imgui_impl_sdl2.cpp 21 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_EnableViewports 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. #include <SDL.h>
  29. #include <SDL_syswm.h>
  30. #define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
  31. #define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5)
  32. #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
  33. #if !SDL_HAS_VULKAN
  34. static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
  35. #endif
  36. // Data
  37. static SDL_Window* g_Window = NULL;
  38. static Uint64 g_Time = 0;
  39. static bool g_MousePressed[3] = { false, false, false };
  40. static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 };
  41. // Forward Declarations
  42. static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
  43. static void ImGui_ImplSDL2_ShutdownPlatformInterface();
  44. static const char* ImGui_ImplSDL2_GetClipboardText(void*)
  45. {
  46. return SDL_GetClipboardText();
  47. }
  48. static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
  49. {
  50. SDL_SetClipboardText(text);
  51. }
  52. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  53. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  54. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  55. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  56. bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event)
  57. {
  58. ImGuiIO& io = ImGui::GetIO();
  59. switch (event->type)
  60. {
  61. case SDL_MOUSEWHEEL:
  62. {
  63. if (event->wheel.x > 0) io.MouseWheelH += 1;
  64. if (event->wheel.x < 0) io.MouseWheelH -= 1;
  65. if (event->wheel.y > 0) io.MouseWheel += 1;
  66. if (event->wheel.y < 0) io.MouseWheel -= 1;
  67. return true;
  68. }
  69. case SDL_MOUSEBUTTONDOWN:
  70. {
  71. if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
  72. if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
  73. if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
  74. return true;
  75. }
  76. case SDL_TEXTINPUT:
  77. {
  78. io.AddInputCharactersUTF8(event->text.text);
  79. return true;
  80. }
  81. case SDL_KEYDOWN:
  82. case SDL_KEYUP:
  83. {
  84. int key = event->key.keysym.scancode;
  85. IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
  86. io.KeysDown[key] = (event->type == SDL_KEYDOWN);
  87. io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
  88. io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
  89. io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
  90. io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
  91. return true;
  92. }
  93. // Multi-viewport support
  94. case SDL_WINDOWEVENT:
  95. Uint8 window_event = event->window.event;
  96. if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED)
  97. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
  98. {
  99. if (window_event == SDL_WINDOWEVENT_CLOSE)
  100. viewport->PlatformRequestClose = true;
  101. if (window_event == SDL_WINDOWEVENT_MOVED)
  102. viewport->PlatformRequestMove = true;
  103. if (window_event == SDL_WINDOWEVENT_RESIZED)
  104. viewport->PlatformRequestResize = true;
  105. return true;
  106. }
  107. break;
  108. }
  109. return false;
  110. }
  111. bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
  112. {
  113. g_Window = window;
  114. // Setup back-end capabilities flags
  115. ImGuiIO& io = ImGui::GetIO();
  116. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  117. #if SDL_HAS_CAPTURE_MOUSE
  118. io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
  119. #endif
  120. // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  121. io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
  122. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
  123. io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
  124. io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
  125. io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
  126. io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
  127. io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
  128. io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
  129. io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
  130. io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
  131. io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
  132. io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
  133. io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
  134. io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
  135. io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
  136. io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
  137. io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
  138. io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
  139. io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
  140. io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
  141. io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
  142. io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
  143. io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
  144. io.ClipboardUserData = NULL;
  145. g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
  146. g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
  147. g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
  148. g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
  149. g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
  150. g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
  151. g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
  152. #ifdef _WIN32
  153. SDL_SysWMinfo wmInfo;
  154. SDL_VERSION(&wmInfo.version);
  155. SDL_GetWindowWMInfo(window, &wmInfo);
  156. io.ImeWindowHandle = wmInfo.info.win.window;
  157. #endif
  158. // Our mouse update function expect PlatformHandle to be filled for the main viewport
  159. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  160. main_viewport->PlatformHandle = (void*)window;
  161. // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
  162. // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
  163. if ((io.ConfigFlags & ImGuiConfigFlags_EnableViewports) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
  164. ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
  165. return true;
  166. }
  167. void ImGui_ImplSDL2_Shutdown()
  168. {
  169. ImGui_ImplSDL2_ShutdownPlatformInterface();
  170. g_Window = NULL;
  171. // Destroy SDL mouse cursors
  172. for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
  173. SDL_FreeCursor(g_MouseCursors[cursor_n]);
  174. memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
  175. }
  176. static void ImGui_ImplSDL2_UpdateMouse()
  177. {
  178. ImGuiIO& io = ImGui::GetIO();
  179. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  180. io.MousePosViewport = 0;
  181. io.MouseHoveredViewport = 0;
  182. int mx, my;
  183. Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
  184. 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.
  185. io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
  186. io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
  187. g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  188. #if SDL_HAS_CAPTURE_MOUSE
  189. SDL_Window* focused_window = SDL_GetKeyboardFocus();
  190. if (focused_window)
  191. {
  192. // SDL_GetMouseState() gives me mouse position seemingly based on the last window entered/focused(?)
  193. // The creation of new window and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
  194. int wx, wy;
  195. SDL_GetWindowPosition(focused_window, &wx, &wy);
  196. SDL_GetGlobalMouseState(&mx, &my);
  197. mx -= wx;
  198. my -= wy;
  199. }
  200. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)focused_window))
  201. {
  202. io.MousePos = ImVec2(viewport->Pos.x + (float)mx, viewport->Pos.y + (float)my);
  203. io.MousePosViewport = viewport->ID;
  204. }
  205. // We already retrieve global mouse position, SDL_CaptureMouse() also let the OS know our drag outside boundaries shouldn't trigger, e.g.: OS window resize cursor
  206. // The function is only supported from SDL 2.0.4 (released Jan 2016)
  207. bool any_mouse_button_down = ImGui::IsAnyMouseDown();
  208. SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
  209. #else
  210. if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
  211. io.MousePos = ImVec2((float)mx, (float)my);
  212. #endif
  213. // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
  214. if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0)
  215. {
  216. ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
  217. if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
  218. {
  219. SDL_ShowCursor(SDL_FALSE);
  220. }
  221. else
  222. {
  223. SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
  224. SDL_ShowCursor(SDL_TRUE);
  225. }
  226. }
  227. }
  228. void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
  229. {
  230. ImGuiIO& io = ImGui::GetIO();
  231. IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame()
  232. // Setup display size (every frame to accommodate for window resizing)
  233. int w, h;
  234. int display_w, display_h;
  235. SDL_GetWindowSize(window, &w, &h);
  236. SDL_GL_GetDrawableSize(window, &display_w, &display_h);
  237. io.DisplaySize = ImVec2((float)w, (float)h);
  238. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  239. // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
  240. static Uint64 frequency = SDL_GetPerformanceFrequency();
  241. Uint64 current_time = SDL_GetPerformanceCounter();
  242. io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
  243. g_Time = current_time;
  244. ImGui_ImplSDL2_UpdateMouse();
  245. // 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.
  246. ImGui::NewFrame();
  247. }
  248. //--------------------------------------------------------------------------------------------------------
  249. // Platform Interface (Optional, for multi-viewport support)
  250. //--------------------------------------------------------------------------------------------------------
  251. struct ImGuiViewportDataSDL2
  252. {
  253. SDL_Window* Window;
  254. Uint32 WindowID;
  255. bool WindowOwned;
  256. SDL_GLContext GLContext;
  257. ImGuiViewportDataSDL2() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; }
  258. ~ImGuiViewportDataSDL2() { IM_ASSERT(Window == NULL && GLContext == NULL); }
  259. };
  260. static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
  261. {
  262. ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
  263. viewport->PlatformUserData = data;
  264. // Share GL resources with main context
  265. // FIXME-PLATFORM
  266. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  267. ImGuiViewportDataSDL2* main_viewport_data = (ImGuiViewportDataSDL2*)main_viewport->PlatformUserData;
  268. bool use_opengl = (main_viewport_data->GLContext != NULL);
  269. SDL_GLContext backup_context = NULL;
  270. if (use_opengl)
  271. {
  272. backup_context = SDL_GL_GetCurrentContext();
  273. SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
  274. SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
  275. }
  276. // We don't enable SDL_WINDOW_RESIZABLE because it enforce windows decorations
  277. Uint32 sdl_flags = 0;
  278. sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : SDL_WINDOW_VULKAN;
  279. sdl_flags |= SDL_WINDOW_HIDDEN;
  280. sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
  281. sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
  282. data->Window = SDL_CreateWindow("No Title Yet", (int)viewport->PlatformPos.x, (int)viewport->PlatformPos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
  283. data->WindowOwned = true;
  284. if (use_opengl)
  285. data->GLContext = SDL_GL_CreateContext(data->Window);
  286. if (use_opengl && backup_context)
  287. SDL_GL_MakeCurrent(data->Window, backup_context);
  288. viewport->PlatformHandle = (void*)data->Window;
  289. }
  290. static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
  291. {
  292. if (ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData)
  293. {
  294. if (data->GLContext && data->WindowOwned)
  295. SDL_GL_DeleteContext(data->GLContext);
  296. if (data->Window && data->WindowOwned)
  297. SDL_DestroyWindow(data->Window);
  298. data->GLContext = NULL;
  299. data->Window = NULL;
  300. IM_DELETE(data);
  301. }
  302. viewport->PlatformUserData = viewport->PlatformHandle = NULL;
  303. }
  304. static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
  305. {
  306. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  307. #if defined(_WIN32)
  308. SDL_SysWMinfo info;
  309. SDL_VERSION(&info.version);
  310. if (SDL_GetWindowWMInfo(data->Window, &info))
  311. {
  312. HWND hwnd = info.info.win.window;
  313. // SDL hack: Hide icon from task bar
  314. // 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.
  315. if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
  316. {
  317. LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
  318. ex_style &= ~WS_EX_APPWINDOW;
  319. ex_style |= WS_EX_TOOLWINDOW;
  320. ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
  321. }
  322. // SDL hack: SDL always activate/focus windows :/
  323. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  324. {
  325. ::ShowWindow(hwnd, SW_SHOWNA);
  326. return;
  327. }
  328. }
  329. #endif
  330. SDL_ShowWindow(data->Window);
  331. }
  332. static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
  333. {
  334. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  335. int x = 0, y = 0;
  336. SDL_GetWindowPosition(data->Window, &x, &y);
  337. return ImVec2((float)x, (float)y);
  338. }
  339. static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  340. {
  341. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  342. SDL_SetWindowPosition(data->Window, (int)pos.x, (int)pos.y);
  343. }
  344. static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
  345. {
  346. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  347. int w = 0, h = 0;
  348. SDL_GetWindowSize(data->Window, &w, &h);
  349. return ImVec2((float)w, (float)h);
  350. }
  351. static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  352. {
  353. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  354. SDL_SetWindowSize(data->Window, (int)size.x, (int)size.y);
  355. }
  356. static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  357. {
  358. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  359. SDL_SetWindowTitle(data->Window, title);
  360. }
  361. static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
  362. {
  363. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  364. if (data->GLContext)
  365. SDL_GL_MakeCurrent(data->Window, data->GLContext);
  366. }
  367. static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*)
  368. {
  369. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  370. if (data->GLContext)
  371. {
  372. SDL_GL_MakeCurrent(data->Window, data->GLContext);
  373. SDL_GL_SwapWindow(data->Window);
  374. }
  375. }
  376. // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
  377. // SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
  378. #if SDL_HAS_VULKAN
  379. #include <SDL_vulkan.h>
  380. static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
  381. {
  382. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  383. (void)vk_allocator;
  384. SDL_bool ret = SDL_Vulkan_CreateSurface(data->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
  385. return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
  386. }
  387. #endif // SDL_HAS_VULKAN
  388. static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
  389. {
  390. // Register platform interface (will be coupled with a renderer interface)
  391. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  392. platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow;
  393. platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow;
  394. platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow;
  395. platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
  396. platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
  397. platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
  398. platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
  399. platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
  400. platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
  401. platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
  402. #if SDL_HAS_VULKAN
  403. platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
  404. #endif
  405. // Register main window handle (which is owned by the main application, not by us)
  406. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  407. ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
  408. data->Window = window;
  409. data->WindowID = SDL_GetWindowID(window);
  410. data->WindowOwned = false;
  411. data->GLContext = sdl_gl_context;
  412. main_viewport->PlatformUserData = data;
  413. main_viewport->PlatformHandle = data->Window;
  414. }
  415. static void ImGui_ImplSDL2_ShutdownPlatformInterface()
  416. {
  417. }