imgui_impl_sdl2.cpp 23 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. // (the multi-viewports feature requires SDL features supported from SDL 2.0.5+)
  29. #include <SDL.h>
  30. #include <SDL_syswm.h>
  31. #define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
  32. #define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5)
  33. #define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
  34. #define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5)
  35. #define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
  36. #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
  37. #define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
  38. #if !SDL_HAS_VULKAN
  39. static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
  40. #endif
  41. // Data
  42. static SDL_Window* g_Window = NULL;
  43. static Uint64 g_Time = 0;
  44. static bool g_MousePressed[3] = { false, false, false };
  45. static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 };
  46. // Forward Declarations
  47. static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
  48. static void ImGui_ImplSDL2_ShutdownPlatformInterface();
  49. static const char* ImGui_ImplSDL2_GetClipboardText(void*)
  50. {
  51. return SDL_GetClipboardText();
  52. }
  53. static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
  54. {
  55. SDL_SetClipboardText(text);
  56. }
  57. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  58. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  59. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  60. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  61. bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event)
  62. {
  63. ImGuiIO& io = ImGui::GetIO();
  64. switch (event->type)
  65. {
  66. case SDL_MOUSEWHEEL:
  67. {
  68. if (event->wheel.x > 0) io.MouseWheelH += 1;
  69. if (event->wheel.x < 0) io.MouseWheelH -= 1;
  70. if (event->wheel.y > 0) io.MouseWheel += 1;
  71. if (event->wheel.y < 0) io.MouseWheel -= 1;
  72. return true;
  73. }
  74. case SDL_MOUSEBUTTONDOWN:
  75. {
  76. if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
  77. if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
  78. if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
  79. return true;
  80. }
  81. case SDL_TEXTINPUT:
  82. {
  83. io.AddInputCharactersUTF8(event->text.text);
  84. return true;
  85. }
  86. case SDL_KEYDOWN:
  87. case SDL_KEYUP:
  88. {
  89. int key = event->key.keysym.scancode;
  90. IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
  91. io.KeysDown[key] = (event->type == SDL_KEYDOWN);
  92. io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
  93. io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
  94. io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
  95. io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
  96. return true;
  97. }
  98. // Multi-viewport support
  99. case SDL_WINDOWEVENT:
  100. Uint8 window_event = event->window.event;
  101. if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED)
  102. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
  103. {
  104. if (window_event == SDL_WINDOWEVENT_CLOSE)
  105. viewport->PlatformRequestClose = true;
  106. if (window_event == SDL_WINDOWEVENT_MOVED)
  107. viewport->PlatformRequestMove = true;
  108. if (window_event == SDL_WINDOWEVENT_RESIZED)
  109. viewport->PlatformRequestResize = true;
  110. return true;
  111. }
  112. break;
  113. }
  114. return false;
  115. }
  116. bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
  117. {
  118. g_Window = window;
  119. // Setup back-end capabilities flags
  120. ImGuiIO& io = ImGui::GetIO();
  121. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  122. #if SDL_HAS_CAPTURE_MOUSE
  123. io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
  124. #endif
  125. // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
  126. io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
  127. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
  128. io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
  129. io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
  130. io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
  131. io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
  132. io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
  133. io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
  134. io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
  135. io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
  136. io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
  137. io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
  138. io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
  139. io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
  140. io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
  141. io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
  142. io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
  143. io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
  144. io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
  145. io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
  146. io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
  147. io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
  148. io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
  149. io.ClipboardUserData = NULL;
  150. g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
  151. g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
  152. g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
  153. g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
  154. g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
  155. g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
  156. g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
  157. // Our mouse update function expect PlatformHandle to be filled for the main viewport
  158. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  159. main_viewport->PlatformHandle = (void*)window;
  160. // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
  161. // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
  162. if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
  163. ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
  164. return true;
  165. }
  166. void ImGui_ImplSDL2_Shutdown()
  167. {
  168. ImGui_ImplSDL2_ShutdownPlatformInterface();
  169. g_Window = NULL;
  170. // Destroy SDL mouse cursors
  171. for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
  172. SDL_FreeCursor(g_MouseCursors[cursor_n]);
  173. memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
  174. }
  175. static void ImGui_ImplSDL2_UpdateMouse()
  176. {
  177. ImGuiIO& io = ImGui::GetIO();
  178. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  179. io.MousePosViewport = 0;
  180. io.MouseHoveredViewport = 0;
  181. int mx, my;
  182. Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
  183. 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.
  184. io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
  185. io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
  186. g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  187. #if SDL_HAS_CAPTURE_MOUSE
  188. SDL_Window* focused_window = SDL_GetKeyboardFocus();
  189. if (focused_window)
  190. {
  191. // SDL_GetMouseState() gives me mouse position seemingly based on the last window entered/focused(?)
  192. // The creation of new window and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
  193. int wx, wy;
  194. SDL_GetWindowPosition(focused_window, &wx, &wy);
  195. SDL_GetGlobalMouseState(&mx, &my);
  196. mx -= wx;
  197. my -= wy;
  198. }
  199. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)focused_window))
  200. {
  201. io.MousePos = ImVec2(viewport->Pos.x + (float)mx, viewport->Pos.y + (float)my);
  202. io.MousePosViewport = viewport->ID;
  203. }
  204. // 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
  205. // The function is only supported from SDL 2.0.4 (released Jan 2016)
  206. bool any_mouse_button_down = ImGui::IsAnyMouseDown();
  207. SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
  208. #else
  209. if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
  210. io.MousePos = ImVec2((float)mx, (float)my);
  211. #endif
  212. // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
  213. if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0)
  214. {
  215. ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
  216. if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
  217. {
  218. SDL_ShowCursor(SDL_FALSE);
  219. }
  220. else
  221. {
  222. SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
  223. SDL_ShowCursor(SDL_TRUE);
  224. }
  225. }
  226. }
  227. void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
  228. {
  229. ImGuiIO& io = ImGui::GetIO();
  230. IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame()
  231. // Setup display size (every frame to accommodate for window resizing)
  232. int w, h;
  233. int display_w, display_h;
  234. SDL_GetWindowSize(window, &w, &h);
  235. SDL_GL_GetDrawableSize(window, &display_w, &display_h);
  236. io.DisplaySize = ImVec2((float)w, (float)h);
  237. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  238. // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
  239. static Uint64 frequency = SDL_GetPerformanceFrequency();
  240. Uint64 current_time = SDL_GetPerformanceCounter();
  241. io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
  242. g_Time = current_time;
  243. ImGui_ImplSDL2_UpdateMouse();
  244. // 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.
  245. ImGui::NewFrame();
  246. }
  247. //--------------------------------------------------------------------------------------------------------
  248. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  249. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  250. // 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..
  251. //--------------------------------------------------------------------------------------------------------
  252. struct ImGuiViewportDataSDL2
  253. {
  254. SDL_Window* Window;
  255. Uint32 WindowID;
  256. bool WindowOwned;
  257. SDL_GLContext GLContext;
  258. ImGuiViewportDataSDL2() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; }
  259. ~ImGuiViewportDataSDL2() { IM_ASSERT(Window == NULL && GLContext == NULL); }
  260. };
  261. static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
  262. {
  263. ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
  264. viewport->PlatformUserData = data;
  265. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  266. ImGuiViewportDataSDL2* main_viewport_data = (ImGuiViewportDataSDL2*)main_viewport->PlatformUserData;
  267. // Share GL resources with main context
  268. bool use_opengl = (main_viewport_data->GLContext != NULL);
  269. SDL_GLContext backup_context = NULL;
  270. if (use_opengl)
  271. {
  272. backup_context = SDL_GL_GetCurrentContext();
  273. SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
  274. SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
  275. }
  276. // We don't enable SDL_WINDOW_RESIZABLE because it enforce windows decorations
  277. Uint32 sdl_flags = 0;
  278. sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : SDL_WINDOW_VULKAN;
  279. sdl_flags |= SDL_WINDOW_HIDDEN;
  280. sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
  281. sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
  282. #if SDL_HAS_ALWAYS_ON_TOP
  283. sdl_flags |= (viewport->Flags & imGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
  284. #endif
  285. 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);
  286. data->WindowOwned = true;
  287. if (use_opengl)
  288. data->GLContext = SDL_GL_CreateContext(data->Window);
  289. if (use_opengl && backup_context)
  290. SDL_GL_MakeCurrent(data->Window, backup_context);
  291. viewport->PlatformHandle = (void*)data->Window;
  292. }
  293. static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
  294. {
  295. if (ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData)
  296. {
  297. if (data->GLContext && data->WindowOwned)
  298. SDL_GL_DeleteContext(data->GLContext);
  299. if (data->Window && data->WindowOwned)
  300. SDL_DestroyWindow(data->Window);
  301. data->GLContext = NULL;
  302. data->Window = NULL;
  303. IM_DELETE(data);
  304. }
  305. viewport->PlatformUserData = viewport->PlatformHandle = NULL;
  306. }
  307. static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
  308. {
  309. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  310. #if defined(_WIN32)
  311. SDL_SysWMinfo info;
  312. SDL_VERSION(&info.version);
  313. if (SDL_GetWindowWMInfo(data->Window, &info))
  314. {
  315. HWND hwnd = info.info.win.window;
  316. // SDL hack: Hide icon from task bar
  317. // 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.
  318. if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
  319. {
  320. LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
  321. ex_style &= ~WS_EX_APPWINDOW;
  322. ex_style |= WS_EX_TOOLWINDOW;
  323. ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
  324. }
  325. // SDL hack: SDL always activate/focus windows :/
  326. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  327. {
  328. ::ShowWindow(hwnd, SW_SHOWNA);
  329. return;
  330. }
  331. }
  332. #endif
  333. SDL_ShowWindow(data->Window);
  334. }
  335. static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
  336. {
  337. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  338. int x = 0, y = 0;
  339. SDL_GetWindowPosition(data->Window, &x, &y);
  340. return ImVec2((float)x, (float)y);
  341. }
  342. static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  343. {
  344. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  345. SDL_SetWindowPosition(data->Window, (int)pos.x, (int)pos.y);
  346. }
  347. static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
  348. {
  349. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  350. int w = 0, h = 0;
  351. SDL_GetWindowSize(data->Window, &w, &h);
  352. return ImVec2((float)w, (float)h);
  353. }
  354. static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  355. {
  356. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  357. SDL_SetWindowSize(data->Window, (int)size.x, (int)size.y);
  358. }
  359. static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  360. {
  361. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  362. SDL_SetWindowTitle(data->Window, title);
  363. }
  364. static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
  365. {
  366. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  367. if (data->GLContext)
  368. SDL_GL_MakeCurrent(data->Window, data->GLContext);
  369. }
  370. static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*)
  371. {
  372. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  373. if (data->GLContext)
  374. {
  375. SDL_GL_MakeCurrent(data->Window, data->GLContext);
  376. SDL_GL_SwapWindow(data->Window);
  377. }
  378. }
  379. // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
  380. // SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
  381. #if SDL_HAS_VULKAN
  382. #include <SDL_vulkan.h>
  383. static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
  384. {
  385. ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  386. (void)vk_allocator;
  387. SDL_bool ret = SDL_Vulkan_CreateSurface(data->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
  388. return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
  389. }
  390. #endif // SDL_HAS_VULKAN
  391. // FIXME-PLATFORM: Update monitor list when changed?
  392. static void ImGui_ImplSDL2_UpdateMonitors()
  393. {
  394. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  395. platform_io.Monitors.resize(0);
  396. int display_count = SDL_GetNumVideoDisplays();
  397. for (int n = 0; n < display_count; n++)
  398. {
  399. // 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.
  400. ImGuiPlatformMonitor monitor;
  401. SDL_Rect r;
  402. SDL_GetDisplayBounds(n, &r);
  403. monitor.FullMin = monitor.WorkMin = ImVec2((float)(r.x), (float)(r.y));
  404. monitor.FullMax = monitor.WorkMax = ImVec2((float)(r.x + r.w), (float)(r.y + r.h));
  405. #if SDL_HAS_USABLE_DISPLAY_BOUNDS
  406. SDL_GetDisplayUsableBounds(n, &r);
  407. monitor.WorkMin = ImVec2((float)(r.x), (float)(r.y));
  408. monitor.WorkMax = ImVec2((float)(r.x + r.w), (float)(r.y + r.h));
  409. #endif
  410. #if SDL_HAS_PER_MONITOR_DPI
  411. float dpi = 0.0f;
  412. if (SDL_GetDisplayDPI(n, &dpi, NULL, NULL))
  413. monitor.DpiScale = dpi / 96.0f;
  414. #endif
  415. platform_io.Monitors.push_back(monitor);
  416. }
  417. }
  418. static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
  419. {
  420. // Register platform interface (will be coupled with a renderer interface)
  421. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  422. platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow;
  423. platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow;
  424. platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow;
  425. platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
  426. platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
  427. platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
  428. platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
  429. platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
  430. platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
  431. platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
  432. #if SDL_HAS_VULKAN
  433. platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
  434. #endif
  435. // 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.
  436. #if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH
  437. SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
  438. #endif
  439. ImGui_ImplSDL2_UpdateMonitors();
  440. // Register main window handle (which is owned by the main application, not by us)
  441. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  442. ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
  443. data->Window = window;
  444. data->WindowID = SDL_GetWindowID(window);
  445. data->WindowOwned = false;
  446. data->GLContext = sdl_gl_context;
  447. main_viewport->PlatformUserData = data;
  448. main_viewport->PlatformHandle = data->Window;
  449. }
  450. static void ImGui_ImplSDL2_ShutdownPlatformInterface()
  451. {
  452. }