imgui_impl_sdl2.cpp 20 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] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  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 ImGuiPlatformInterface
  13. // 2018-XX-XX: Misc: ImGui_ImplSDL2_Init() now takes a SDL_GLContext parameter.
  14. // 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
  15. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  16. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  17. // 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
  18. // 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
  19. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  20. // 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.
  21. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  22. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
  23. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  24. #include "imgui.h"
  25. #include "imgui_impl_sdl2.h"
  26. #include "imgui_internal.h" // FIXME-PLATFORM
  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. // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  115. ImGuiIO& io = ImGui::GetIO();
  116. io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
  117. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
  118. io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
  119. io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
  120. io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
  121. io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
  122. io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
  123. io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
  124. io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
  125. io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
  126. io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
  127. io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
  128. io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
  129. io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
  130. io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
  131. io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
  132. io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
  133. io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
  134. io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
  135. io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
  136. io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
  137. io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
  138. io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
  139. io.ClipboardUserData = NULL;
  140. g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
  141. g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
  142. g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
  143. g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
  144. g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
  145. g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
  146. g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
  147. #ifdef _WIN32
  148. SDL_SysWMinfo wmInfo;
  149. SDL_VERSION(&wmInfo.version);
  150. SDL_GetWindowWMInfo(window, &wmInfo);
  151. io.ImeWindowHandle = wmInfo.info.win.window;
  152. #endif
  153. // Our mouse update function expect PlatformHandle to be filled for the main viewport
  154. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  155. main_viewport->PlatformHandle = (void*)window;
  156. // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
  157. // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
  158. #if SDL_HAS_CAPTURE_MOUSE
  159. io.ConfigFlags |= ImGuiConfigFlags_PlatformHasViewports;
  160. #endif
  161. if ((io.ConfigFlags & ImGuiConfigFlags_EnableViewports) && (io.ConfigFlags & ImGuiConfigFlags_PlatformHasViewports))
  162. ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
  163. return true;
  164. }
  165. void ImGui_ImplSDL2_Shutdown()
  166. {
  167. ImGui_ImplSDL2_ShutdownPlatformInterface();
  168. g_Window = NULL;
  169. // Destroy SDL mouse cursors
  170. for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
  171. SDL_FreeCursor(g_MouseCursors[cursor_n]);
  172. memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
  173. }
  174. static void ImGui_ImplSDL2_UpdateMouse()
  175. {
  176. ImGuiIO& io = ImGui::GetIO();
  177. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  178. io.MousePosViewport = 0;
  179. io.MouseHoveredViewport = 0;
  180. int mx, my;
  181. Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
  182. 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.
  183. io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
  184. io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
  185. g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  186. #if SDL_HAS_CAPTURE_MOUSE
  187. SDL_Window* focused_window = SDL_GetKeyboardFocus();
  188. if (focused_window)
  189. {
  190. // SDL_GetMouseState() gives me mouse position seemingly based on the last window entered/focused(?)
  191. // The creation of new window and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
  192. int wx, wy;
  193. SDL_GetWindowPosition(focused_window, &wx, &wy);
  194. SDL_GetGlobalMouseState(&mx, &my);
  195. mx -= wx;
  196. my -= wy;
  197. }
  198. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)focused_window))
  199. {
  200. io.MousePos = ImVec2(viewport->Pos.x + (float)mx, viewport->Pos.y + (float)my);
  201. io.MousePosViewport = viewport->ID;
  202. }
  203. // 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
  204. // The function is only supported from SDL 2.0.4 (released Jan 2016)
  205. bool any_mouse_button_down = ImGui::IsAnyMouseDown();
  206. SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
  207. #else
  208. if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
  209. io.MousePos = ImVec2((float)mx, (float)my);
  210. #endif
  211. // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
  212. ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
  213. if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
  214. {
  215. SDL_ShowCursor(SDL_FALSE);
  216. }
  217. else
  218. {
  219. SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
  220. SDL_ShowCursor(SDL_TRUE);
  221. }
  222. }
  223. void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
  224. {
  225. ImGuiIO& io = ImGui::GetIO();
  226. IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame()
  227. // Setup display size (every frame to accommodate for window resizing)
  228. int w, h;
  229. int display_w, display_h;
  230. SDL_GetWindowSize(window, &w, &h);
  231. SDL_GL_GetDrawableSize(window, &display_w, &display_h);
  232. io.DisplaySize = ImVec2((float)w, (float)h);
  233. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  234. // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
  235. static Uint64 frequency = SDL_GetPerformanceFrequency();
  236. Uint64 current_time = SDL_GetPerformanceCounter();
  237. io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
  238. g_Time = current_time;
  239. ImGui_ImplSDL2_UpdateMouse();
  240. // 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.
  241. ImGui::NewFrame();
  242. }
  243. // --------------------------------------------------------------------------------------------------------
  244. // Platform Windows
  245. // --------------------------------------------------------------------------------------------------------
  246. struct ImGuiPlatformDataSDL2
  247. {
  248. SDL_Window* Window;
  249. Uint32 WindowID;
  250. SDL_GLContext GLContext;
  251. ImGuiPlatformDataSDL2() { Window = NULL; WindowID = 0; GLContext = NULL; }
  252. ~ImGuiPlatformDataSDL2() { IM_ASSERT(Window == NULL && GLContext == NULL); }
  253. };
  254. static void ImGui_ImplSDL2_CreateViewport(ImGuiViewport* viewport)
  255. {
  256. ImGuiPlatformDataSDL2* data = IM_NEW(ImGuiPlatformDataSDL2)();
  257. viewport->PlatformUserData = data;
  258. // Share GL resources with main context
  259. // FIXME-PLATFORM
  260. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  261. ImGuiPlatformDataSDL2* main_viewport_data = (ImGuiPlatformDataSDL2*)main_viewport->PlatformUserData;
  262. bool use_opengl = (main_viewport_data->GLContext != NULL);
  263. SDL_GLContext backup_context = NULL;
  264. if (use_opengl)
  265. {
  266. backup_context = SDL_GL_GetCurrentContext();
  267. SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
  268. SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
  269. }
  270. // We don't enable SDL_WINDOW_RESIZABLE because it enforce windows decorations
  271. Uint32 sdl_flags = 0;
  272. sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : SDL_WINDOW_VULKAN;
  273. sdl_flags |= SDL_WINDOW_HIDDEN;
  274. sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
  275. sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
  276. data->Window = SDL_CreateWindow("No Title Yet",
  277. (int)viewport->PlatformOsDesktopPos.x, (int)viewport->PlatformOsDesktopPos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
  278. if (use_opengl)
  279. data->GLContext = SDL_GL_CreateContext(data->Window);
  280. if (use_opengl && backup_context)
  281. SDL_GL_MakeCurrent(data->Window, backup_context);
  282. viewport->PlatformHandle = (void*)data->Window;
  283. }
  284. static void ImGui_ImplSDL2_DestroyViewport(ImGuiViewport* viewport)
  285. {
  286. if (ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData)
  287. {
  288. if (data->GLContext)
  289. SDL_GL_DeleteContext(data->GLContext);
  290. data->GLContext = NULL;
  291. if (data->Window)
  292. SDL_DestroyWindow(data->Window);
  293. data->Window = NULL;
  294. IM_DELETE(data);
  295. }
  296. viewport->PlatformUserData = viewport->PlatformHandle = NULL;
  297. }
  298. static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
  299. {
  300. ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
  301. #if defined(_WIN32)
  302. SDL_SysWMinfo info;
  303. SDL_VERSION(&info.version);
  304. if (SDL_GetWindowWMInfo(data->Window, &info))
  305. {
  306. HWND hwnd = info.info.win.window;
  307. // SDL hack: Hide icon from task bar
  308. // 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.
  309. ImGuiIO& io = ImGui::GetIO();
  310. if (io.ConfigFlags & ImGuiConfigFlags_PlatformNoTaskBar)
  311. {
  312. LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
  313. ex_style &= ~WS_EX_APPWINDOW;
  314. ex_style |= WS_EX_TOOLWINDOW;
  315. ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
  316. }
  317. // SDL hack: SDL always activate/focus windows :/
  318. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  319. {
  320. ::ShowWindow(hwnd, SW_SHOWNA);
  321. return;
  322. }
  323. }
  324. #endif
  325. SDL_ShowWindow(data->Window);
  326. }
  327. static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
  328. {
  329. ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
  330. int x = 0, y = 0;
  331. SDL_GetWindowPosition(data->Window, &x, &y);
  332. return ImVec2((float)x, (float)y);
  333. }
  334. static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  335. {
  336. ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
  337. SDL_SetWindowPosition(data->Window, (int)pos.x, (int)pos.y);
  338. }
  339. static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
  340. {
  341. ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
  342. int w = 0, h = 0;
  343. SDL_GetWindowSize(data->Window, &w, &h);
  344. return ImVec2((float)w, (float)h);
  345. }
  346. static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  347. {
  348. ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
  349. SDL_SetWindowSize(data->Window, (int)size.x, (int)size.y);
  350. }
  351. static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  352. {
  353. ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
  354. SDL_SetWindowTitle(data->Window, title);
  355. }
  356. static void ImGui_ImplSDL2_RenderViewport(ImGuiViewport* viewport)
  357. {
  358. ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
  359. if (data->GLContext)
  360. SDL_GL_MakeCurrent(data->Window, data->GLContext);
  361. }
  362. static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport)
  363. {
  364. ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
  365. if (data->GLContext)
  366. {
  367. SDL_GL_MakeCurrent(data->Window, data->GLContext);
  368. SDL_GL_SwapWindow(data->Window);
  369. }
  370. }
  371. // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
  372. // SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
  373. #if SDL_HAS_VULKAN
  374. #include <SDL_vulkan.h>
  375. static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
  376. {
  377. ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
  378. (void)vk_allocator;
  379. SDL_bool ret = SDL_Vulkan_CreateSurface(data->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
  380. return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
  381. }
  382. #endif // SDL_HAS_VULKAN
  383. static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
  384. {
  385. // Register platform interface (will be coupled with a renderer interface)
  386. ImGuiIO& io = ImGui::GetIO();
  387. io.PlatformInterface.CreateViewport = ImGui_ImplSDL2_CreateViewport;
  388. io.PlatformInterface.DestroyViewport = ImGui_ImplSDL2_DestroyViewport;
  389. io.PlatformInterface.ShowWindow = ImGui_ImplSDL2_ShowWindow;
  390. io.PlatformInterface.SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
  391. io.PlatformInterface.GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
  392. io.PlatformInterface.SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
  393. io.PlatformInterface.GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
  394. io.PlatformInterface.SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
  395. io.PlatformInterface.RenderViewport = ImGui_ImplSDL2_RenderViewport;
  396. io.PlatformInterface.SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
  397. #if SDL_HAS_VULKAN
  398. io.PlatformInterface.CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
  399. #endif
  400. io.ConfigFlags |= SDL_HAS_WINDOW_OPACITY ? ImGuiConfigFlags_PlatformHasWindowAlpha : 0;
  401. // Register main window handle
  402. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  403. ImGuiPlatformDataSDL2* data = IM_NEW(ImGuiPlatformDataSDL2)();
  404. data->Window = window;
  405. data->WindowID = SDL_GetWindowID(window);
  406. data->GLContext = sdl_gl_context;
  407. main_viewport->PlatformUserData = data;
  408. main_viewport->PlatformHandle = data->Window;
  409. }
  410. static void ImGui_ImplSDL2_ShutdownPlatformInterface()
  411. {
  412. ImGuiIO& io = ImGui::GetIO();
  413. memset(&io.PlatformInterface, 0, sizeof(io.PlatformInterface));
  414. }