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Backends: SDL3: update to run with SDL3. Examples: Add SDL3+Gl example. Remove some version checks. (#6146)

More update upcoming in docking branch.
ocornut 2 years ago
parent
commit
13fbd99491

+ 82 - 95
backends/imgui_impl_sdl3.cpp

@@ -1,15 +1,13 @@
-// dear imgui: Platform Backend for SDL3
+// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
 // (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
-// (Prefer SDL 2.0.5+ for full feature support.)
+// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
 
 // Implemented features:
 //  [X] Platform: Clipboard support.
 //  [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]
 //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
 //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
-// Missing features:
-//  [ ] Platform: SDL3 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -24,18 +22,17 @@
 #include "imgui_impl_sdl3.h"
 
 // SDL
-#include <SDL.h>
-#include <SDL_syswm.h>
+#include <SDL3/SDL.h>
+#include <SDL3/SDL_syswm.h>
 #if defined(__APPLE__)
 #include <TargetConditionals.h>
 #endif
 
-#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
+#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
 #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    1
 #else
 #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    0
 #endif
-#define SDL_HAS_VULKAN                      SDL_VERSION_ATLEAST(2,0,6)
 
 // SDL Data
 struct ImGui_ImplSDL3_Data
@@ -194,10 +191,10 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
 static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
 {
     ImGuiIO& io = ImGui::GetIO();
-    io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);
-    io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);
-    io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);
-    io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
+    io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0);
+    io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0);
+    io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0);
+    io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
 }
 
 // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
@@ -212,30 +209,25 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
 
     switch (event->type)
     {
-        case SDL_MOUSEMOTION:
+        case SDL_EVENT_MOUSE_MOTION:
         {
             ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
             io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
             return true;
         }
-        case SDL_MOUSEWHEEL:
+        case SDL_EVENT_MOUSE_WHEEL:
         {
             //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
-#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
-            float wheel_x = -event->wheel.preciseX;
-            float wheel_y = event->wheel.preciseY;
-#else
-            float wheel_x = -(float)event->wheel.x;
-            float wheel_y = (float)event->wheel.y;
-#endif
-#ifdef __EMSCRIPTEN__
+            float wheel_x = -event->wheel.x;
+            float wheel_y = event->wheel.y;
+    #ifdef __EMSCRIPTEN__
             wheel_x /= 100.0f;
-#endif
+    #endif
             io.AddMouseWheelEvent(wheel_x, wheel_y);
             return true;
         }
-        case SDL_MOUSEBUTTONDOWN:
-        case SDL_MOUSEBUTTONUP:
+        case SDL_EVENT_MOUSE_BUTTON_DOWN:
+        case SDL_EVENT_MOUSE_BUTTON_UP:
         {
             int mouse_button = -1;
             if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
@@ -245,45 +237,45 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
             if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
             if (mouse_button == -1)
                 break;
-            io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
-            bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
+            io.AddMouseButtonEvent(mouse_button, (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN));
+            bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
             return true;
         }
-        case SDL_TEXTINPUT:
+        case SDL_EVENT_TEXT_INPUT:
         {
             io.AddInputCharactersUTF8(event->text.text);
             return true;
         }
-        case SDL_KEYDOWN:
-        case SDL_KEYUP:
+        case SDL_EVENT_KEY_DOWN:
+        case SDL_EVENT_KEY_UP:
         {
             ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
             ImGuiKey key = ImGui_ImplSDL3_KeycodeToImGuiKey(event->key.keysym.sym);
-            io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
+            io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
             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.
             return true;
         }
-        case SDL_WINDOWEVENT:
+        case SDL_EVENT_WINDOW_MOUSE_ENTER:
+        {
+            bd->MouseWindowID = event->window.windowID;
+            bd->PendingMouseLeaveFrame = 0;
+            return true;
+        }
+        // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
+        //   causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
+        //   we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
+        // FIXME: Unconfirmed whether this is still needed with SDL3.
+        case SDL_EVENT_WINDOW_MOUSE_LEAVE:
         {
-            // - 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.
-            // - However we won't get a correct LEAVE event for a captured window.
-            // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
-            //   causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
-            //   we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
-            Uint8 window_event = event->window.event;
-            if (window_event == SDL_WINDOWEVENT_ENTER)
-            {
-                bd->MouseWindowID = event->window.windowID;
-                bd->PendingMouseLeaveFrame = 0;
-            }
-            if (window_event == SDL_WINDOWEVENT_LEAVE)
-                bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
-            if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
-                io.AddFocusEvent(true);
-            else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
-                io.AddFocusEvent(false);
+            bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
             return true;
         }
+        case SDL_EVENT_WINDOW_FOCUS_GAINED:
+            io.AddFocusEvent(true);
+            return true;
+        case SDL_EVENT_WINDOW_FOCUS_LOST:
+            io.AddFocusEvent(false);
+            return true;
     }
     return false;
 }
@@ -308,8 +300,8 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer)
     ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
     io.BackendPlatformUserData = (void*)bd;
     io.BackendPlatformName = "imgui_impl_sdl3";
-    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;       // We can honor GetMouseCursor() values (optional)
-    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;        // We can honor io.WantSetMousePos requests (optional, rarely used)
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;           // We can honor GetMouseCursor() values (optional)
+    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;            // We can honor io.WantSetMousePos requests (optional, rarely used)
 
     bd->Window = window;
     bd->Renderer = renderer;
@@ -335,8 +327,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer)
     ImGuiViewport* main_viewport = ImGui::GetMainViewport();
     main_viewport->PlatformHandleRaw = nullptr;
     SDL_SysWMinfo info;
-    SDL_VERSION(&info.version);
-    if (SDL_GetWindowWMInfo(window, &info))
+    if (SDL_GetWindowWMInfo(window, &info, SDL_SYSWM_CURRENT_VERSION))
     {
 #if defined(SDL_VIDEO_DRIVER_WINDOWS)
         main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
@@ -370,9 +361,6 @@ bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
 
 bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
 {
-#if !SDL_HAS_VULKAN
-    IM_ASSERT(0 && "Unsupported");
-#endif
     return ImGui_ImplSDL3_Init(window, nullptr);
 }
 
@@ -403,7 +391,7 @@ void ImGui_ImplSDL3_Shutdown()
     if (bd->ClipboardTextData)
         SDL_free(bd->ClipboardTextData);
     for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
-        SDL_FreeCursor(bd->MouseCursors[cursor_n]);
+        SDL_DestroyCursor(bd->MouseCursors[cursor_n]);
     bd->LastMouseCursor = NULL;
 
     io.BackendPlatformName = nullptr;
@@ -429,15 +417,17 @@ static void ImGui_ImplSDL3_UpdateMouseData()
     {
         // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
         if (io.WantSetMousePos)
-            SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
+            SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
 
         // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
         if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
         {
-            int window_x, window_y, mouse_x_global, mouse_y_global;
+            // 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)
+            float mouse_x_global, mouse_y_global;
+            int window_x, window_y;
             SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
-            SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
-            io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
+            SDL_GetWindowPosition(focused_window, &window_x, &window_y);
+            io.AddMousePosEvent(mouse_x_global - window_x, mouse_y_global - window_y);
         }
     }
 }
@@ -453,7 +443,7 @@ static void ImGui_ImplSDL3_UpdateMouseCursor()
     if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
     {
         // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
-        SDL_ShowCursor(SDL_FALSE);
+        SDL_HideCursor();
     }
     else
     {
@@ -464,7 +454,7 @@ static void ImGui_ImplSDL3_UpdateMouseCursor()
             SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
             bd->LastMouseCursor = expected_cursor;
         }
-        SDL_ShowCursor(SDL_TRUE);
+        SDL_ShowCursor();
     }
 }
 
@@ -476,40 +466,40 @@ static void ImGui_ImplSDL3_UpdateGamepads()
 
     // Get gamepad
     io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
-    SDL_GameController* game_controller = SDL_GameControllerOpen(0);
-    if (!game_controller)
+    SDL_Gamepad* gamepad = SDL_OpenGamepad(0);
+    if (!gamepad)
         return;
     io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
 
     // Update gamepad inputs
     #define IM_SATURATE(V)                      (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
-    #define MAP_BUTTON(KEY_NO, BUTTON_NO)       { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
-    #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
+    #define MAP_BUTTON(KEY_NO, BUTTON_NO)       { io.AddKeyEvent(KEY_NO, SDL_GetGamepadButton(gamepad, BUTTON_NO) != 0); }
+    #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GetGamepadAxis(gamepad, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
     const int thumb_dead_zone = 8000;           // SDL_gamecontroller.h suggests using this value.
-    MAP_BUTTON(ImGuiKey_GamepadStart,           SDL_CONTROLLER_BUTTON_START);
-    MAP_BUTTON(ImGuiKey_GamepadBack,            SDL_CONTROLLER_BUTTON_BACK);
-    MAP_BUTTON(ImGuiKey_GamepadFaceLeft,        SDL_CONTROLLER_BUTTON_X);              // Xbox X, PS Square
-    MAP_BUTTON(ImGuiKey_GamepadFaceRight,       SDL_CONTROLLER_BUTTON_B);              // Xbox B, PS Circle
-    MAP_BUTTON(ImGuiKey_GamepadFaceUp,          SDL_CONTROLLER_BUTTON_Y);              // Xbox Y, PS Triangle
-    MAP_BUTTON(ImGuiKey_GamepadFaceDown,        SDL_CONTROLLER_BUTTON_A);              // Xbox A, PS Cross
-    MAP_BUTTON(ImGuiKey_GamepadDpadLeft,        SDL_CONTROLLER_BUTTON_DPAD_LEFT);
-    MAP_BUTTON(ImGuiKey_GamepadDpadRight,       SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
-    MAP_BUTTON(ImGuiKey_GamepadDpadUp,          SDL_CONTROLLER_BUTTON_DPAD_UP);
-    MAP_BUTTON(ImGuiKey_GamepadDpadDown,        SDL_CONTROLLER_BUTTON_DPAD_DOWN);
-    MAP_BUTTON(ImGuiKey_GamepadL1,              SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
-    MAP_BUTTON(ImGuiKey_GamepadR1,              SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
-    MAP_ANALOG(ImGuiKey_GamepadL2,              SDL_CONTROLLER_AXIS_TRIGGERLEFT,  0.0f, 32767);
-    MAP_ANALOG(ImGuiKey_GamepadR2,              SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
-    MAP_BUTTON(ImGuiKey_GamepadL3,              SDL_CONTROLLER_BUTTON_LEFTSTICK);
-    MAP_BUTTON(ImGuiKey_GamepadR3,              SDL_CONTROLLER_BUTTON_RIGHTSTICK);
-    MAP_ANALOG(ImGuiKey_GamepadLStickLeft,      SDL_CONTROLLER_AXIS_LEFTX,  -thumb_dead_zone, -32768);
-    MAP_ANALOG(ImGuiKey_GamepadLStickRight,     SDL_CONTROLLER_AXIS_LEFTX,  +thumb_dead_zone, +32767);
-    MAP_ANALOG(ImGuiKey_GamepadLStickUp,        SDL_CONTROLLER_AXIS_LEFTY,  -thumb_dead_zone, -32768);
-    MAP_ANALOG(ImGuiKey_GamepadLStickDown,      SDL_CONTROLLER_AXIS_LEFTY,  +thumb_dead_zone, +32767);
-    MAP_ANALOG(ImGuiKey_GamepadRStickLeft,      SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
-    MAP_ANALOG(ImGuiKey_GamepadRStickRight,     SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
-    MAP_ANALOG(ImGuiKey_GamepadRStickUp,        SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
-    MAP_ANALOG(ImGuiKey_GamepadRStickDown,      SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
+    MAP_BUTTON(ImGuiKey_GamepadStart,           SDL_GAMEPAD_BUTTON_START);
+    MAP_BUTTON(ImGuiKey_GamepadBack,            SDL_GAMEPAD_BUTTON_BACK);
+    MAP_BUTTON(ImGuiKey_GamepadFaceLeft,        SDL_GAMEPAD_BUTTON_X);              // Xbox X, PS Square
+    MAP_BUTTON(ImGuiKey_GamepadFaceRight,       SDL_GAMEPAD_BUTTON_B);              // Xbox B, PS Circle
+    MAP_BUTTON(ImGuiKey_GamepadFaceUp,          SDL_GAMEPAD_BUTTON_Y);              // Xbox Y, PS Triangle
+    MAP_BUTTON(ImGuiKey_GamepadFaceDown,        SDL_GAMEPAD_BUTTON_A);              // Xbox A, PS Cross
+    MAP_BUTTON(ImGuiKey_GamepadDpadLeft,        SDL_GAMEPAD_BUTTON_DPAD_LEFT);
+    MAP_BUTTON(ImGuiKey_GamepadDpadRight,       SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
+    MAP_BUTTON(ImGuiKey_GamepadDpadUp,          SDL_GAMEPAD_BUTTON_DPAD_UP);
+    MAP_BUTTON(ImGuiKey_GamepadDpadDown,        SDL_GAMEPAD_BUTTON_DPAD_DOWN);
+    MAP_BUTTON(ImGuiKey_GamepadL1,              SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
+    MAP_BUTTON(ImGuiKey_GamepadR1,              SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
+    MAP_ANALOG(ImGuiKey_GamepadL2,              SDL_GAMEPAD_AXIS_LEFT_TRIGGER,  0.0f, 32767);
+    MAP_ANALOG(ImGuiKey_GamepadR2,              SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
+    MAP_BUTTON(ImGuiKey_GamepadL3,              SDL_GAMEPAD_BUTTON_LEFT_STICK);
+    MAP_BUTTON(ImGuiKey_GamepadR3,              SDL_GAMEPAD_BUTTON_RIGHT_STICK);
+    MAP_ANALOG(ImGuiKey_GamepadLStickLeft,      SDL_GAMEPAD_AXIS_LEFTX,  -thumb_dead_zone, -32768);
+    MAP_ANALOG(ImGuiKey_GamepadLStickRight,     SDL_GAMEPAD_AXIS_LEFTX,  +thumb_dead_zone, +32767);
+    MAP_ANALOG(ImGuiKey_GamepadLStickUp,        SDL_GAMEPAD_AXIS_LEFTY,  -thumb_dead_zone, -32768);
+    MAP_ANALOG(ImGuiKey_GamepadLStickDown,      SDL_GAMEPAD_AXIS_LEFTY,  +thumb_dead_zone, +32767);
+    MAP_ANALOG(ImGuiKey_GamepadRStickLeft,      SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
+    MAP_ANALOG(ImGuiKey_GamepadRStickRight,     SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
+    MAP_ANALOG(ImGuiKey_GamepadRStickUp,        SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
+    MAP_ANALOG(ImGuiKey_GamepadRStickDown,      SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
     #undef MAP_BUTTON
     #undef MAP_ANALOG
 }
@@ -526,10 +516,7 @@ void ImGui_ImplSDL3_NewFrame()
     SDL_GetWindowSize(bd->Window, &w, &h);
     if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
         w = h = 0;
-    if (bd->Renderer != nullptr)
-        SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
-    else
-        SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
+    SDL_GetWindowSizeInPixels(bd->Window, &display_w, &display_h);
     io.DisplaySize = ImVec2((float)w, (float)h);
     if (w > 0 && h > 0)
         io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);

+ 2 - 7
backends/imgui_impl_sdl3.h

@@ -1,14 +1,13 @@
-// dear imgui: Platform Backend for SDL3
+// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
 // (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
+// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
 
 // Implemented features:
 //  [X] Platform: Clipboard support.
 //  [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]
 //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
 //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
-// Missing features:
-//  [ ] Platform: SDL3 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -30,7 +29,3 @@ IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SD
 IMGUI_IMPL_API void     ImGui_ImplSDL3_Shutdown();
 IMGUI_IMPL_API void     ImGui_ImplSDL3_NewFrame();
 IMGUI_IMPL_API bool     ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
-
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-static inline void ImGui_ImplSDL3_NewFrame(SDL_Window*) { ImGui_ImplSDL3_NewFrame(); } // 1.84: removed unnecessary parameter
-#endif

+ 1 - 0
docs/BACKENDS.md

@@ -63,6 +63,7 @@ List of Platforms Backends:
     imgui_impl_glfw.cpp       ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
     imgui_impl_osx.mm         ; macOS native API (not as feature complete as glfw/sdl backends)
     imgui_impl_sdl2.cpp       ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
+    imgui_impl_sdl3.cpp       ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org (*EXPERIMENTAL*)
     imgui_impl_win32.cpp      ; Win32 native API (Windows)
     imgui_impl_glut.cpp       ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!)
 

+ 5 - 0
docs/CHANGELOG.txt

@@ -98,6 +98,10 @@ All changes:
   for smooth scrolling as reported by SDL. (#4019, #6096)
 - Backends: SDL2: 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). (#6113)
+- Backends: SDL3: Added experimental imgui_impl_sdl3.cpp backend. (#6146) [@dovker, @ocornut]
+  SDL 3.0.0 has not yet been released, so it is possible that its specs/api will change before
+  release. This backend is provided as a convenience for early adopters etc. We don't recommend
+  switching to SDL3 before it is released.
 - Backends: GLFW: Registering custom low-level mouse wheel handler to get more accurate
   scrolling impulses on Emscripten. (#4019, #6096) [@ocornut, @wolfpld, @tolopolarity]
 - Backends: GLFW: Added ImGui_ImplGlfw_SetCallbacksChainForAllWindows() to instruct backend
@@ -108,6 +112,7 @@ All changes:
 - Examples: refactored SDL2+GL and GLFW+GL examples to compile with Emscripten.
   (#2492, #2494, #3699, #3705) [@ocornut, @nicolasnoble]
   The dedicated example_emscripten_opengl3/ has been removed.
+- Examples: Added SDL3+GL experimental example. (#6146)
 - Examples: Win32: Fixed examples using RegisterClassW() since 1.89 to also call
   DefWindowProcW() instead of DefWindowProc() so that title text are correctly converted
   when application is compiled without /DUNICODE. (#5725, #5961, #5975) [@markreidvfx]

+ 84 - 0
examples/example_sdl3_opengl3/Makefile

@@ -0,0 +1,84 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged.
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl3_opengl3
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+LINUX_GL_LIBS = -lGL
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## OPENGL ES
+##---------------------------------------------------------------------
+
+## This assumes a GL ES library available in the system, e.g. libGLESv2.so
+# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
+# LINUX_GL_LIBS = -lGLESv2
+## If you're on a Raspberry Pi and want to use the legacy drivers,
+## use the following instead:
+# LINUX_GL_LIBS = -L/opt/vc/lib -lbrcmGLESv2
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+	ECHO_MESSAGE = "Linux"
+	LIBS += $(LINUX_GL_LIBS) -ldl `sdl3-config --libs`
+
+	CXXFLAGS += `sdl3-config --cflags`
+	CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+	ECHO_MESSAGE = "Mac OS X"
+	LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs`
+	LIBS += -L/usr/local/lib -L/opt/local/lib
+
+	CXXFLAGS += `sdl3-config --cflags`
+	CXXFLAGS += -I/usr/local/include -I/opt/local/include
+	CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+    ECHO_MESSAGE = "MinGW"
+    LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3`
+
+    CXXFLAGS += `pkg-config --cflags sdl3`
+    CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+	@echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+	$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+	rm -f $(EXE) $(OBJS)

+ 92 - 0
examples/example_sdl3_opengl3/Makefile.emscripten

@@ -0,0 +1,92 @@
+#
+# Makefile to use with SDL+emscripten
+# See https://emscripten.org/docs/getting_started/downloads.html
+# for installation instructions.
+#
+# This Makefile assumes you have loaded emscripten's environment.
+# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
+#
+# Running `make -f Makefile.emscripten` will produce three files:
+#  - web/index.html
+#  - web/index.js
+#  - web/index.wasm
+#
+# All three are needed to run the demo.
+
+CC = emcc
+CXX = em++
+WEB_DIR = web
+EXE = $(WEB_DIR)/index.html
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+CPPFLAGS =
+LDFLAGS =
+EMS =
+
+##---------------------------------------------------------------------
+## EMSCRIPTEN OPTIONS
+##---------------------------------------------------------------------
+
+# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
+EMS += -s USE_SDL=2
+EMS += -s DISABLE_EXCEPTION_CATCHING=1
+LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
+
+# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
+#EMS += -s BINARYEN_TRAP_MODE=clamp
+#EMS += -s SAFE_HEAP=1    ## Adds overhead
+
+# Emscripten allows preloading a file or folder to be accessible at runtime.
+# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
+# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
+# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
+USE_FILE_SYSTEM ?= 0
+ifeq ($(USE_FILE_SYSTEM), 0)
+LDFLAGS += -s NO_FILESYSTEM=1
+CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
+endif
+ifeq ($(USE_FILE_SYSTEM), 1)
+LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
+endif
+
+##---------------------------------------------------------------------
+## FINAL BUILD FLAGS
+##---------------------------------------------------------------------
+
+CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+#CPPFLAGS += -g
+CPPFLAGS += -Wall -Wformat -Os $(EMS)
+LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
+LDFLAGS += $(EMS)
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+	$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+	$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+	$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+	@echo Build complete for $(EXE)
+
+$(WEB_DIR):
+	mkdir $@
+
+serve: all
+	python3 -m http.server -d $(WEB_DIR)
+
+$(EXE): $(OBJS) $(WEB_DIR)
+	$(CXX) -o $@ $(OBJS) $(LDFLAGS)
+
+clean:
+	rm -rf $(OBJS) $(WEB_DIR)

+ 57 - 0
examples/example_sdl3_opengl3/README.md

@@ -0,0 +1,57 @@
+
+# How to Build
+
+## Windows with Visual Studio's IDE
+
+Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary.
+
+## Windows with Visual Studio's CLI
+
+Use build_win32.bat or directly:
+```
+set SDL2_DIR=path_to_your_sdl3_folder
+cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console
+#          ^^ include paths     ^^ source files                                                                                    ^^ output exe                    ^^ output dir   ^^ libraries
+# or for 64-bit:
+cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console
+```
+
+## Linux and similar Unixes
+
+Use our Makefile or directly:
+```
+c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends
+  main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
+  `sdl3-config --libs` -lGL -ldl
+```
+
+## macOS
+
+Use our Makefile or directly:
+```
+brew install sdl3
+c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends
+  main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
+  `sdl3-config --libs` -framework OpenGl -framework CoreFoundation
+```
+
+## Emscripten
+
+**Building**
+
+You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
+
+- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
+- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
+- Then build using `make -f Makefile.emscripten` while in the current directory.
+
+**Running an Emscripten project**
+
+To run on a local machine:
+- `make -f Makefile.emscripten serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
+- Otherwise, generally you will need a local webserver. Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
+_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
+- Emscripten SDK has a handy `emrun` command: `emrun web/index.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
+- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
+- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
+- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).

+ 8 - 0
examples/example_sdl3_opengl3/build_win32.bat

@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_sdl3_opengl3
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib shell32.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

+ 182 - 0
examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj

@@ -0,0 +1,182 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{84AAA301-84FE-428B-9E3E-817BC8123C0C}</ProjectGuid>
+    <RootNamespace>example_sdl3_opengl3</RootNamespace>
+    <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\..\imgui_tables.cpp" />
+    <ClCompile Include="..\..\imgui_widgets.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_sdl3.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\misc\debuggers\imgui.natvis" />
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>

+ 64 - 0
examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj.filters

@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+    </Filter>
+    <Filter Include="sources">
+      <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+      <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_tables.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_widgets.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_sdl3.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+    <None Include="..\..\misc\debuggers\imgui.natvis">
+      <Filter>imgui</Filter>
+    </None>
+  </ItemGroup>
+</Project>

+ 193 - 0
examples/example_sdl3_opengl3/main.cpp

@@ -0,0 +1,193 @@
+// Dear ImGui: standalone example application for SDL3 + OpenGL
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#include "imgui.h"
+#include "imgui_impl_sdl3.h"
+#include "imgui_impl_opengl3.h"
+#include <stdio.h>
+#include <SDL3/SDL.h>
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+#include <SDL3/SDL_opengles2.h>
+#else
+#include <SDL3/SDL_opengl.h>
+#endif
+
+// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
+#ifdef __EMSCRIPTEN__
+#include "../libs/emscripten/emscripten_mainloop_stub.h"
+#endif
+
+// Main code
+int main(int, char**)
+{
+    // Setup SDL
+    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0)
+    {
+        printf("Error: %s\n", SDL_GetError());
+        return -1;
+    }
+
+    // Decide GL+GLSL versions
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+    // GL ES 2.0 + GLSL 100
+    const char* glsl_version = "#version 100";
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+#elif defined(__APPLE__)
+    // GL 3.2 Core + GLSL 150
+    const char* glsl_version = "#version 150";
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+#else
+    // GL 3.0 + GLSL 130
+    const char* glsl_version = "#version 130";
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+#endif
+
+    // Create window with graphics context
+    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
+    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
+    SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
+    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
+    SDL_GLContext gl_context = SDL_GL_CreateContext(window);
+    SDL_GL_MakeCurrent(window, gl_context);
+    SDL_GL_SetSwapInterval(1); // Enable vsync
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplSDL3_InitForOpenGL(window, gl_context);
+    ImGui_ImplOpenGL3_Init(glsl_version);
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    bool done = false;
+#ifdef __EMSCRIPTEN__
+    // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
+    // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
+    io.IniFilename = NULL;
+    EMSCRIPTEN_MAINLOOP_BEGIN
+#else
+    while (!done)
+#endif
+    {
+        // Poll and handle events (inputs, window resize, etc.)
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        SDL_Event event;
+        while (SDL_PollEvent(&event))
+        {
+            ImGui_ImplSDL3_ProcessEvent(&event);
+            if (event.type == SDL_EVENT_QUIT)
+                done = true;
+            if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
+                done = true;
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplOpenGL3_NewFrame();
+        ImGui_ImplSDL3_NewFrame();
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::Render();
+        glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+        glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+        glClear(GL_COLOR_BUFFER_BIT);
+        ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+        SDL_GL_SwapWindow(window);
+    }
+#ifdef __EMSCRIPTEN__
+    EMSCRIPTEN_MAINLOOP_END;
+#endif
+
+    // Cleanup
+    ImGui_ImplOpenGL3_Shutdown();
+    ImGui_ImplSDL3_Shutdown();
+    ImGui::DestroyContext();
+
+    SDL_GL_DeleteContext(gl_context);
+    SDL_DestroyWindow(window);
+    SDL_Quit();
+
+    return 0;
+}

+ 10 - 0
examples/imgui_examples.sln

@@ -27,6 +27,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_sdlrenderer",
 EndProject
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_vulkan", "example_sdl2_vulkan\example_sdl2_vulkan.vcxproj", "{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}"
 EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_opengl3", "example_sdl3_opengl3\example_sdl3_opengl3.vcxproj", "{84AAA301-84FE-428B-9E3E-817BC8123C0C}"
+EndProject
 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 		Debug|Win32 = Debug|Win32
@@ -131,6 +133,14 @@ Global
 		{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|Win32.Build.0 = Release|Win32
 		{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|x64.ActiveCfg = Release|x64
 		{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|x64.Build.0 = Release|x64
+		{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|Win32.ActiveCfg = Debug|Win32
+		{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|Win32.Build.0 = Debug|Win32
+		{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|x64.ActiveCfg = Debug|x64
+		{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|x64.Build.0 = Debug|x64
+		{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|Win32.ActiveCfg = Release|Win32
+		{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|Win32.Build.0 = Release|Win32
+		{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|x64.ActiveCfg = Release|x64
+		{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|x64.Build.0 = Release|x64
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE