imgui_impl_sdl2.cpp 18 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. // Data
  31. static SDL_Window* g_Window = NULL;
  32. static Uint64 g_Time = 0;
  33. static bool g_MousePressed[3] = { false, false, false };
  34. static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 };
  35. // Forward Declarations
  36. static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
  37. static void ImGui_ImplSDL2_ShutdownPlatformInterface();
  38. static const char* ImGui_ImplSDL2_GetClipboardText(void*)
  39. {
  40. return SDL_GetClipboardText();
  41. }
  42. static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
  43. {
  44. SDL_SetClipboardText(text);
  45. }
  46. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  47. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  48. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  49. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  50. bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event)
  51. {
  52. ImGuiIO& io = ImGui::GetIO();
  53. switch (event->type)
  54. {
  55. case SDL_MOUSEWHEEL:
  56. {
  57. if (event->wheel.x > 0) io.MouseWheelH += 1;
  58. if (event->wheel.x < 0) io.MouseWheelH -= 1;
  59. if (event->wheel.y > 0) io.MouseWheel += 1;
  60. if (event->wheel.y < 0) io.MouseWheel -= 1;
  61. return true;
  62. }
  63. case SDL_MOUSEBUTTONDOWN:
  64. {
  65. if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
  66. if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
  67. if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
  68. return true;
  69. }
  70. case SDL_TEXTINPUT:
  71. {
  72. io.AddInputCharactersUTF8(event->text.text);
  73. return true;
  74. }
  75. case SDL_KEYDOWN:
  76. case SDL_KEYUP:
  77. {
  78. int key = event->key.keysym.scancode;
  79. IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
  80. io.KeysDown[key] = (event->type == SDL_KEYDOWN);
  81. io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
  82. io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
  83. io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
  84. io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
  85. return true;
  86. }
  87. }
  88. return false;
  89. }
  90. bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
  91. {
  92. g_Window = window;
  93. // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  94. ImGuiIO& io = ImGui::GetIO();
  95. io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
  96. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
  97. io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
  98. io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
  99. io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
  100. io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
  101. io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
  102. io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
  103. io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
  104. io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
  105. io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
  106. io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
  107. io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
  108. io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
  109. io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
  110. io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
  111. io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
  112. io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
  113. io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
  114. io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
  115. io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
  116. io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
  117. io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
  118. io.ClipboardUserData = NULL;
  119. g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
  120. g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
  121. g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
  122. g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
  123. g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
  124. g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
  125. g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
  126. #ifdef _WIN32
  127. SDL_SysWMinfo wmInfo;
  128. SDL_VERSION(&wmInfo.version);
  129. SDL_GetWindowWMInfo(window, &wmInfo);
  130. io.ImeWindowHandle = wmInfo.info.win.window;
  131. #endif
  132. // Our mouse update function expect PlatformHandle to be filled for the main viewport
  133. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  134. main_viewport->PlatformHandle = (void*)window;
  135. // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
  136. // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
  137. #if SDL_VERSION_ATLEAST(2,0,4)
  138. io.ConfigFlags |= ImGuiConfigFlags_PlatformHasViewports;
  139. #endif
  140. if ((io.ConfigFlags & ImGuiConfigFlags_EnableViewports) && (io.ConfigFlags & ImGuiConfigFlags_PlatformHasViewports))
  141. ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
  142. return true;
  143. }
  144. void ImGui_ImplSDL2_Shutdown()
  145. {
  146. ImGui_ImplSDL2_ShutdownPlatformInterface();
  147. g_Window = NULL;
  148. // Destroy SDL mouse cursors
  149. for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
  150. SDL_FreeCursor(g_MouseCursors[cursor_n]);
  151. memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
  152. }
  153. static void ImGui_ImplSDL2_UpdateMouse()
  154. {
  155. ImGuiIO& io = ImGui::GetIO();
  156. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  157. io.MousePosViewport = 0;
  158. io.MouseHoveredViewport = 0;
  159. int mx, my;
  160. Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
  161. 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.
  162. io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
  163. io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
  164. g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  165. #if SDL_VERSION_ATLEAST(2,0,4)
  166. SDL_Window* focused_window = SDL_GetKeyboardFocus();
  167. if (focused_window)
  168. {
  169. // SDL_GetMouseState() gives me mouse position seemingly based on the last window entered/focused(?)
  170. // The creation of new window and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
  171. int wx, wy;
  172. SDL_GetWindowPosition(focused_window, &wx, &wy);
  173. SDL_GetGlobalMouseState(&mx, &my);
  174. mx -= wx;
  175. my -= wy;
  176. }
  177. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)focused_window))
  178. {
  179. io.MousePos = ImVec2(viewport->Pos.x + (float)mx, viewport->Pos.y + (float)my);
  180. io.MousePosViewport = viewport->ID;
  181. }
  182. // 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
  183. // The function is only supported from SDL 2.0.4 (released Jan 2016)
  184. bool any_mouse_button_down = ImGui::IsAnyMouseDown();
  185. SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
  186. #else
  187. if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
  188. io.MousePos = ImVec2((float)mx, (float)my);
  189. #endif
  190. // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
  191. ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
  192. if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
  193. {
  194. SDL_ShowCursor(SDL_FALSE);
  195. }
  196. else
  197. {
  198. SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
  199. SDL_ShowCursor(SDL_TRUE);
  200. }
  201. }
  202. void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
  203. {
  204. ImGuiIO& io = ImGui::GetIO();
  205. IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame()
  206. // Setup display size (every frame to accommodate for window resizing)
  207. int w, h;
  208. int display_w, display_h;
  209. SDL_GetWindowSize(window, &w, &h);
  210. SDL_GL_GetDrawableSize(window, &display_w, &display_h);
  211. io.DisplaySize = ImVec2((float)w, (float)h);
  212. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  213. // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
  214. static Uint64 frequency = SDL_GetPerformanceFrequency();
  215. Uint64 current_time = SDL_GetPerformanceCounter();
  216. io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
  217. g_Time = current_time;
  218. ImGui_ImplSDL2_UpdateMouse();
  219. // 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.
  220. ImGui::NewFrame();
  221. }
  222. // --------------------------------------------------------------------------------------------------------
  223. // Platform Windows
  224. // --------------------------------------------------------------------------------------------------------
  225. #define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5)
  226. struct ImGuiPlatformDataSDL2
  227. {
  228. SDL_Window* Window;
  229. Uint32 WindowID;
  230. SDL_GLContext GLContext;
  231. ImGuiPlatformDataSDL2() { Window = NULL; WindowID = 0; GLContext = NULL; }
  232. ~ImGuiPlatformDataSDL2() { IM_ASSERT(Window == NULL && GLContext == NULL); }
  233. };
  234. static void ImGui_ImplSDL2_CreateViewport(ImGuiViewport* viewport)
  235. {
  236. ImGuiPlatformDataSDL2* data = IM_NEW(ImGuiPlatformDataSDL2)();
  237. viewport->PlatformUserData = data;
  238. // Share GL resources with main context
  239. // FIXME-PLATFORM
  240. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  241. ImGuiPlatformDataSDL2* main_viewport_data = (ImGuiPlatformDataSDL2*)main_viewport->PlatformUserData;
  242. SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
  243. SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
  244. // We don't enable SDL_WINDOW_RESIZABLE because it enforce windows decorations
  245. Uint32 sdl_flags = 0;
  246. sdl_flags |= SDL_WINDOW_OPENGL; // FIXME-PLATFORM
  247. sdl_flags |= SDL_WINDOW_HIDDEN;
  248. sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
  249. sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
  250. data->Window = SDL_CreateWindow("No Title Yet", 0, 0, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
  251. data->GLContext = SDL_GL_CreateContext(data->Window);
  252. viewport->PlatformHandle = (void*)data->Window;
  253. }
  254. static void ImGui_ImplSDL2_DestroyViewport(ImGuiViewport* viewport)
  255. {
  256. if (ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData)
  257. {
  258. if (data->GLContext)
  259. SDL_GL_DeleteContext(data->GLContext);
  260. data->GLContext = NULL;
  261. if (data->Window)
  262. SDL_DestroyWindow(data->Window);
  263. data->Window = NULL;
  264. IM_DELETE(data);
  265. }
  266. viewport->PlatformUserData = viewport->PlatformHandle = NULL;
  267. }
  268. static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
  269. {
  270. ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
  271. #if defined(_WIN32)
  272. SDL_SysWMinfo info;
  273. SDL_VERSION(&info.version);
  274. if (SDL_GetWindowWMInfo(data->Window, &info))
  275. {
  276. HWND hwnd = info.info.win.window;
  277. // SDL hack: Hide icon from task bar
  278. // 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.
  279. if (viewport->Flags & ImGuiViewportFlags_NoDecoration)
  280. {
  281. LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
  282. ex_style &= ~WS_EX_APPWINDOW;
  283. ex_style |= WS_EX_TOOLWINDOW;
  284. ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
  285. }
  286. // SDL hack: SDL always activate/focus windows :/
  287. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  288. {
  289. ::ShowWindow(hwnd, SW_SHOWNA);
  290. return;
  291. }
  292. }
  293. #endif
  294. SDL_ShowWindow(data->Window);
  295. }
  296. static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
  297. {
  298. ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
  299. int x = 0, y = 0;
  300. SDL_GetWindowPosition(data->Window, &x, &y);
  301. return ImVec2((float)x, (float)y);
  302. }
  303. static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  304. {
  305. ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
  306. SDL_SetWindowPosition(data->Window, (int)pos.x, (int)pos.y);
  307. }
  308. static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
  309. {
  310. ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
  311. int w = 0, h = 0;
  312. SDL_GetWindowSize(data->Window, &w, &h);
  313. return ImVec2((float)w, (float)h);
  314. }
  315. static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  316. {
  317. ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
  318. SDL_SetWindowSize(data->Window, (int)size.x, (int)size.y);
  319. }
  320. static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  321. {
  322. ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
  323. SDL_SetWindowTitle(data->Window, title);
  324. }
  325. static void ImGui_ImplSDL2_RenderViewport(ImGuiViewport* viewport)
  326. {
  327. ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
  328. SDL_GL_MakeCurrent(data->Window, data->GLContext);
  329. }
  330. static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport)
  331. {
  332. ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
  333. SDL_GL_MakeCurrent(data->Window, data->GLContext); // FIXME-PLATFORM2
  334. SDL_GL_SwapWindow(data->Window);
  335. }
  336. static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
  337. {
  338. // Register platform interface (will be coupled with a renderer interface)
  339. ImGuiIO& io = ImGui::GetIO();
  340. io.PlatformInterface.CreateViewport = ImGui_ImplSDL2_CreateViewport;
  341. io.PlatformInterface.DestroyViewport = ImGui_ImplSDL2_DestroyViewport;
  342. io.PlatformInterface.ShowWindow = ImGui_ImplSDL2_ShowWindow;
  343. io.PlatformInterface.SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
  344. io.PlatformInterface.GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
  345. io.PlatformInterface.SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
  346. io.PlatformInterface.GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
  347. io.PlatformInterface.SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
  348. io.PlatformInterface.RenderViewport = ImGui_ImplSDL2_RenderViewport;
  349. io.PlatformInterface.SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
  350. io.ConfigFlags |= SDL_HAS_WINDOW_OPACITY ? ImGuiConfigFlags_PlatformHasWindowAlpha : 0;
  351. // Register main window handle
  352. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  353. ImGuiPlatformDataSDL2* data = IM_NEW(ImGuiPlatformDataSDL2)();
  354. data->Window = window;
  355. data->WindowID = SDL_GetWindowID(window);
  356. data->GLContext = sdl_gl_context;
  357. main_viewport->PlatformUserData = data;
  358. main_viewport->PlatformHandle = data->Window;
  359. }
  360. static void ImGui_ImplSDL2_ShutdownPlatformInterface()
  361. {
  362. ImGuiIO& io = ImGui::GetIO();
  363. memset(&io.PlatformInterface, 0, sizeof(io.PlatformInterface));
  364. }