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// 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190)
30// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
31// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
32// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
33// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
34// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
35// 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
36// 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
37// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
38// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
39// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
40// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
41// 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)
42// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
43// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
44// 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()).
45// 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.
46// 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).
47// 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)
48// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019)
49// 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
50// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
51// 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)
52// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
53// 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.
54// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
55// 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.
56// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
57// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
58// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
59// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
60// 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.
61// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
62// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
63// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
64// 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+)
65// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
66// 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).
67// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
68// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
69// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
70// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
71// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
72// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
73// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
74// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
75// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
76// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
77// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
78// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
79// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
80// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
81// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
82// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
83// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
84// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
85// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
86// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
87// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
88// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
89// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
90// 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.
91// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
92// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
93// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
94
95#include "imgui.h"
96#ifndef IMGUI_DISABLE
97#include "imgui_impl_sdl2.h"
98
99// Clang warnings with -Weverything
100#if defined(__clang__)
101#pragma clang diagnostic push
102#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
103#endif
104
105// SDL
106// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended)
107#include <SDL.h>
108#include <SDL_syswm.h>
109#ifdef __APPLE__
110#include <TargetConditionals.h>
111#endif
112#ifdef __EMSCRIPTEN__
113#include <emscripten/em_js.h>
114#endif
115
116#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
117#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
118#else
119#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
120#endif
121#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5)
122#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
123#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5)
124#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
125#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
126#define SDL_HAS_DISPLAY_EVENT SDL_VERSION_ATLEAST(2,0,9)
127#define SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT SDL_VERSION_ATLEAST(2,0,18)
128#if SDL_HAS_VULKAN
129extern "C" { extern DECLSPEC void SDLCALL SDL_Vulkan_GetDrawableSize(SDL_Window* window, int* w, int* h); }
130#elif
131static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
132#endif
133
134// SDL Data
136{
137 SDL_Window* Window;
138 Uint32 WindowID;
139 SDL_Renderer* Renderer;
140 Uint64 Time;
144
145 // Mouse handling
148 SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
149 SDL_Cursor* MouseLastCursor;
152 bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
153
154 // Gamepad handling
155 ImVector<SDL_GameController*> Gamepads;
156 ImGui_ImplSDL2_GamepadMode GamepadMode;
158
159 ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
160};
161
162// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
163// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
164// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
165// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
166static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
167{
168 return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
169}
170
171// Forward Declarations
172static void ImGui_ImplSDL2_UpdateMonitors();
173static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
174static void ImGui_ImplSDL2_ShutdownPlatformInterface();
175
176// Functions
177static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
178{
179 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
180 if (bd->ClipboardTextData)
181 SDL_free(bd->ClipboardTextData);
182 bd->ClipboardTextData = SDL_GetClipboardText();
183 return bd->ClipboardTextData;
184}
185
186static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text)
187{
188 SDL_SetClipboardText(text);
189}
190
191// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
192static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data)
193{
194 if (data->WantVisible)
195 {
196 SDL_Rect r;
197 r.x = (int)(data->InputPos.x - viewport->Pos.x);
198 r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight);
199 r.w = 1;
200 r.h = (int)data->InputLineHeight;
201 SDL_SetTextInputRect(&r);
202 }
203}
204
205// Not static to allow third-party code to use that if they want to (but undocumented)
206ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
207{
208 IM_UNUSED(scancode);
209 switch (keycode)
210 {
211 case SDLK_TAB: return ImGuiKey_Tab;
212 case SDLK_LEFT: return ImGuiKey_LeftArrow;
213 case SDLK_RIGHT: return ImGuiKey_RightArrow;
214 case SDLK_UP: return ImGuiKey_UpArrow;
215 case SDLK_DOWN: return ImGuiKey_DownArrow;
216 case SDLK_PAGEUP: return ImGuiKey_PageUp;
217 case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
218 case SDLK_HOME: return ImGuiKey_Home;
219 case SDLK_END: return ImGuiKey_End;
220 case SDLK_INSERT: return ImGuiKey_Insert;
221 case SDLK_DELETE: return ImGuiKey_Delete;
222 case SDLK_BACKSPACE: return ImGuiKey_Backspace;
223 case SDLK_SPACE: return ImGuiKey_Space;
224 case SDLK_RETURN: return ImGuiKey_Enter;
225 case SDLK_ESCAPE: return ImGuiKey_Escape;
226 case SDLK_QUOTE: return ImGuiKey_Apostrophe;
227 case SDLK_COMMA: return ImGuiKey_Comma;
228 case SDLK_MINUS: return ImGuiKey_Minus;
229 case SDLK_PERIOD: return ImGuiKey_Period;
230 case SDLK_SLASH: return ImGuiKey_Slash;
231 case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
232 case SDLK_EQUALS: return ImGuiKey_Equal;
233 case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
234 case SDLK_BACKSLASH: return ImGuiKey_Backslash;
235 case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
236 case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
237 case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
238 case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
239 case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
240 case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
241 case SDLK_PAUSE: return ImGuiKey_Pause;
242 case SDLK_KP_0: return ImGuiKey_Keypad0;
243 case SDLK_KP_1: return ImGuiKey_Keypad1;
244 case SDLK_KP_2: return ImGuiKey_Keypad2;
245 case SDLK_KP_3: return ImGuiKey_Keypad3;
246 case SDLK_KP_4: return ImGuiKey_Keypad4;
247 case SDLK_KP_5: return ImGuiKey_Keypad5;
248 case SDLK_KP_6: return ImGuiKey_Keypad6;
249 case SDLK_KP_7: return ImGuiKey_Keypad7;
250 case SDLK_KP_8: return ImGuiKey_Keypad8;
251 case SDLK_KP_9: return ImGuiKey_Keypad9;
252 case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
253 case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
254 case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
255 case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
256 case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
257 case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
258 case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
259 case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
260 case SDLK_LSHIFT: return ImGuiKey_LeftShift;
261 case SDLK_LALT: return ImGuiKey_LeftAlt;
262 case SDLK_LGUI: return ImGuiKey_LeftSuper;
263 case SDLK_RCTRL: return ImGuiKey_RightCtrl;
264 case SDLK_RSHIFT: return ImGuiKey_RightShift;
265 case SDLK_RALT: return ImGuiKey_RightAlt;
266 case SDLK_RGUI: return ImGuiKey_RightSuper;
267 case SDLK_APPLICATION: return ImGuiKey_Menu;
268 case SDLK_0: return ImGuiKey_0;
269 case SDLK_1: return ImGuiKey_1;
270 case SDLK_2: return ImGuiKey_2;
271 case SDLK_3: return ImGuiKey_3;
272 case SDLK_4: return ImGuiKey_4;
273 case SDLK_5: return ImGuiKey_5;
274 case SDLK_6: return ImGuiKey_6;
275 case SDLK_7: return ImGuiKey_7;
276 case SDLK_8: return ImGuiKey_8;
277 case SDLK_9: return ImGuiKey_9;
278 case SDLK_a: return ImGuiKey_A;
279 case SDLK_b: return ImGuiKey_B;
280 case SDLK_c: return ImGuiKey_C;
281 case SDLK_d: return ImGuiKey_D;
282 case SDLK_e: return ImGuiKey_E;
283 case SDLK_f: return ImGuiKey_F;
284 case SDLK_g: return ImGuiKey_G;
285 case SDLK_h: return ImGuiKey_H;
286 case SDLK_i: return ImGuiKey_I;
287 case SDLK_j: return ImGuiKey_J;
288 case SDLK_k: return ImGuiKey_K;
289 case SDLK_l: return ImGuiKey_L;
290 case SDLK_m: return ImGuiKey_M;
291 case SDLK_n: return ImGuiKey_N;
292 case SDLK_o: return ImGuiKey_O;
293 case SDLK_p: return ImGuiKey_P;
294 case SDLK_q: return ImGuiKey_Q;
295 case SDLK_r: return ImGuiKey_R;
296 case SDLK_s: return ImGuiKey_S;
297 case SDLK_t: return ImGuiKey_T;
298 case SDLK_u: return ImGuiKey_U;
299 case SDLK_v: return ImGuiKey_V;
300 case SDLK_w: return ImGuiKey_W;
301 case SDLK_x: return ImGuiKey_X;
302 case SDLK_y: return ImGuiKey_Y;
303 case SDLK_z: return ImGuiKey_Z;
304 case SDLK_F1: return ImGuiKey_F1;
305 case SDLK_F2: return ImGuiKey_F2;
306 case SDLK_F3: return ImGuiKey_F3;
307 case SDLK_F4: return ImGuiKey_F4;
308 case SDLK_F5: return ImGuiKey_F5;
309 case SDLK_F6: return ImGuiKey_F6;
310 case SDLK_F7: return ImGuiKey_F7;
311 case SDLK_F8: return ImGuiKey_F8;
312 case SDLK_F9: return ImGuiKey_F9;
313 case SDLK_F10: return ImGuiKey_F10;
314 case SDLK_F11: return ImGuiKey_F11;
315 case SDLK_F12: return ImGuiKey_F12;
316 case SDLK_F13: return ImGuiKey_F13;
317 case SDLK_F14: return ImGuiKey_F14;
318 case SDLK_F15: return ImGuiKey_F15;
319 case SDLK_F16: return ImGuiKey_F16;
320 case SDLK_F17: return ImGuiKey_F17;
321 case SDLK_F18: return ImGuiKey_F18;
322 case SDLK_F19: return ImGuiKey_F19;
323 case SDLK_F20: return ImGuiKey_F20;
324 case SDLK_F21: return ImGuiKey_F21;
325 case SDLK_F22: return ImGuiKey_F22;
326 case SDLK_F23: return ImGuiKey_F23;
327 case SDLK_F24: return ImGuiKey_F24;
328 case SDLK_AC_BACK: return ImGuiKey_AppBack;
329 case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
330 default: break;
331 }
332 return ImGuiKey_None;
333}
334
335static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
336{
337 ImGuiIO& io = ImGui::GetIO();
338 io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);
339 io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);
340 io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);
341 io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
342}
343
344static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
345{
346 return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id);
347}
348
349// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
350// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
351// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
352// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
353bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
354{
355 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
356 IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
357 ImGuiIO& io = ImGui::GetIO();
358
359 switch (event->type)
360 {
361 case SDL_MOUSEMOTION:
362 {
363 if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == NULL)
364 return false;
365 ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
366 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
367 {
368 int window_x, window_y;
369 SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
370 mouse_pos.x += window_x;
371 mouse_pos.y += window_y;
372 }
373 io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
374 io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
375 return true;
376 }
377 case SDL_MOUSEWHEEL:
378 {
379 if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == NULL)
380 return false;
381 //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
382#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
383 float wheel_x = -event->wheel.preciseX;
384 float wheel_y = event->wheel.preciseY;
385#else
386 float wheel_x = -(float)event->wheel.x;
387 float wheel_y = (float)event->wheel.y;
388#endif
389#ifdef __EMSCRIPTEN__
390 wheel_x /= 100.0f;
391#endif
392 io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
393 io.AddMouseWheelEvent(wheel_x, wheel_y);
394 return true;
395 }
396 case SDL_MOUSEBUTTONDOWN:
397 case SDL_MOUSEBUTTONUP:
398 {
399 if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == NULL)
400 return false;
401 int mouse_button = -1;
402 if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
403 if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
404 if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
405 if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
406 if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
407 if (mouse_button == -1)
408 break;
409 io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
410 io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
411 bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
412 return true;
413 }
414 case SDL_TEXTINPUT:
415 {
416 if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == NULL)
417 return false;
418 io.AddInputCharactersUTF8(event->text.text);
419 return true;
420 }
421 case SDL_KEYDOWN:
422 case SDL_KEYUP:
423 {
424 if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == NULL)
425 return false;
426 ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
427 ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
428 io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
429 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.
430 return true;
431 }
432#if SDL_HAS_DISPLAY_EVENT
433 case SDL_DISPLAYEVENT:
434 {
435 // 2.0.26 has SDL_DISPLAYEVENT_CONNECTED/SDL_DISPLAYEVENT_DISCONNECTED/SDL_DISPLAYEVENT_ORIENTATION,
436 // so change of DPI/Scaling are not reflected in this event. (SDL3 has it)
437 bd->WantUpdateMonitors = true;
438 return true;
439 }
440#endif
441 case SDL_WINDOWEVENT:
442 {
443 ImGuiViewport* viewport = ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID);
444 if (viewport == NULL)
445 return false;
446
447 // - 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.
448 // - However we won't get a correct LEAVE event for a captured window.
449 // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
450 // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
451 // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
452 Uint8 window_event = event->window.event;
453 if (window_event == SDL_WINDOWEVENT_ENTER)
454 {
455 bd->MouseWindowID = event->window.windowID;
456 bd->MouseLastLeaveFrame = 0;
457 }
458 if (window_event == SDL_WINDOWEVENT_LEAVE)
459 bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
460 if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
461 io.AddFocusEvent(true);
462 else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
463 io.AddFocusEvent(false);
464 else if (window_event == SDL_WINDOWEVENT_CLOSE)
465 viewport->PlatformRequestClose = true;
466 else if (window_event == SDL_WINDOWEVENT_MOVED)
467 viewport->PlatformRequestMove = true;
468 else if (window_event == SDL_WINDOWEVENT_RESIZED)
469 viewport->PlatformRequestResize = true;
470 return true;
471 }
472 case SDL_CONTROLLERDEVICEADDED:
473 case SDL_CONTROLLERDEVICEREMOVED:
474 {
475 bd->WantUpdateGamepadsList = true;
476 return true;
477 }
478 }
479 return false;
480}
481
482#ifdef __EMSCRIPTEN__
483EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
484#endif
485
486static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
487{
488 ImGuiIO& io = ImGui::GetIO();
489 IMGUI_CHECKVERSION();
490 IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
491
492 // Check and store if we are on a SDL backend that supports global mouse position
493 // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
494 bool mouse_can_use_global_state = false;
495#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
496 const char* sdl_backend = SDL_GetCurrentVideoDriver();
497 const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
498 for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
499 if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
500 mouse_can_use_global_state = true;
501#endif
502
503 // Setup backend capabilities flags
505 io.BackendPlatformUserData = (void*)bd;
506 io.BackendPlatformName = "imgui_impl_sdl2";
507 io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
508 io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
509 if (mouse_can_use_global_state)
510 io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
511
512 bd->Window = window;
513 bd->WindowID = SDL_GetWindowID(window);
514 bd->Renderer = renderer;
515
516 // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
517 // We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame.
518 bd->MouseCanUseGlobalState = mouse_can_use_global_state;
519#ifndef __APPLE__
521#else
523#endif
524
525 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
526 platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
527 platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
528 platform_io.Platform_ClipboardUserData = nullptr;
529 platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData;
530#ifdef __EMSCRIPTEN__
531 platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
532#endif
533
534 // Update monitor a first time during init
535 ImGui_ImplSDL2_UpdateMonitors();
536
537 // Gamepad handling
538 bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
539 bd->WantUpdateGamepadsList = true;
540
541 // Load mouse cursors
542 bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
543 bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
544 bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
545 bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
546 bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
547 bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
548 bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
549 bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
550 bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
551
552 // Set platform dependent data in viewport
553 // Our mouse update function expect PlatformHandle to be filled for the main viewport
554 ImGuiViewport* main_viewport = ImGui::GetMainViewport();
555 main_viewport->PlatformHandle = (void*)(intptr_t)bd->WindowID;
556 main_viewport->PlatformHandleRaw = nullptr;
557 SDL_SysWMinfo info;
558 SDL_VERSION(&info.version);
559 if (SDL_GetWindowWMInfo(window, &info))
560 {
561#if defined(SDL_VIDEO_DRIVER_WINDOWS)
562 main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
563#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
564 main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
565#endif
566 }
567
568 // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
569 // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
570 // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
571 // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
572 // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
573#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
574 SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
575#endif
576
577 // From 2.0.18: Enable native IME.
578 // IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any.
579 // For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow().
580#ifdef SDL_HINT_IME_SHOW_UI
581 SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
582#endif
583
584 // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
585#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
586 SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
587#endif
588
589 // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
590 // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
591 if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
592 ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
593
594 return true;
595}
596
597bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
598{
599 return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context);
600}
601
602bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
603{
604#if !SDL_HAS_VULKAN
605 IM_ASSERT(0 && "Unsupported");
606#endif
607 if (!ImGui_ImplSDL2_Init(window, nullptr, nullptr))
608 return false;
609 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
610 bd->UseVulkan = true;
611 return true;
612}
613
614bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
615{
616#if !defined(_WIN32)
617 IM_ASSERT(0 && "Unsupported");
618#endif
619 return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
620}
621
622bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
623{
624 return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
625}
626
627bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
628{
629 return ImGui_ImplSDL2_Init(window, renderer, nullptr);
630}
631
632bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
633{
634 return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
635}
636
637static void ImGui_ImplSDL2_CloseGamepads();
638
640{
641 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
642 IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
643 ImGuiIO& io = ImGui::GetIO();
644
645 ImGui_ImplSDL2_ShutdownPlatformInterface();
646
647 if (bd->ClipboardTextData)
648 SDL_free(bd->ClipboardTextData);
649 for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
650 SDL_FreeCursor(bd->MouseCursors[cursor_n]);
651 ImGui_ImplSDL2_CloseGamepads();
652
653 io.BackendPlatformName = nullptr;
654 io.BackendPlatformUserData = nullptr;
655 io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
656 IM_DELETE(bd);
657}
658
659// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
660static void ImGui_ImplSDL2_UpdateMouseData()
661{
662 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
663 ImGuiIO& io = ImGui::GetIO();
664
665 // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
666#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
667 // 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
668 SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
669 SDL_Window* focused_window = SDL_GetKeyboardFocus();
670 const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL2_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL));
671#else
672 SDL_Window* focused_window = bd->Window;
673 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
674#endif
675
676 if (is_app_focused)
677 {
678 // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
679 if (io.WantSetMousePos)
680 {
681#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
682 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
683 SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y);
684 else
685#endif
686 SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
687 }
688
689 // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
690 if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
691 {
692 // 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)
693 // 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)
694 int mouse_x, mouse_y, window_x, window_y;
695 SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
696 if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
697 {
698 SDL_GetWindowPosition(focused_window, &window_x, &window_y);
699 mouse_x -= window_x;
700 mouse_y -= window_y;
701 }
702 io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
703 }
704 }
705
706 // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
707 // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
708 // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
709 // 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
710 // 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
711 // by the backend, and use its flawed heuristic to guess the viewport behind.
712 // - [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).
713 if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
714 {
715 ImGuiID mouse_viewport_id = 0;
716 if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL2_GetViewportForWindowID(bd->MouseWindowID))
717 mouse_viewport_id = mouse_viewport->ID;
718 io.AddMouseViewportEvent(mouse_viewport_id);
719 }
720}
721
722static void ImGui_ImplSDL2_UpdateMouseCursor()
723{
724 ImGuiIO& io = ImGui::GetIO();
725 if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
726 return;
727 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
728
729 ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
730 if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
731 {
732 // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
733 SDL_ShowCursor(SDL_FALSE);
734 }
735 else
736 {
737 // Show OS mouse cursor
738 SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
739 if (bd->MouseLastCursor != expected_cursor)
740 {
741 SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
742 bd->MouseLastCursor = expected_cursor;
743 }
744 SDL_ShowCursor(SDL_TRUE);
745 }
746}
747
748static void ImGui_ImplSDL2_CloseGamepads()
749{
750 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
751 if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
752 for (SDL_GameController* gamepad : bd->Gamepads)
753 SDL_GameControllerClose(gamepad);
754 bd->Gamepads.resize(0);
755}
756
757void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count)
758{
759 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
760 ImGui_ImplSDL2_CloseGamepads();
761 if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
762 {
763 IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
764 for (int n = 0; n < manual_gamepads_count; n++)
765 bd->Gamepads.push_back(manual_gamepads_array[n]);
766 }
767 else
768 {
769 IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
770 bd->WantUpdateGamepadsList = true;
771 }
772 bd->GamepadMode = mode;
773}
774
775static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no)
776{
777 bool merged_value = false;
778 for (SDL_GameController* gamepad : bd->Gamepads)
779 merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0;
780 io.AddKeyEvent(key, merged_value);
781}
782
783static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
784static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1)
785{
786 float merged_value = 0.0f;
787 for (SDL_GameController* gamepad : bd->Gamepads)
788 {
789 float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
790 if (merged_value < vn)
791 merged_value = vn;
792 }
793 io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
794}
795
796static void ImGui_ImplSDL2_UpdateGamepads()
797{
798 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
799 ImGuiIO& io = ImGui::GetIO();
800
801 // Update list of controller(s) to use
802 if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
803 {
804 ImGui_ImplSDL2_CloseGamepads();
805 int joystick_count = SDL_NumJoysticks();
806 for (int n = 0; n < joystick_count; n++)
807 if (SDL_IsGameController(n))
808 if (SDL_GameController* gamepad = SDL_GameControllerOpen(n))
809 {
810 bd->Gamepads.push_back(gamepad);
811 if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst)
812 break;
813 }
814 bd->WantUpdateGamepadsList = false;
815 }
816
817 // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
818 if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
819 return;
820 io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
821 if (bd->Gamepads.Size == 0)
822 return;
823 io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
824
825 // Update gamepad inputs
826 const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
827 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
828 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
829 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
830 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
831 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
832 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
833 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
834 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
835 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
836 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
837 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
838 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
839 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
840 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
841 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
842 ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
843 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
844 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
845 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
846 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
847 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
848 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
849 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
850 ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
851}
852
853// FIXME: Note that doesn't update with DPI/Scaling change only as SDL2 doesn't have an event for it (SDL3 has).
854static void ImGui_ImplSDL2_UpdateMonitors()
855{
856 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
857 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
858 platform_io.Monitors.resize(0);
859 bd->WantUpdateMonitors = false;
860 int display_count = SDL_GetNumVideoDisplays();
861 for (int n = 0; n < display_count; n++)
862 {
863 // 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.
864 ImGuiPlatformMonitor monitor;
865 SDL_Rect r;
866 SDL_GetDisplayBounds(n, &r);
867 monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
868 monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
869#if SDL_HAS_USABLE_DISPLAY_BOUNDS
870 SDL_GetDisplayUsableBounds(n, &r);
871 monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
872 monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
873#endif
874#if SDL_HAS_PER_MONITOR_DPI
875 // FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set
876 // DpiScale to cocoa_window.backingScaleFactor here.
877 float dpi = 0.0f;
878 if (!SDL_GetDisplayDPI(n, &dpi, nullptr, nullptr))
879 {
880 if (dpi <= 0.0f)
881 continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
882 monitor.DpiScale = dpi / 96.0f;
883 }
884#endif
885 monitor.PlatformHandle = (void*)(intptr_t)n;
886 platform_io.Monitors.push_back(monitor);
887 }
888}
889
891{
892 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
893 IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
894 ImGuiIO& io = ImGui::GetIO();
895
896 // Setup display size (every frame to accommodate for window resizing)
897 int w, h;
898 int display_w, display_h;
899 SDL_GetWindowSize(bd->Window, &w, &h);
900 if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
901 w = h = 0;
902 if (bd->Renderer != nullptr)
903 SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
904#if SDL_HAS_VULKAN
905 else if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_VULKAN)
906 SDL_Vulkan_GetDrawableSize(bd->Window, &display_w, &display_h);
907#endif
908 else
909 SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
910 io.DisplaySize = ImVec2((float)w, (float)h);
911 if (w > 0 && h > 0)
912 io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
913
914 // Update monitors
915 if (bd->WantUpdateMonitors)
916 ImGui_ImplSDL2_UpdateMonitors();
917
918 // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
919 // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
920 static Uint64 frequency = SDL_GetPerformanceFrequency();
921 Uint64 current_time = SDL_GetPerformanceCounter();
922 if (current_time <= bd->Time)
923 current_time = bd->Time + 1;
924 io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
925 bd->Time = current_time;
926
927 if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
928 {
929 bd->MouseWindowID = 0;
930 bd->MouseLastLeaveFrame = 0;
931 io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
932 }
933
934 // Our io.AddMouseViewportEvent() calls will only be valid when not capturing.
935 // Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects.
936 if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr)
937 io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
938 else
939 io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport;
940
941 ImGui_ImplSDL2_UpdateMouseData();
942 ImGui_ImplSDL2_UpdateMouseCursor();
943
944 // Update game controllers (if enabled and available)
945 ImGui_ImplSDL2_UpdateGamepads();
946}
947
948//--------------------------------------------------------------------------------------------------------
949// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
950// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
951// 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..
952//--------------------------------------------------------------------------------------------------------
953
954// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
956{
957 SDL_Window* Window;
958 Uint32 WindowID;
960 SDL_GLContext GLContext;
961
962 ImGui_ImplSDL2_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
963 ~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
964};
965
966static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
967{
968 ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
970 viewport->PlatformUserData = vd;
971
972 ImGuiViewport* main_viewport = ImGui::GetMainViewport();
973 ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData;
974
975 // Share GL resources with main context
976 bool use_opengl = (main_viewport_data->GLContext != nullptr);
977 SDL_GLContext backup_context = nullptr;
978 if (use_opengl)
979 {
980 backup_context = SDL_GL_GetCurrentContext();
981 SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
982 SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
983 }
984
985 Uint32 sdl_flags = 0;
986 sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
987 sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI;
988 sdl_flags |= SDL_WINDOW_HIDDEN;
989 sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
990 sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
991#if !defined(_WIN32)
992 // See SDL hack in ImGui_ImplSDL2_ShowWindow().
993 sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0;
994#endif
995#if SDL_HAS_ALWAYS_ON_TOP
996 sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
997#endif
998 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);
999 vd->WindowOwned = true;
1000 if (use_opengl)
1001 {
1002 vd->GLContext = SDL_GL_CreateContext(vd->Window);
1003 SDL_GL_SetSwapInterval(0);
1004 }
1005 if (use_opengl && backup_context)
1006 SDL_GL_MakeCurrent(vd->Window, backup_context);
1007
1008 viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(vd->Window);
1009 viewport->PlatformHandleRaw = nullptr;
1010 SDL_SysWMinfo info;
1011 SDL_VERSION(&info.version);
1012 if (SDL_GetWindowWMInfo(vd->Window, &info))
1013 {
1014#if defined(SDL_VIDEO_DRIVER_WINDOWS)
1015 viewport->PlatformHandleRaw = info.info.win.window;
1016#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
1017 viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
1018#endif
1019 }
1020}
1021
1022static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
1023{
1024 if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData)
1025 {
1026 if (vd->GLContext && vd->WindowOwned)
1027 SDL_GL_DeleteContext(vd->GLContext);
1028 if (vd->Window && vd->WindowOwned)
1029 SDL_DestroyWindow(vd->Window);
1030 vd->GLContext = nullptr;
1031 vd->Window = nullptr;
1032 IM_DELETE(vd);
1033 }
1034 viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
1035}
1036
1037static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
1038{
1039 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1040#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES))
1041 HWND hwnd = (HWND)viewport->PlatformHandleRaw;
1042
1043 // SDL hack: Hide icon from task bar
1044 // 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.
1045 if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
1046 {
1047 LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
1048 ex_style &= ~WS_EX_APPWINDOW;
1049 ex_style |= WS_EX_TOOLWINDOW;
1050 ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
1051 }
1052#endif
1053
1054#if SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT
1055 SDL_SetHint(SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "1" : "0");
1056#elif defined(_WIN32)
1057 // SDL hack: SDL always activate/focus windows :/
1058 if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
1059 {
1060 ::ShowWindow(hwnd, SW_SHOWNA);
1061 return;
1062 }
1063#endif
1064 SDL_ShowWindow(vd->Window);
1065}
1066
1067static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
1068{
1069 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1070 int x = 0, y = 0;
1071 SDL_GetWindowPosition(vd->Window, &x, &y);
1072 return ImVec2((float)x, (float)y);
1073}
1074
1075static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
1076{
1077 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1078 SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
1079}
1080
1081static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
1082{
1083 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1084 int w = 0, h = 0;
1085 SDL_GetWindowSize(vd->Window, &w, &h);
1086 return ImVec2((float)w, (float)h);
1087}
1088
1089static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
1090{
1091 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1092 SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
1093}
1094
1095static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
1096{
1097 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1098 SDL_SetWindowTitle(vd->Window, title);
1099}
1100
1101#if SDL_HAS_WINDOW_ALPHA
1102static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
1103{
1104 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1105 SDL_SetWindowOpacity(vd->Window, alpha);
1106}
1107#endif
1108
1109static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport)
1110{
1111 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1112 SDL_RaiseWindow(vd->Window);
1113}
1114
1115static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport)
1116{
1117 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1118 return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
1119}
1120
1121static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport)
1122{
1123 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1124 return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
1125}
1126
1127static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
1128{
1129 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1130 if (vd->GLContext)
1131 SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
1132}
1133
1134static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*)
1135{
1136 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1137 if (vd->GLContext)
1138 {
1139 SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
1140 SDL_GL_SwapWindow(vd->Window);
1141 }
1142}
1143
1144// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
1145// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
1146#if SDL_HAS_VULKAN
1147#include <SDL_vulkan.h>
1148static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
1149{
1150 ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
1151 (void)vk_allocator;
1152 SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
1153 return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
1154}
1155#endif // SDL_HAS_VULKAN
1156
1157static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
1158{
1159 // Register platform interface (will be coupled with a renderer interface)
1160 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
1161 platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow;
1162 platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow;
1163 platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow;
1164 platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
1165 platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
1166 platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
1167 platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
1168 platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
1169 platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
1170 platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized;
1171 platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
1172 platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
1173 platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
1174#if SDL_HAS_WINDOW_ALPHA
1175 platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha;
1176#endif
1177#if SDL_HAS_VULKAN
1178 platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
1179#endif
1180
1181 // Register main window handle (which is owned by the main application, not by us)
1182 // 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.
1183 ImGuiViewport* main_viewport = ImGui::GetMainViewport();
1185 vd->Window = window;
1186 vd->WindowID = SDL_GetWindowID(window);
1187 vd->WindowOwned = false;
1188 vd->GLContext = sdl_gl_context;
1189 main_viewport->PlatformUserData = vd;
1190 main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID;
1191}
1192
1193static void ImGui_ImplSDL2_ShutdownPlatformInterface()
1194{
1195 ImGui::DestroyPlatformWindows();
1196}
1197
1198//-----------------------------------------------------------------------------
1199
1200#if defined(__clang__)
1201#pragma clang diagnostic pop
1202#endif
1203
1204#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