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@@ -32,6 +32,9 @@
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// SDL
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#include <SDL.h>
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#include <SDL_syswm.h>
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+#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
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+#define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5)
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+#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
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// Data
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static SDL_Window* g_Window = NULL;
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@@ -151,7 +154,7 @@ bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
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// We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
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-#if SDL_VERSION_ATLEAST(2,0,4)
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+#if SDL_HAS_CAPTURE_MOUSE
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io.ConfigFlags |= ImGuiConfigFlags_PlatformHasViewports;
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#endif
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if ((io.ConfigFlags & ImGuiConfigFlags_EnableViewports) && (io.ConfigFlags & ImGuiConfigFlags_PlatformHasViewports))
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@@ -185,7 +188,7 @@ static void ImGui_ImplSDL2_UpdateMouse()
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io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
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g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
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-#if SDL_VERSION_ATLEAST(2,0,4)
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+#if SDL_HAS_CAPTURE_MOUSE
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SDL_Window* focused_window = SDL_GetKeyboardFocus();
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if (focused_window)
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{
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@@ -254,8 +257,6 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
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// Platform Windows
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// --------------------------------------------------------------------------------------------------------
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-#define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5)
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-
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struct ImGuiPlatformDataSDL2
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{
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SDL_Window* Window;
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@@ -280,12 +281,13 @@ static void ImGui_ImplSDL2_CreateViewport(ImGuiViewport* viewport)
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// We don't enable SDL_WINDOW_RESIZABLE because it enforce windows decorations
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Uint32 sdl_flags = 0;
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- sdl_flags |= SDL_WINDOW_OPENGL; // FIXME-PLATFORM
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+ sdl_flags |= main_viewport_data->GLContext ? SDL_WINDOW_OPENGL : SDL_WINDOW_VULKAN;
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sdl_flags |= SDL_WINDOW_HIDDEN;
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
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data->Window = SDL_CreateWindow("No Title Yet", 0, 0, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
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- data->GLContext = SDL_GL_CreateContext(data->Window);
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+ if (main_viewport_data->GLContext)
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+ data->GLContext = SDL_GL_CreateContext(data->Window);
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viewport->PlatformHandle = (void*)data->Window;
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}
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@@ -374,15 +376,32 @@ static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* t
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static void ImGui_ImplSDL2_RenderViewport(ImGuiViewport* viewport)
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{
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ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
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- SDL_GL_MakeCurrent(data->Window, data->GLContext);
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+ if (data->GLContext)
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+ SDL_GL_MakeCurrent(data->Window, data->GLContext);
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}
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static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport)
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{
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ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
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- SDL_GL_MakeCurrent(data->Window, data->GLContext); // FIXME-PLATFORM2
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- SDL_GL_SwapWindow(data->Window);
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+ if (data->GLContext)
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+ {
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+ SDL_GL_MakeCurrent(data->Window, data->GLContext); // FIXME-PLATFORM2
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+ SDL_GL_SwapWindow(data->Window);
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+ }
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+}
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+
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+// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
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+// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
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+#if SDL_HAS_VULKAN
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+#include <SDL_vulkan.h>
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+static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
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+{
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+ ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
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+ (void)vk_allocator;
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+ SDL_bool ret = SDL_Vulkan_CreateSurface(data->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
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+ return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
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}
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+#endif // SDL_HAS_VULKAN
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static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
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{
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@@ -398,6 +417,9 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
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io.PlatformInterface.SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
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io.PlatformInterface.RenderViewport = ImGui_ImplSDL2_RenderViewport;
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io.PlatformInterface.SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
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+#if SDL_HAS_VULKAN
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+ io.PlatformInterface.CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
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+#endif
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io.ConfigFlags |= SDL_HAS_WINDOW_OPACITY ? ImGuiConfigFlags_PlatformHasWindowAlpha : 0;
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