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. // 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
  15. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  16. // 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
  17. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  18. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  19. // 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
  20. // 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
  21. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  22. // 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.
  23. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  24. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
  25. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  26. #include "imgui.h"
  27. #include "imgui_impl_sdl2.h"
  28. // SDL
  29. // (the multi-viewports feature requires SDL features supported from SDL 2.0.5+)
  30. #include <SDL.h>
  31. #include <SDL_syswm.h>
  32. #define SDL_HAS_WARP_MOUSE_GLOBAL SDL_VERSION_ATLEAST(2,0,4)
  33. #define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
  34. #define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5)
  35. #define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
  36. #define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5)
  37. #define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
  38. #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
  39. #define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
  40. #if !SDL_HAS_VULKAN
  41. static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
  42. #endif
  43. // Data
  44. static SDL_Window* g_Window = NULL;
  45. static Uint64 g_Time = 0;
  46. static bool g_MousePressed[3] = { false, false, false };
  47. static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 };
  48. static char* g_ClipboardTextData = NULL;
  49. // Forward Declarations
  50. static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
  51. static void ImGui_ImplSDL2_ShutdownPlatformInterface();
  52. static const char* ImGui_ImplSDL2_GetClipboardText(void*)
  53. {
  54. if (g_ClipboardTextData)
  55. SDL_free(g_ClipboardTextData);
  56. g_ClipboardTextData = SDL_GetClipboardText();
  57. return g_ClipboardTextData;
  58. }
  59. static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
  60. {
  61. SDL_SetClipboardText(text);
  62. }
  63. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  64. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  65. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  66. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  67. bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event)
  68. {
  69. ImGuiIO& io = ImGui::GetIO();
  70. switch (event->type)
  71. {
  72. case SDL_MOUSEWHEEL:
  73. {
  74. if (event->wheel.x > 0) io.MouseWheelH += 1;
  75. if (event->wheel.x < 0) io.MouseWheelH -= 1;
  76. if (event->wheel.y > 0) io.MouseWheel += 1;
  77. if (event->wheel.y < 0) io.MouseWheel -= 1;
  78. return true;
  79. }
  80. case SDL_MOUSEBUTTONDOWN:
  81. {
  82. if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
  83. if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
  84. if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
  85. return true;
  86. }
  87. case SDL_TEXTINPUT:
  88. {
  89. io.AddInputCharactersUTF8(event->text.text);
  90. return true;
  91. }
  92. case SDL_KEYDOWN:
  93. case SDL_KEYUP:
  94. {
  95. int key = event->key.keysym.scancode;
  96. IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
  97. io.KeysDown[key] = (event->type == SDL_KEYDOWN);
  98. io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
  99. io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
  100. io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
  101. io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
  102. return true;
  103. }
  104. // Multi-viewport support
  105. case SDL_WINDOWEVENT:
  106. Uint8 window_event = event->window.event;
  107. if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED)
  108. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
  109. {
  110. if (window_event == SDL_WINDOWEVENT_CLOSE)
  111. viewport->PlatformRequestClose = true;
  112. if (window_event == SDL_WINDOWEVENT_MOVED)
  113. viewport->PlatformRequestMove = true;
  114. if (window_event == SDL_WINDOWEVENT_RESIZED)
  115. viewport->PlatformRequestResize = true;
  116. return true;
  117. }
  118. break;
  119. }
  120. return false;
  121. }
  122. bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
  123. {
  124. g_Window = window;
  125. // Setup back-end capabilities flags
  126. ImGuiIO& io = ImGui::GetIO();
  127. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  128. #if SDL_HAS_WARP_MOUSE_GLOBAL
  129. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  130. #endif
  131. #if SDL_HAS_CAPTURE_MOUSE
  132. io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
  133. #endif
  134. // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
  135. io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
  136. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
  137. io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
  138. io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
  139. io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
  140. io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
  141. io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
  142. io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
  143. io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
  144. io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
  145. io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
  146. io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
  147. io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
  148. io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
  149. io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
  150. io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
  151. io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
  152. io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
  153. io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
  154. io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
  155. io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
  156. io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
  157. io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
  158. io.ClipboardUserData = NULL;
  159. g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
  160. g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
  161. g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
  162. g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
  163. g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
  164. g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
  165. g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
  166. // Our mouse update function expect PlatformHandle to be filled for the main viewport
  167. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  168. main_viewport->PlatformHandle = (void*)window;
  169. // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
  170. // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
  171. if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
  172. ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
  173. return true;
  174. }
  175. void ImGui_ImplSDL2_Shutdown()
  176. {
  177. ImGui_ImplSDL2_ShutdownPlatformInterface();
  178. g_Window = NULL;
  179. // Destroy last known clipboard data
  180. if (g_ClipboardTextData)
  181. SDL_free(g_ClipboardTextData);
  182. // Destroy SDL mouse cursors
  183. for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
  184. SDL_FreeCursor(g_MouseCursors[cursor_n]);
  185. memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
  186. }
  187. static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
  188. {
  189. ImGuiIO& io = ImGui::GetIO();
  190. const ImVec2 mouse_pos_backup = io.MousePos;
  191. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  192. io.MousePosViewport = 0;
  193. io.MouseHoveredViewport = 0;
  194. // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  195. // (When multi-viewports are enabled, all imgui positions are same as OS positions.)
  196. #if SDL_HAS_WARP_MOUSE_GLOBAL
  197. if (io.WantSetMousePos)
  198. {
  199. if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
  200. SDL_WarpMouseInWindow(g_Window, (int)mouse_pos_backup.x, (int)mouse_pos_backup.y);
  201. else
  202. SDL_WarpMouseGlobal((int)mouse_pos_backup.x, (int)mouse_pos_backup.y);
  203. }
  204. #endif
  205. int mx, my;
  206. Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
  207. 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.
  208. io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
  209. io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
  210. g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  211. #if SDL_HAS_CAPTURE_MOUSE
  212. SDL_Window* focused_window = SDL_GetKeyboardFocus();
  213. if (focused_window)
  214. {
  215. // SDL_GetMouseState() gives me mouse position seemingly based on the last window entered/focused(?)
  216. // The creation of new window and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
  217. int wx, wy;
  218. SDL_GetWindowPosition(focused_window, &wx, &wy);
  219. SDL_GetGlobalMouseState(&mx, &my);
  220. mx -= wx;
  221. my -= wy;
  222. }
  223. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)focused_window))
  224. {
  225. io.MousePos = ImVec2(viewport->Pos.x + (float)mx, viewport->Pos.y + (float)my);
  226. io.MousePosViewport = viewport->ID;
  227. }
  228. // 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
  229. // The function is only supported from SDL 2.0.4 (released Jan 2016)
  230. bool any_mouse_button_down = ImGui::IsAnyMouseDown();
  231. SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
  232. #else
  233. if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
  234. io.MousePos = ImVec2((float)mx, (float)my);
  235. #endif
  236. }
  237. static void ImGui_ImplSDL2_UpdateMouseCursor()
  238. {
  239. ImGuiIO& io = ImGui::GetIO();
  240. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  241. return;
  242. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  243. if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
  244. {
  245. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  246. SDL_ShowCursor(SDL_FALSE);
  247. }
  248. else
  249. {
  250. // Show OS mouse cursor
  251. SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
  252. SDL_ShowCursor(SDL_TRUE);
  253. }
  254. }
  255. void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
  256. {
  257. ImGuiIO& io = ImGui::GetIO();
  258. IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame()
  259. // Setup display size (every frame to accommodate for window resizing)
  260. int w, h;
  261. int display_w, display_h;
  262. SDL_GetWindowSize(window, &w, &h);
  263. SDL_GL_GetDrawableSize(window, &display_w, &display_h);
  264. io.DisplaySize = ImVec2((float)w, (float)h);
  265. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  266. // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
  267. static Uint64 frequency = SDL_GetPerformanceFrequency();
  268. Uint64 current_time = SDL_GetPerformanceCounter();
  269. io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
  270. g_Time = current_time;
  271. ImGui_ImplSDL2_UpdateMousePosAndButtons();
  272. ImGui_ImplSDL2_UpdateMouseCursor();
  273. }
  274. //--------------------------------------------------------------------------------------------------------
  275. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  276. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  277. // 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..
  278. //--------------------------------------------------------------------------------------------------------
  279. struct ImGuiViewportDataSDL2
  280. {
  281. SDL_Window* Window;
  282. Uint32 WindowID;
  283. bool WindowOwned;
  284. SDL_GLContext GLContext;
  285. ImGuiViewportDataSDL2() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; }
  286. ~ImGuiViewportDataSDL2() { IM_ASSERT(Window == NULL && GLContext == NULL); }
  287. };
  288. static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
  289. {
  290. ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
  291. viewport->PlatformUserData = data;
  292. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  293. ImGuiViewportDataSDL2* main_viewport_data = (ImGuiViewportDataSDL2*)main_viewport->PlatformUserData;
  294. // Share GL resources with main context
  295. bool use_opengl = (main_viewport_data->GLContext != NULL);
  296. SDL_GLContext backup_context = NULL;
  297. if (use_opengl)
  298. {
  299. backup_context = SDL_GL_GetCurrentContext();
  300. SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
  301. SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
  302. }
  303. // We don't enable SDL_WINDOW_RESIZABLE because it enforce windows decorations
  304. Uint32 sdl_flags = 0;
  305. sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : SDL_WINDOW_VULKAN;
  306. sdl_flags |= SDL_WINDOW_HIDDEN;
  307. sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
  308. sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
  309. #if SDL_HAS_ALWAYS_ON_TOP
  310. sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
  311. #endif
  312. 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);
  313. data->WindowOwned = true;
  314. if (use_opengl)
  315. data->GLContext = SDL_GL_CreateContext(data->Window);
  316. if (use_opengl && backup_context)
  317. SDL_GL_MakeCurrent(data->Window, backup_context);
  318. viewport->PlatformHandle = (void*)data->Window;
  319. }
  320. static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
  321. {
  322. if (ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData)
  323. {
  324. if (data->GLContext && data->WindowOwned)
  325. SDL_GL_DeleteContext(data->GLContext);
  326. if (data->Window && data->WindowOwned)
  327. SDL_DestroyWindow(data->Window);
  328. data->GLContext = NULL;
  329. data->Window = NULL;
  330. IM_DELETE(data);
  331. }
  332. viewport->PlatformUserData = viewport->PlatformHandle = NULL;
  333. }
  334. static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
  335. {
  336. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  337. #if defined(_WIN32)
  338. SDL_SysWMinfo info;
  339. SDL_VERSION(&info.version);
  340. if (SDL_GetWindowWMInfo(data->Window, &info))
  341. {
  342. HWND hwnd = info.info.win.window;
  343. // SDL hack: Hide icon from task bar
  344. // 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.
  345. if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
  346. {
  347. LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
  348. ex_style &= ~WS_EX_APPWINDOW;
  349. ex_style |= WS_EX_TOOLWINDOW;
  350. ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
  351. }
  352. // SDL hack: SDL always activate/focus windows :/
  353. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  354. {
  355. ::ShowWindow(hwnd, SW_SHOWNA);
  356. return;
  357. }
  358. }
  359. #endif
  360. SDL_ShowWindow(data->Window);
  361. }
  362. static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
  363. {
  364. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  365. int x = 0, y = 0;
  366. SDL_GetWindowPosition(data->Window, &x, &y);
  367. return ImVec2((float)x, (float)y);
  368. }
  369. static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  370. {
  371. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  372. SDL_SetWindowPosition(data->Window, (int)pos.x, (int)pos.y);
  373. }
  374. static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
  375. {
  376. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  377. int w = 0, h = 0;
  378. SDL_GetWindowSize(data->Window, &w, &h);
  379. return ImVec2((float)w, (float)h);
  380. }
  381. static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  382. {
  383. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  384. SDL_SetWindowSize(data->Window, (int)size.x, (int)size.y);
  385. }
  386. static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  387. {
  388. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  389. SDL_SetWindowTitle(data->Window, title);
  390. }
  391. static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport)
  392. {
  393. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  394. SDL_RaiseWindow(data->Window);
  395. }
  396. static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport)
  397. {
  398. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  399. return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
  400. }
  401. static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
  402. {
  403. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  404. if (data->GLContext)
  405. SDL_GL_MakeCurrent(data->Window, data->GLContext);
  406. }
  407. static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*)
  408. {
  409. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  410. if (data->GLContext)
  411. {
  412. SDL_GL_MakeCurrent(data->Window, data->GLContext);
  413. SDL_GL_SwapWindow(data->Window);
  414. }
  415. }
  416. // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
  417. // SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
  418. #if SDL_HAS_VULKAN
  419. #include <SDL_vulkan.h>
  420. static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
  421. {
  422. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  423. (void)vk_allocator;
  424. SDL_bool ret = SDL_Vulkan_CreateSurface(data->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
  425. return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
  426. }
  427. #endif // SDL_HAS_VULKAN
  428. // FIXME-PLATFORM: SDL doesn't have an event to notify the application of display/monitor changes
  429. static void ImGui_ImplSDL2_UpdateMonitors()
  430. {
  431. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  432. platform_io.Monitors.resize(0);
  433. int display_count = SDL_GetNumVideoDisplays();
  434. for (int n = 0; n < display_count; n++)
  435. {
  436. // 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.
  437. ImGuiPlatformMonitor monitor;
  438. SDL_Rect r;
  439. SDL_GetDisplayBounds(n, &r);
  440. monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
  441. monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
  442. #if SDL_HAS_USABLE_DISPLAY_BOUNDS
  443. SDL_GetDisplayUsableBounds(n, &r);
  444. monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
  445. monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
  446. #endif
  447. #if SDL_HAS_PER_MONITOR_DPI
  448. float dpi = 0.0f;
  449. if (SDL_GetDisplayDPI(n, &dpi, NULL, NULL))
  450. monitor.DpiScale = dpi / 96.0f;
  451. #endif
  452. platform_io.Monitors.push_back(monitor);
  453. }
  454. }
  455. static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
  456. {
  457. // Register platform interface (will be coupled with a renderer interface)
  458. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  459. platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow;
  460. platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow;
  461. platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow;
  462. platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
  463. platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
  464. platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
  465. platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
  466. platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
  467. platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
  468. platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
  469. platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
  470. platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
  471. #if SDL_HAS_VULKAN
  472. platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
  473. #endif
  474. // 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.
  475. #if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH
  476. SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
  477. #endif
  478. ImGui_ImplSDL2_UpdateMonitors();
  479. // Register main window handle (which is owned by the main application, not by us)
  480. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  481. ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
  482. data->Window = window;
  483. data->WindowID = SDL_GetWindowID(window);
  484. data->WindowOwned = false;
  485. data->GLContext = sdl_gl_context;
  486. main_viewport->PlatformUserData = data;
  487. main_viewport->PlatformHandle = data->Window;
  488. }
  489. static void ImGui_ImplSDL2_ShutdownPlatformInterface()
  490. {
  491. }