imgui_impl_sdl2.cpp 22 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. #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_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
  33. #define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
  34. #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
  35. #if !SDL_HAS_VULKAN
  36. static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
  37. #endif
  38. // Data
  39. static SDL_Window* g_Window = NULL;
  40. static Uint64 g_Time = 0;
  41. static bool g_MousePressed[3] = { false, false, false };
  42. static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 };
  43. // Forward Declarations
  44. static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
  45. static void ImGui_ImplSDL2_ShutdownPlatformInterface();
  46. static const char* ImGui_ImplSDL2_GetClipboardText(void*)
  47. {
  48. return SDL_GetClipboardText();
  49. }
  50. static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
  51. {
  52. SDL_SetClipboardText(text);
  53. }
  54. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  55. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  56. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  57. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  58. bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event)
  59. {
  60. ImGuiIO& io = ImGui::GetIO();
  61. switch (event->type)
  62. {
  63. case SDL_MOUSEWHEEL:
  64. {
  65. if (event->wheel.x > 0) io.MouseWheelH += 1;
  66. if (event->wheel.x < 0) io.MouseWheelH -= 1;
  67. if (event->wheel.y > 0) io.MouseWheel += 1;
  68. if (event->wheel.y < 0) io.MouseWheel -= 1;
  69. return true;
  70. }
  71. case SDL_MOUSEBUTTONDOWN:
  72. {
  73. if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
  74. if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
  75. if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
  76. return true;
  77. }
  78. case SDL_TEXTINPUT:
  79. {
  80. io.AddInputCharactersUTF8(event->text.text);
  81. return true;
  82. }
  83. case SDL_KEYDOWN:
  84. case SDL_KEYUP:
  85. {
  86. int key = event->key.keysym.scancode;
  87. IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
  88. io.KeysDown[key] = (event->type == SDL_KEYDOWN);
  89. io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
  90. io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
  91. io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
  92. io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
  93. return true;
  94. }
  95. // Multi-viewport support
  96. case SDL_WINDOWEVENT:
  97. Uint8 window_event = event->window.event;
  98. if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED)
  99. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
  100. {
  101. if (window_event == SDL_WINDOWEVENT_CLOSE)
  102. viewport->PlatformRequestClose = true;
  103. if (window_event == SDL_WINDOWEVENT_MOVED)
  104. viewport->PlatformRequestMove = true;
  105. if (window_event == SDL_WINDOWEVENT_RESIZED)
  106. viewport->PlatformRequestResize = true;
  107. return true;
  108. }
  109. break;
  110. }
  111. return false;
  112. }
  113. bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
  114. {
  115. g_Window = window;
  116. // Setup back-end capabilities flags
  117. ImGuiIO& io = ImGui::GetIO();
  118. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  119. #if SDL_HAS_CAPTURE_MOUSE
  120. io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
  121. #endif
  122. // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
  123. io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
  124. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
  125. io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
  126. io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
  127. io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
  128. io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
  129. io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
  130. io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
  131. io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
  132. io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
  133. io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
  134. io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
  135. io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
  136. io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
  137. io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
  138. io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
  139. io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
  140. io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
  141. io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
  142. io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
  143. io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
  144. io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
  145. io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
  146. io.ClipboardUserData = NULL;
  147. g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
  148. g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
  149. g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
  150. g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
  151. g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
  152. g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
  153. g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
  154. #ifdef _WIN32
  155. SDL_SysWMinfo wmInfo;
  156. SDL_VERSION(&wmInfo.version);
  157. SDL_GetWindowWMInfo(window, &wmInfo);
  158. io.ImeWindowHandle = wmInfo.info.win.window;
  159. #endif
  160. // Our mouse update function expect PlatformHandle to be filled for the main viewport
  161. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  162. main_viewport->PlatformHandle = (void*)window;
  163. // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
  164. // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
  165. if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
  166. ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
  167. return true;
  168. }
  169. void ImGui_ImplSDL2_Shutdown()
  170. {
  171. ImGui_ImplSDL2_ShutdownPlatformInterface();
  172. g_Window = NULL;
  173. // Destroy SDL mouse cursors
  174. for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
  175. SDL_FreeCursor(g_MouseCursors[cursor_n]);
  176. memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
  177. }
  178. static void ImGui_ImplSDL2_UpdateMouse()
  179. {
  180. ImGuiIO& io = ImGui::GetIO();
  181. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  182. io.MousePosViewport = 0;
  183. io.MouseHoveredViewport = 0;
  184. int mx, my;
  185. Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
  186. 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.
  187. io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
  188. io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
  189. g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  190. #if SDL_HAS_CAPTURE_MOUSE
  191. SDL_Window* focused_window = SDL_GetKeyboardFocus();
  192. if (focused_window)
  193. {
  194. // SDL_GetMouseState() gives me mouse position seemingly based on the last window entered/focused(?)
  195. // The creation of new window and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
  196. int wx, wy;
  197. SDL_GetWindowPosition(focused_window, &wx, &wy);
  198. SDL_GetGlobalMouseState(&mx, &my);
  199. mx -= wx;
  200. my -= wy;
  201. }
  202. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)focused_window))
  203. {
  204. io.MousePos = ImVec2(viewport->Pos.x + (float)mx, viewport->Pos.y + (float)my);
  205. io.MousePosViewport = viewport->ID;
  206. }
  207. // 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
  208. // The function is only supported from SDL 2.0.4 (released Jan 2016)
  209. bool any_mouse_button_down = ImGui::IsAnyMouseDown();
  210. SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
  211. #else
  212. if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
  213. io.MousePos = ImVec2((float)mx, (float)my);
  214. #endif
  215. // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
  216. if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0)
  217. {
  218. ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
  219. if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
  220. {
  221. SDL_ShowCursor(SDL_FALSE);
  222. }
  223. else
  224. {
  225. SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
  226. SDL_ShowCursor(SDL_TRUE);
  227. }
  228. }
  229. }
  230. void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
  231. {
  232. ImGuiIO& io = ImGui::GetIO();
  233. IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame()
  234. // Setup display size (every frame to accommodate for window resizing)
  235. int w, h;
  236. int display_w, display_h;
  237. SDL_GetWindowSize(window, &w, &h);
  238. SDL_GL_GetDrawableSize(window, &display_w, &display_h);
  239. io.DisplaySize = ImVec2((float)w, (float)h);
  240. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  241. // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
  242. static Uint64 frequency = SDL_GetPerformanceFrequency();
  243. Uint64 current_time = SDL_GetPerformanceCounter();
  244. io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
  245. g_Time = current_time;
  246. ImGui_ImplSDL2_UpdateMouse();
  247. // 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.
  248. ImGui::NewFrame();
  249. }
  250. //--------------------------------------------------------------------------------------------------------
  251. // Platform Interface (Optional, for multi-viewport support)
  252. //--------------------------------------------------------------------------------------------------------
  253. struct ImGuiViewportDataSDL2
  254. {
  255. SDL_Window* Window;
  256. Uint32 WindowID;
  257. bool WindowOwned;
  258. SDL_GLContext GLContext;
  259. ImGuiViewportDataSDL2() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; }
  260. ~ImGuiViewportDataSDL2() { IM_ASSERT(Window == NULL && GLContext == NULL); }
  261. };
  262. static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
  263. {
  264. ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
  265. viewport->PlatformUserData = data;
  266. // Share GL resources with main context
  267. // FIXME-PLATFORM
  268. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  269. ImGuiViewportDataSDL2* main_viewport_data = (ImGuiViewportDataSDL2*)main_viewport->PlatformUserData;
  270. bool use_opengl = (main_viewport_data->GLContext != NULL);
  271. SDL_GLContext backup_context = NULL;
  272. if (use_opengl)
  273. {
  274. backup_context = SDL_GL_GetCurrentContext();
  275. SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
  276. SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
  277. }
  278. // We don't enable SDL_WINDOW_RESIZABLE because it enforce windows decorations
  279. Uint32 sdl_flags = 0;
  280. sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : SDL_WINDOW_VULKAN;
  281. sdl_flags |= SDL_WINDOW_HIDDEN;
  282. sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
  283. sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
  284. #if SDL_HAS_ALWAYS_ON_TOP
  285. sdl_flags |= (viewport->Flags & imGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
  286. #endif
  287. 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);
  288. data->WindowOwned = true;
  289. if (use_opengl)
  290. data->GLContext = SDL_GL_CreateContext(data->Window);
  291. if (use_opengl && backup_context)
  292. SDL_GL_MakeCurrent(data->Window, backup_context);
  293. viewport->PlatformHandle = (void*)data->Window;
  294. }
  295. static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
  296. {
  297. if (ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData)
  298. {
  299. if (data->GLContext && data->WindowOwned)
  300. SDL_GL_DeleteContext(data->GLContext);
  301. if (data->Window && data->WindowOwned)
  302. SDL_DestroyWindow(data->Window);
  303. data->GLContext = NULL;
  304. data->Window = NULL;
  305. IM_DELETE(data);
  306. }
  307. viewport->PlatformUserData = viewport->PlatformHandle = NULL;
  308. }
  309. static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
  310. {
  311. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  312. #if defined(_WIN32)
  313. SDL_SysWMinfo info;
  314. SDL_VERSION(&info.version);
  315. if (SDL_GetWindowWMInfo(data->Window, &info))
  316. {
  317. HWND hwnd = info.info.win.window;
  318. // SDL hack: Hide icon from task bar
  319. // 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.
  320. if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
  321. {
  322. LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
  323. ex_style &= ~WS_EX_APPWINDOW;
  324. ex_style |= WS_EX_TOOLWINDOW;
  325. ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
  326. }
  327. // SDL hack: SDL always activate/focus windows :/
  328. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  329. {
  330. ::ShowWindow(hwnd, SW_SHOWNA);
  331. return;
  332. }
  333. }
  334. #endif
  335. SDL_ShowWindow(data->Window);
  336. }
  337. static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
  338. {
  339. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  340. int x = 0, y = 0;
  341. SDL_GetWindowPosition(data->Window, &x, &y);
  342. return ImVec2((float)x, (float)y);
  343. }
  344. static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  345. {
  346. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  347. SDL_SetWindowPosition(data->Window, (int)pos.x, (int)pos.y);
  348. }
  349. static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
  350. {
  351. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  352. int w = 0, h = 0;
  353. SDL_GetWindowSize(data->Window, &w, &h);
  354. return ImVec2((float)w, (float)h);
  355. }
  356. static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  357. {
  358. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  359. SDL_SetWindowSize(data->Window, (int)size.x, (int)size.y);
  360. }
  361. static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  362. {
  363. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  364. SDL_SetWindowTitle(data->Window, title);
  365. }
  366. static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
  367. {
  368. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  369. if (data->GLContext)
  370. SDL_GL_MakeCurrent(data->Window, data->GLContext);
  371. }
  372. static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*)
  373. {
  374. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  375. if (data->GLContext)
  376. {
  377. SDL_GL_MakeCurrent(data->Window, data->GLContext);
  378. SDL_GL_SwapWindow(data->Window);
  379. }
  380. }
  381. // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
  382. // SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
  383. #if SDL_HAS_VULKAN
  384. #include <SDL_vulkan.h>
  385. static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
  386. {
  387. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  388. (void)vk_allocator;
  389. SDL_bool ret = SDL_Vulkan_CreateSurface(data->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
  390. return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
  391. }
  392. #endif // SDL_HAS_VULKAN
  393. // FIXME-PLATFORM: Update when changed?
  394. static void ImGui_ImplSDL2_UpdateMonitors()
  395. {
  396. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  397. int display_count = SDL_GetNumVideoDisplays();
  398. platform_io.Monitors.resize(display_count, ImGuiPlatformMonitor());
  399. for (int n = 0; n < display_count; n++)
  400. {
  401. // 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.
  402. SDL_Rect r;
  403. SDL_GetDisplayBounds(n, &r);
  404. platform_io.Monitors[n].Pos = ImVec2((float)r.x, (float)r.y);
  405. platform_io.Monitors[n].Size = ImVec2((float)r.w, (float)r.h);
  406. #if SDL_HAS_PER_MONITOR_DPI
  407. float dpi = 0.0f;
  408. SDL_GetDisplayDPI(n, &dpi, NULL, NULL);
  409. platform_io.Monitors[n].DpiScale = dpi / 96.0f;
  410. #endif
  411. }
  412. }
  413. static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
  414. {
  415. // Register platform interface (will be coupled with a renderer interface)
  416. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  417. platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow;
  418. platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow;
  419. platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow;
  420. platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
  421. platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
  422. platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
  423. platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
  424. platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
  425. platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
  426. platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
  427. #if SDL_HAS_VULKAN
  428. platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
  429. #endif
  430. ImGui_ImplSDL2_UpdateMonitors();
  431. // Register main window handle (which is owned by the main application, not by us)
  432. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  433. ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
  434. data->Window = window;
  435. data->WindowID = SDL_GetWindowID(window);
  436. data->WindowOwned = false;
  437. data->GLContext = sdl_gl_context;
  438. main_viewport->PlatformUserData = data;
  439. main_viewport->PlatformHandle = data->Window;
  440. }
  441. static void ImGui_ImplSDL2_ShutdownPlatformInterface()
  442. {
  443. }