imgui_impl_sdl2.cpp 24 KB

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  1. // ImGui Platform Binding 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. // Implemented features:
  5. // [X] Multi-viewport windows (when ImGuiConfigFlags_ViewportsEnable is enabled).
  6. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  7. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  8. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  9. // https://github.com/ocornut/imgui
  10. // CHANGELOG
  11. // (minor and older changes stripped away, please see git history for details)
  12. // 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  13. // 2018-XX-XX: Misc: ImGui_ImplSDL2_Init() now takes a SDL_GLContext parameter.
  14. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  15. // 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
  16. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  17. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  18. // 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
  19. // 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
  20. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  21. // 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.
  22. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  23. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
  24. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  25. #include "imgui.h"
  26. #include "imgui_impl_sdl2.h"
  27. // SDL
  28. // (the multi-viewports feature requires SDL features supported from SDL 2.0.5+)
  29. #include <SDL.h>
  30. #include <SDL_syswm.h>
  31. #define SDL_HAS_WARP_MOUSE_GLOBAL SDL_VERSION_ATLEAST(2,0,4)
  32. #define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
  33. #define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5)
  34. #define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
  35. #define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5)
  36. #define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
  37. #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
  38. #define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
  39. #if !SDL_HAS_VULKAN
  40. static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
  41. #endif
  42. // Data
  43. static SDL_Window* g_Window = NULL;
  44. static Uint64 g_Time = 0;
  45. static bool g_MousePressed[3] = { false, false, false };
  46. static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 };
  47. // Forward Declarations
  48. static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
  49. static void ImGui_ImplSDL2_ShutdownPlatformInterface();
  50. static const char* ImGui_ImplSDL2_GetClipboardText(void*)
  51. {
  52. return SDL_GetClipboardText();
  53. }
  54. static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
  55. {
  56. SDL_SetClipboardText(text);
  57. }
  58. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  59. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  60. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  61. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  62. bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event)
  63. {
  64. ImGuiIO& io = ImGui::GetIO();
  65. switch (event->type)
  66. {
  67. case SDL_MOUSEWHEEL:
  68. {
  69. if (event->wheel.x > 0) io.MouseWheelH += 1;
  70. if (event->wheel.x < 0) io.MouseWheelH -= 1;
  71. if (event->wheel.y > 0) io.MouseWheel += 1;
  72. if (event->wheel.y < 0) io.MouseWheel -= 1;
  73. return true;
  74. }
  75. case SDL_MOUSEBUTTONDOWN:
  76. {
  77. if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
  78. if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
  79. if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
  80. return true;
  81. }
  82. case SDL_TEXTINPUT:
  83. {
  84. io.AddInputCharactersUTF8(event->text.text);
  85. return true;
  86. }
  87. case SDL_KEYDOWN:
  88. case SDL_KEYUP:
  89. {
  90. int key = event->key.keysym.scancode;
  91. IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
  92. io.KeysDown[key] = (event->type == SDL_KEYDOWN);
  93. io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
  94. io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
  95. io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
  96. io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
  97. return true;
  98. }
  99. // Multi-viewport support
  100. case SDL_WINDOWEVENT:
  101. Uint8 window_event = event->window.event;
  102. if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED)
  103. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
  104. {
  105. if (window_event == SDL_WINDOWEVENT_CLOSE)
  106. viewport->PlatformRequestClose = true;
  107. if (window_event == SDL_WINDOWEVENT_MOVED)
  108. viewport->PlatformRequestMove = true;
  109. if (window_event == SDL_WINDOWEVENT_RESIZED)
  110. viewport->PlatformRequestResize = true;
  111. return true;
  112. }
  113. break;
  114. }
  115. return false;
  116. }
  117. bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
  118. {
  119. g_Window = window;
  120. // Setup back-end capabilities flags
  121. ImGuiIO& io = ImGui::GetIO();
  122. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  123. #if SDL_HAS_WARP_MOUSE_GLOBAL
  124. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  125. #endif
  126. #if SDL_HAS_CAPTURE_MOUSE
  127. io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
  128. #endif
  129. // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
  130. io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
  131. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
  132. io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
  133. io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
  134. io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
  135. io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
  136. io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
  137. io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
  138. io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
  139. io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
  140. io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
  141. io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
  142. io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
  143. io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
  144. io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
  145. io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
  146. io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
  147. io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
  148. io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
  149. io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
  150. io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
  151. io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
  152. io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
  153. io.ClipboardUserData = NULL;
  154. g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
  155. g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
  156. g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
  157. g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
  158. g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
  159. g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
  160. g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
  161. // Our mouse update function expect PlatformHandle to be filled for the main viewport
  162. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  163. main_viewport->PlatformHandle = (void*)window;
  164. // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
  165. // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
  166. if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
  167. ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
  168. return true;
  169. }
  170. void ImGui_ImplSDL2_Shutdown()
  171. {
  172. ImGui_ImplSDL2_ShutdownPlatformInterface();
  173. g_Window = NULL;
  174. // Destroy SDL mouse cursors
  175. for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
  176. SDL_FreeCursor(g_MouseCursors[cursor_n]);
  177. memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
  178. }
  179. static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
  180. {
  181. ImGuiIO& io = ImGui::GetIO();
  182. const ImVec2 mouse_pos_backup = io.MousePos;
  183. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  184. io.MousePosViewport = 0;
  185. io.MouseHoveredViewport = 0;
  186. // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  187. // (When multi-viewports are enabled, all imgui positions are same as OS positions.)
  188. #if SDL_HAS_WARP_MOUSE_GLOBAL
  189. if (io.WantSetMousePos)
  190. {
  191. if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
  192. SDL_WarpMouseInWindow(g_Window, (int)mouse_pos_backup.x, (int)mouse_pos_backup.y);
  193. else
  194. SDL_WarpMouseGlobal((int)mouse_pos_backup.x, (int)mouse_pos_backup.y);
  195. }
  196. #endif
  197. int mx, my;
  198. Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
  199. io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
  200. io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
  201. io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
  202. g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  203. #if SDL_HAS_CAPTURE_MOUSE
  204. SDL_Window* focused_window = SDL_GetKeyboardFocus();
  205. if (focused_window)
  206. {
  207. // SDL_GetMouseState() gives me mouse position seemingly based on the last window entered/focused(?)
  208. // The creation of new window and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
  209. int wx, wy;
  210. SDL_GetWindowPosition(focused_window, &wx, &wy);
  211. SDL_GetGlobalMouseState(&mx, &my);
  212. mx -= wx;
  213. my -= wy;
  214. }
  215. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)focused_window))
  216. {
  217. io.MousePos = ImVec2(viewport->Pos.x + (float)mx, viewport->Pos.y + (float)my);
  218. io.MousePosViewport = viewport->ID;
  219. }
  220. // We already retrieve global mouse position, SDL_CaptureMouse() also let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't trigger the OS window resize cursor
  221. // The function is only supported from SDL 2.0.4 (released Jan 2016)
  222. bool any_mouse_button_down = ImGui::IsAnyMouseDown();
  223. SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
  224. #else
  225. if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
  226. io.MousePos = ImVec2((float)mx, (float)my);
  227. #endif
  228. }
  229. static void ImGui_ImplSDL2_UpdateMouseCursor()
  230. {
  231. ImGuiIO& io = ImGui::GetIO();
  232. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  233. return;
  234. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  235. if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
  236. {
  237. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  238. SDL_ShowCursor(SDL_FALSE);
  239. }
  240. else
  241. {
  242. // Show OS mouse cursor
  243. SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
  244. SDL_ShowCursor(SDL_TRUE);
  245. }
  246. }
  247. void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
  248. {
  249. ImGuiIO& io = ImGui::GetIO();
  250. IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame()
  251. // Setup display size (every frame to accommodate for window resizing)
  252. int w, h;
  253. int display_w, display_h;
  254. SDL_GetWindowSize(window, &w, &h);
  255. SDL_GL_GetDrawableSize(window, &display_w, &display_h);
  256. io.DisplaySize = ImVec2((float)w, (float)h);
  257. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  258. // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
  259. static Uint64 frequency = SDL_GetPerformanceFrequency();
  260. Uint64 current_time = SDL_GetPerformanceCounter();
  261. io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
  262. g_Time = current_time;
  263. ImGui_ImplSDL2_UpdateMousePosAndButtons();
  264. ImGui_ImplSDL2_UpdateMouseCursor();
  265. // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
  266. ImGui::NewFrame();
  267. }
  268. //--------------------------------------------------------------------------------------------------------
  269. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  270. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  271. // 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..
  272. //--------------------------------------------------------------------------------------------------------
  273. struct ImGuiViewportDataSDL2
  274. {
  275. SDL_Window* Window;
  276. Uint32 WindowID;
  277. bool WindowOwned;
  278. SDL_GLContext GLContext;
  279. ImGuiViewportDataSDL2() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; }
  280. ~ImGuiViewportDataSDL2() { IM_ASSERT(Window == NULL && GLContext == NULL); }
  281. };
  282. static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
  283. {
  284. ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
  285. viewport->PlatformUserData = data;
  286. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  287. ImGuiViewportDataSDL2* main_viewport_data = (ImGuiViewportDataSDL2*)main_viewport->PlatformUserData;
  288. // Share GL resources with main context
  289. bool use_opengl = (main_viewport_data->GLContext != NULL);
  290. SDL_GLContext backup_context = NULL;
  291. if (use_opengl)
  292. {
  293. backup_context = SDL_GL_GetCurrentContext();
  294. SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
  295. SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
  296. }
  297. // We don't enable SDL_WINDOW_RESIZABLE because it enforce windows decorations
  298. Uint32 sdl_flags = 0;
  299. sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : SDL_WINDOW_VULKAN;
  300. sdl_flags |= SDL_WINDOW_HIDDEN;
  301. sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
  302. sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
  303. #if SDL_HAS_ALWAYS_ON_TOP
  304. sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
  305. #endif
  306. data->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
  307. data->WindowOwned = true;
  308. if (use_opengl)
  309. data->GLContext = SDL_GL_CreateContext(data->Window);
  310. if (use_opengl && backup_context)
  311. SDL_GL_MakeCurrent(data->Window, backup_context);
  312. viewport->PlatformHandle = (void*)data->Window;
  313. }
  314. static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
  315. {
  316. if (ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData)
  317. {
  318. if (data->GLContext && data->WindowOwned)
  319. SDL_GL_DeleteContext(data->GLContext);
  320. if (data->Window && data->WindowOwned)
  321. SDL_DestroyWindow(data->Window);
  322. data->GLContext = NULL;
  323. data->Window = NULL;
  324. IM_DELETE(data);
  325. }
  326. viewport->PlatformUserData = viewport->PlatformHandle = NULL;
  327. }
  328. static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
  329. {
  330. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  331. #if defined(_WIN32)
  332. SDL_SysWMinfo info;
  333. SDL_VERSION(&info.version);
  334. if (SDL_GetWindowWMInfo(data->Window, &info))
  335. {
  336. HWND hwnd = info.info.win.window;
  337. // SDL hack: Hide icon from task bar
  338. // 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.
  339. if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
  340. {
  341. LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
  342. ex_style &= ~WS_EX_APPWINDOW;
  343. ex_style |= WS_EX_TOOLWINDOW;
  344. ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
  345. }
  346. // SDL hack: SDL always activate/focus windows :/
  347. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  348. {
  349. ::ShowWindow(hwnd, SW_SHOWNA);
  350. return;
  351. }
  352. }
  353. #endif
  354. SDL_ShowWindow(data->Window);
  355. }
  356. static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
  357. {
  358. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  359. int x = 0, y = 0;
  360. SDL_GetWindowPosition(data->Window, &x, &y);
  361. return ImVec2((float)x, (float)y);
  362. }
  363. static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  364. {
  365. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  366. SDL_SetWindowPosition(data->Window, (int)pos.x, (int)pos.y);
  367. }
  368. static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
  369. {
  370. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  371. int w = 0, h = 0;
  372. SDL_GetWindowSize(data->Window, &w, &h);
  373. return ImVec2((float)w, (float)h);
  374. }
  375. static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  376. {
  377. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  378. SDL_SetWindowSize(data->Window, (int)size.x, (int)size.y);
  379. }
  380. static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  381. {
  382. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  383. SDL_SetWindowTitle(data->Window, title);
  384. }
  385. static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport)
  386. {
  387. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  388. SDL_RaiseWindow(data->Window);
  389. }
  390. static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport)
  391. {
  392. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  393. return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
  394. }
  395. static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
  396. {
  397. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  398. if (data->GLContext)
  399. SDL_GL_MakeCurrent(data->Window, data->GLContext);
  400. }
  401. static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*)
  402. {
  403. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  404. if (data->GLContext)
  405. {
  406. SDL_GL_MakeCurrent(data->Window, data->GLContext);
  407. SDL_GL_SwapWindow(data->Window);
  408. }
  409. }
  410. // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
  411. // SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
  412. #if SDL_HAS_VULKAN
  413. #include <SDL_vulkan.h>
  414. static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
  415. {
  416. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  417. (void)vk_allocator;
  418. SDL_bool ret = SDL_Vulkan_CreateSurface(data->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
  419. return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
  420. }
  421. #endif // SDL_HAS_VULKAN
  422. // FIXME-PLATFORM: SDL doesn't have an event to notify the application of display/monitor changes
  423. static void ImGui_ImplSDL2_UpdateMonitors()
  424. {
  425. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  426. platform_io.Monitors.resize(0);
  427. int display_count = SDL_GetNumVideoDisplays();
  428. for (int n = 0; n < display_count; n++)
  429. {
  430. // 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.
  431. ImGuiPlatformMonitor monitor;
  432. SDL_Rect r;
  433. SDL_GetDisplayBounds(n, &r);
  434. monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
  435. monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
  436. #if SDL_HAS_USABLE_DISPLAY_BOUNDS
  437. SDL_GetDisplayUsableBounds(n, &r);
  438. monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
  439. monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
  440. #endif
  441. #if SDL_HAS_PER_MONITOR_DPI
  442. float dpi = 0.0f;
  443. if (SDL_GetDisplayDPI(n, &dpi, NULL, NULL))
  444. monitor.DpiScale = dpi / 96.0f;
  445. #endif
  446. platform_io.Monitors.push_back(monitor);
  447. }
  448. }
  449. static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
  450. {
  451. // Register platform interface (will be coupled with a renderer interface)
  452. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  453. platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow;
  454. platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow;
  455. platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow;
  456. platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
  457. platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
  458. platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
  459. platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
  460. platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
  461. platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
  462. platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
  463. platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
  464. platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
  465. #if SDL_HAS_VULKAN
  466. platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
  467. #endif
  468. // SDL2 by default doesn't pass mouse clicks to the application when the click focused a window. This is getting in the way of our interactions and we disable that behavior.
  469. #if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH
  470. SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
  471. #endif
  472. ImGui_ImplSDL2_UpdateMonitors();
  473. // Register main window handle (which is owned by the main application, not by us)
  474. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  475. ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
  476. data->Window = window;
  477. data->WindowID = SDL_GetWindowID(window);
  478. data->WindowOwned = false;
  479. data->GLContext = sdl_gl_context;
  480. main_viewport->PlatformUserData = data;
  481. main_viewport->PlatformHandle = data->Window;
  482. }
  483. static void ImGui_ImplSDL2_ShutdownPlatformInterface()
  484. {
  485. }