imgui_impl_sdl_gl3.cpp 17 KB

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  1. // ImGui SDL2 binding with OpenGL3
  2. // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
  3. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  4. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  5. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  6. // https://github.com/ocornut/imgui
  7. #include "imgui.h"
  8. #include "imgui_impl_sdl_gl3.h"
  9. // SDL,GL3W
  10. #include <SDL.h>
  11. #include <SDL_syswm.h>
  12. #include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
  13. // Data
  14. static double g_Time = 0.0f;
  15. static bool g_MousePressed[3] = { false, false, false };
  16. static float g_MouseWheel = 0.0f;
  17. static GLuint g_FontTexture = 0;
  18. static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  19. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  20. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  21. static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
  22. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  23. // If text or lines are blurry when integrating ImGui in your engine:
  24. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  25. void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
  26. {
  27. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  28. ImGuiIO& io = ImGui::GetIO();
  29. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  30. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  31. if (fb_width == 0 || fb_height == 0)
  32. return;
  33. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  34. // Backup GL state
  35. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  36. glActiveTexture(GL_TEXTURE0);
  37. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  38. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  39. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  40. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  41. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
  42. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  43. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  44. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  45. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  46. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  47. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  48. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  49. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  50. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  51. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  52. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  53. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  54. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  55. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  56. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  57. glEnable(GL_BLEND);
  58. glBlendEquation(GL_FUNC_ADD);
  59. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  60. glDisable(GL_CULL_FACE);
  61. glDisable(GL_DEPTH_TEST);
  62. glEnable(GL_SCISSOR_TEST);
  63. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  64. // Setup viewport, orthographic projection matrix
  65. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  66. const float ortho_projection[4][4] =
  67. {
  68. { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
  69. { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
  70. { 0.0f, 0.0f, -1.0f, 0.0f },
  71. {-1.0f, 1.0f, 0.0f, 1.0f },
  72. };
  73. glUseProgram(g_ShaderHandle);
  74. glUniform1i(g_AttribLocationTex, 0);
  75. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  76. glBindVertexArray(g_VaoHandle);
  77. for (int n = 0; n < draw_data->CmdListsCount; n++)
  78. {
  79. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  80. const ImDrawIdx* idx_buffer_offset = 0;
  81. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  82. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  83. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  84. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  85. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  86. {
  87. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  88. if (pcmd->UserCallback)
  89. {
  90. pcmd->UserCallback(cmd_list, pcmd);
  91. }
  92. else
  93. {
  94. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  95. glBindSampler(0, 0); // rely on combined texture/sampler state.
  96. glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
  97. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  98. }
  99. idx_buffer_offset += pcmd->ElemCount;
  100. }
  101. }
  102. // Restore modified GL state
  103. glUseProgram(last_program);
  104. glBindTexture(GL_TEXTURE_2D, last_texture);
  105. glBindSampler(0, last_sampler);
  106. glActiveTexture(last_active_texture);
  107. glBindVertexArray(last_vertex_array);
  108. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  109. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
  110. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  111. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  112. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  113. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  114. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  115. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  116. glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]);
  117. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  118. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  119. }
  120. static const char* ImGui_ImplSdlGL3_GetClipboardText(void*)
  121. {
  122. return SDL_GetClipboardText();
  123. }
  124. static void ImGui_ImplSdlGL3_SetClipboardText(void*, const char* text)
  125. {
  126. SDL_SetClipboardText(text);
  127. }
  128. bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
  129. {
  130. ImGuiIO& io = ImGui::GetIO();
  131. switch (event->type)
  132. {
  133. case SDL_MOUSEWHEEL:
  134. {
  135. if (event->wheel.y > 0)
  136. g_MouseWheel = 1;
  137. if (event->wheel.y < 0)
  138. g_MouseWheel = -1;
  139. return true;
  140. }
  141. case SDL_MOUSEBUTTONDOWN:
  142. {
  143. if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
  144. if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
  145. if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
  146. return true;
  147. }
  148. case SDL_TEXTINPUT:
  149. {
  150. io.AddInputCharactersUTF8(event->text.text);
  151. return true;
  152. }
  153. case SDL_KEYDOWN:
  154. case SDL_KEYUP:
  155. {
  156. int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
  157. io.KeysDown[key] = (event->type == SDL_KEYDOWN);
  158. io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
  159. io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
  160. io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
  161. io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
  162. return true;
  163. }
  164. }
  165. return false;
  166. }
  167. void ImGui_ImplSdlGL3_CreateFontsTexture()
  168. {
  169. // Build texture atlas
  170. ImGuiIO& io = ImGui::GetIO();
  171. unsigned char* pixels;
  172. int width, height;
  173. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
  174. // Upload texture to graphics system
  175. GLint last_texture;
  176. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  177. glGenTextures(1, &g_FontTexture);
  178. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  179. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  180. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  181. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  182. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  183. // Store our identifier
  184. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  185. // Restore state
  186. glBindTexture(GL_TEXTURE_2D, last_texture);
  187. }
  188. bool ImGui_ImplSdlGL3_CreateDeviceObjects()
  189. {
  190. // Backup GL state
  191. GLint last_texture, last_array_buffer, last_vertex_array;
  192. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  193. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  194. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  195. const GLchar *vertex_shader =
  196. "#version 330\n"
  197. "uniform mat4 ProjMtx;\n"
  198. "in vec2 Position;\n"
  199. "in vec2 UV;\n"
  200. "in vec4 Color;\n"
  201. "out vec2 Frag_UV;\n"
  202. "out vec4 Frag_Color;\n"
  203. "void main()\n"
  204. "{\n"
  205. " Frag_UV = UV;\n"
  206. " Frag_Color = Color;\n"
  207. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  208. "}\n";
  209. const GLchar* fragment_shader =
  210. "#version 330\n"
  211. "uniform sampler2D Texture;\n"
  212. "in vec2 Frag_UV;\n"
  213. "in vec4 Frag_Color;\n"
  214. "out vec4 Out_Color;\n"
  215. "void main()\n"
  216. "{\n"
  217. " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
  218. "}\n";
  219. g_ShaderHandle = glCreateProgram();
  220. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  221. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  222. glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
  223. glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
  224. glCompileShader(g_VertHandle);
  225. glCompileShader(g_FragHandle);
  226. glAttachShader(g_ShaderHandle, g_VertHandle);
  227. glAttachShader(g_ShaderHandle, g_FragHandle);
  228. glLinkProgram(g_ShaderHandle);
  229. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  230. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  231. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  232. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  233. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  234. glGenBuffers(1, &g_VboHandle);
  235. glGenBuffers(1, &g_ElementsHandle);
  236. glGenVertexArrays(1, &g_VaoHandle);
  237. glBindVertexArray(g_VaoHandle);
  238. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  239. glEnableVertexAttribArray(g_AttribLocationPosition);
  240. glEnableVertexAttribArray(g_AttribLocationUV);
  241. glEnableVertexAttribArray(g_AttribLocationColor);
  242. #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
  243. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
  244. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
  245. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
  246. #undef OFFSETOF
  247. ImGui_ImplSdlGL3_CreateFontsTexture();
  248. // Restore modified GL state
  249. glBindTexture(GL_TEXTURE_2D, last_texture);
  250. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  251. glBindVertexArray(last_vertex_array);
  252. return true;
  253. }
  254. void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
  255. {
  256. if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
  257. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  258. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  259. g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
  260. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  261. if (g_VertHandle) glDeleteShader(g_VertHandle);
  262. g_VertHandle = 0;
  263. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  264. if (g_FragHandle) glDeleteShader(g_FragHandle);
  265. g_FragHandle = 0;
  266. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  267. g_ShaderHandle = 0;
  268. if (g_FontTexture)
  269. {
  270. glDeleteTextures(1, &g_FontTexture);
  271. ImGui::GetIO().Fonts->TexID = 0;
  272. g_FontTexture = 0;
  273. }
  274. }
  275. bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
  276. {
  277. ImGuiIO& io = ImGui::GetIO();
  278. io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  279. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
  280. io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
  281. io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
  282. io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
  283. io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
  284. io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
  285. io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
  286. io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
  287. io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
  288. io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
  289. io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
  290. io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
  291. io.KeyMap[ImGuiKey_A] = SDLK_a;
  292. io.KeyMap[ImGuiKey_C] = SDLK_c;
  293. io.KeyMap[ImGuiKey_V] = SDLK_v;
  294. io.KeyMap[ImGuiKey_X] = SDLK_x;
  295. io.KeyMap[ImGuiKey_Y] = SDLK_y;
  296. io.KeyMap[ImGuiKey_Z] = SDLK_z;
  297. io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
  298. io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;
  299. io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
  300. io.ClipboardUserData = NULL;
  301. #ifdef _WIN32
  302. SDL_SysWMinfo wmInfo;
  303. SDL_VERSION(&wmInfo.version);
  304. SDL_GetWindowWMInfo(window, &wmInfo);
  305. io.ImeWindowHandle = wmInfo.info.win.window;
  306. #else
  307. (void)window;
  308. #endif
  309. return true;
  310. }
  311. void ImGui_ImplSdlGL3_Shutdown()
  312. {
  313. ImGui_ImplSdlGL3_InvalidateDeviceObjects();
  314. ImGui::Shutdown();
  315. }
  316. void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
  317. {
  318. if (!g_FontTexture)
  319. ImGui_ImplSdlGL3_CreateDeviceObjects();
  320. ImGuiIO& io = ImGui::GetIO();
  321. // Setup display size (every frame to accommodate for window resizing)
  322. int w, h;
  323. int display_w, display_h;
  324. SDL_GetWindowSize(window, &w, &h);
  325. SDL_GL_GetDrawableSize(window, &display_w, &display_h);
  326. io.DisplaySize = ImVec2((float)w, (float)h);
  327. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  328. // Setup time step
  329. Uint32 time = SDL_GetTicks();
  330. double current_time = time / 1000.0;
  331. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
  332. g_Time = current_time;
  333. // Setup inputs
  334. // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
  335. int mx, my;
  336. Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
  337. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
  338. io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  339. else
  340. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  341. io.MouseDown[0] = g_MousePressed[0] || (mouseMask & 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.
  342. io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
  343. io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
  344. g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  345. io.MouseWheel = g_MouseWheel;
  346. g_MouseWheel = 0.0f;
  347. // Hide OS mouse cursor if ImGui is drawing it
  348. SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
  349. // Start the frame
  350. ImGui::NewFrame();
  351. }