#endif
945 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);
946 vd->WindowOwned = true;
947 if (use_opengl)
948 {
949 vd->GLContext = SDL_GL_CreateContext(vd->Window);
950 SDL_GL_SetSwapInterval(0);
951 }
952 if (use_opengl && backup_context)
953 SDL_GL_MakeCurrent(vd->Window, backup_context);
954
955 viewport->PlatformHandle = (void*)vd->Window;
956 viewport->PlatformHandleRaw = nullptr;
957 SDL_SysWMinfo info;
958 SDL_VERSION(&info.version);
959 if (SDL_GetWindowWMInfo(vd->Window, &info))
960 {
961#if defined(SDL_VIDEO_DRIVER_WINDOWS)
962 viewport->PlatformHandleRaw = info.info.win.window;
963#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
964 viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
965#endif
966 }
967}
968
969static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
970{
971 if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData)
972 {
973 if (vd->GLContext && vd->WindowOwned)
974 SDL_GL_DeleteContext(vd->GLContext);
975 if (vd->Window && vd->WindowOwned)
976 SDL_DestroyWindow(vd->Window);
977 vd->GLContext = nullptr;
978 vd->Window = nullptr;
979 IM_DELETE(vd);
980 }
981 viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
982}
983
984static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
985{
986 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
987#if defined(_WIN32)
988 HWND hwnd = (HWND)viewport->PlatformHandleRaw;
989
990 // SDL hack: Hide icon from task bar
991 // 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.
992 if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
993 {
994 LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
995 ex_style &= ~WS_EX_APPWINDOW;
996 ex_style |= WS_EX_TOOLWINDOW;
997 ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
998 }
999
1000 // SDL hack: SDL always activate/focus windows :/
1001 if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
1002 {
1003 ::ShowWindow(hwnd, SW_SHOWNA);
1004 return;
1005 }
1006#endif
1007
1008 SDL_ShowWindow(vd->Window);
1009}
1010
1011static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
1012{
1013 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1014 int x = 0, y = 0;
1015 SDL_GetWindowPosition(vd->Window, &x, &y);
1016 return ImVec2((float)x, (float)y);
1017}
1018
1019static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
1020{
1021 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1022 SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
1023}
1024
1025static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
1026{
1027 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1028 int w = 0, h = 0;
1029 SDL_GetWindowSize(vd->Window, &w, &h);
1030 return ImVec2((float)w, (float)h);
1031}
1032
1033static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
1034{
1035 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1036 SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
1037}
1038
1039static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
1040{
1041 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1042 SDL_SetWindowTitle(vd->Window, title);
1043}
1044
1045#if SDL_HAS_WINDOW_ALPHA
1046static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
1047{
1048 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1049 SDL_SetWindowOpacity(vd->Window, alpha);
1050}
1051#endif
1052
1053static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport)
1054{
1055 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1056 SDL_RaiseWindow(vd->Window);
1057}
1058
1059static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport)
1060{
1061 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1062 return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
1063}
1064
1065static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport)
1066{
1067 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1068 return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
1069}
1070
1071static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
1072{
1073 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1074 if (vd->GLContext)
1075 SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
1076}
1077
1078static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*)
1079{
1080 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1081 if (vd->GLContext)
1082 {
1083 SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
1084 SDL_GL_SwapWindow(vd->Window);
1085 }
1086}
1087
1088// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
1089// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
1090#if SDL_HAS_VULKAN
1091#include <SDL_vulkan.h>
1092static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
1093{
1094 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1095 (void)vk_allocator;
1096 SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
1097 return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
1098}
1099#endif // SDL_HAS_VULKAN
1100
1101static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
1102{
1103 // Register platform interface (will be coupled with a renderer interface)
1104 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
1105 platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow;
1106 platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow;
1107 platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow;
1108 platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
1109 platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
1110 platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
1111 platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
1112 platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
1113 platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
1114 platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized;
1115 platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
1116 platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
1117 platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
1118#if SDL_HAS_WINDOW_ALPHA
1119 platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha;
1120#endif
1121#if SDL_HAS_VULKAN
1122 platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
1123#endif
1124
1125 // Register main window handle (which is owned by the main application, not by us)
1126 // 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.
1127 ImGuiViewport* main_viewport = ImGui::GetMainViewport();
1129 vd->Window = window;
1130 vd->WindowID = SDL_GetWindowID(window);
1131 vd->WindowOwned = false;
1132 vd->GLContext = sdl_gl_context;
1133 main_viewport->PlatformUserData = vd;
1134 main_viewport->PlatformHandle = vd->Window;
1135}
1136
1137static void ImGui_ImplSDL2_ShutdownPlatformInterface()
1138{
1139 ImGui::DestroyPlatformWindows();
1140}
1141
1142//-----------------------------------------------------------------------------
1143
1144#if defined(__clang__)
1145#pragma clang diagnostic pop
1146#endif
1147
1148#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)
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