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- // dear imgui: Platform Backend for SDL2
- // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
- // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
- // (Prefer SDL 2.0.5+ for full feature support.)
- // Implemented features:
- // [X] Platform: Clipboard support.
- // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
- // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
- // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
- // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
- // [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
- // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
- // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
- // Learn about Dear ImGui:
- // - FAQ https://dearimgui.com/faq
- // - Getting Started https://dearimgui.com/getting-started
- // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
- // - Introduction, links and more at the top of imgui.cpp
- // CHANGELOG
- // (minor and older changes stripped away, please see git history for details)
- // 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
- // 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650)
- // 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
- // 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
- // 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
- // 2025-01-20: Made ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_Manual) accept an empty array.
- // 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f.
- // 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190)
- // 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
- // - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
- // - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
- // - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
- // - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
- // 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
- // 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
- // 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
- // 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
- // 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
- // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
- // 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
- // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
- // 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
- // 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()).
- // 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3.
- // 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version).
- // 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096)
- // 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019)
- // 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
- // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
- // 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710)
- // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
- // 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
- // 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
- // 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
- // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
- // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
- // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
- // 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
- // 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
- // 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
- // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
- // 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
- // 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
- // 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
- // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
- // 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
- // 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
- // 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
- // 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
- // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
- // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
- // 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
- // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
- // 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
- // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
- // 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
- // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
- // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
- // 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
- // 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
- // 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
- // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
- // 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
- // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
- // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
- // 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
- // 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
- // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
- // 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.
- // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
- // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
- // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
- #include "imgui.h"
- #ifndef IMGUI_DISABLE
- #include "imgui_impl_sdl2.h"
- // Clang warnings with -Weverything
- #if defined(__clang__)
- #pragma clang diagnostic push
- #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
- #endif
- // SDL
- #include <SDL.h>
- #include <SDL_syswm.h>
- #ifdef __APPLE__
- #include <TargetConditionals.h>
- #endif
- #ifdef __EMSCRIPTEN__
- #include <emscripten/em_js.h>
- #endif
- #if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
- #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
- #else
- #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
- #endif
- #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
- #define SDL_HAS_OPEN_URL SDL_VERSION_ATLEAST(2,0,14)
- #if SDL_HAS_VULKAN
- #include <SDL_vulkan.h>
- #endif
- // SDL Data
- struct ImGui_ImplSDL2_Data
- {
- SDL_Window* Window;
- Uint32 WindowID;
- SDL_Renderer* Renderer;
- Uint64 Time;
- char* ClipboardTextData;
- // Mouse handling
- Uint32 MouseWindowID;
- int MouseButtonsDown;
- SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
- SDL_Cursor* MouseLastCursor;
- int MouseLastLeaveFrame;
- bool MouseCanUseGlobalState;
- // Gamepad handling
- ImVector<SDL_GameController*> Gamepads;
- ImGui_ImplSDL2_GamepadMode GamepadMode;
- bool WantUpdateGamepadsList;
- ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
- };
- // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
- // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
- // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
- // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
- static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
- {
- return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
- }
- // Functions
- static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
- {
- ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
- if (bd->ClipboardTextData)
- SDL_free(bd->ClipboardTextData);
- bd->ClipboardTextData = SDL_GetClipboardText();
- return bd->ClipboardTextData;
- }
- static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text)
- {
- SDL_SetClipboardText(text);
- }
- // Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
- static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data)
- {
- if (data->WantVisible)
- {
- SDL_Rect r;
- r.x = (int)data->InputPos.x;
- r.y = (int)data->InputPos.y;
- r.w = 1;
- r.h = (int)data->InputLineHeight;
- SDL_SetTextInputRect(&r);
- }
- }
- // Not static to allow third-party code to use that if they want to (but undocumented)
- ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode);
- ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
- {
- switch (keycode)
- {
- case SDLK_TAB: return ImGuiKey_Tab;
- case SDLK_LEFT: return ImGuiKey_LeftArrow;
- case SDLK_RIGHT: return ImGuiKey_RightArrow;
- case SDLK_UP: return ImGuiKey_UpArrow;
- case SDLK_DOWN: return ImGuiKey_DownArrow;
- case SDLK_PAGEUP: return ImGuiKey_PageUp;
- case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
- case SDLK_HOME: return ImGuiKey_Home;
- case SDLK_END: return ImGuiKey_End;
- case SDLK_INSERT: return ImGuiKey_Insert;
- case SDLK_DELETE: return ImGuiKey_Delete;
- case SDLK_BACKSPACE: return ImGuiKey_Backspace;
- case SDLK_SPACE: return ImGuiKey_Space;
- case SDLK_RETURN: return ImGuiKey_Enter;
- case SDLK_ESCAPE: return ImGuiKey_Escape;
- //case SDLK_QUOTE: return ImGuiKey_Apostrophe;
- case SDLK_COMMA: return ImGuiKey_Comma;
- //case SDLK_MINUS: return ImGuiKey_Minus;
- case SDLK_PERIOD: return ImGuiKey_Period;
- //case SDLK_SLASH: return ImGuiKey_Slash;
- case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
- //case SDLK_EQUALS: return ImGuiKey_Equal;
- //case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
- //case SDLK_BACKSLASH: return ImGuiKey_Backslash;
- //case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
- //case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
- case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
- case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
- case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
- case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
- case SDLK_PAUSE: return ImGuiKey_Pause;
- case SDLK_KP_0: return ImGuiKey_Keypad0;
- case SDLK_KP_1: return ImGuiKey_Keypad1;
- case SDLK_KP_2: return ImGuiKey_Keypad2;
- case SDLK_KP_3: return ImGuiKey_Keypad3;
- case SDLK_KP_4: return ImGuiKey_Keypad4;
- case SDLK_KP_5: return ImGuiKey_Keypad5;
- case SDLK_KP_6: return ImGuiKey_Keypad6;
- case SDLK_KP_7: return ImGuiKey_Keypad7;
- case SDLK_KP_8: return ImGuiKey_Keypad8;
- case SDLK_KP_9: return ImGuiKey_Keypad9;
- case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
- case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
- case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
- case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
- case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
- case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
- case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
- case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
- case SDLK_LSHIFT: return ImGuiKey_LeftShift;
- case SDLK_LALT: return ImGuiKey_LeftAlt;
- case SDLK_LGUI: return ImGuiKey_LeftSuper;
- case SDLK_RCTRL: return ImGuiKey_RightCtrl;
- case SDLK_RSHIFT: return ImGuiKey_RightShift;
- case SDLK_RALT: return ImGuiKey_RightAlt;
- case SDLK_RGUI: return ImGuiKey_RightSuper;
- case SDLK_APPLICATION: return ImGuiKey_Menu;
- case SDLK_0: return ImGuiKey_0;
- case SDLK_1: return ImGuiKey_1;
- case SDLK_2: return ImGuiKey_2;
- case SDLK_3: return ImGuiKey_3;
- case SDLK_4: return ImGuiKey_4;
- case SDLK_5: return ImGuiKey_5;
- case SDLK_6: return ImGuiKey_6;
- case SDLK_7: return ImGuiKey_7;
- case SDLK_8: return ImGuiKey_8;
- case SDLK_9: return ImGuiKey_9;
- case SDLK_a: return ImGuiKey_A;
- case SDLK_b: return ImGuiKey_B;
- case SDLK_c: return ImGuiKey_C;
- case SDLK_d: return ImGuiKey_D;
- case SDLK_e: return ImGuiKey_E;
- case SDLK_f: return ImGuiKey_F;
- case SDLK_g: return ImGuiKey_G;
- case SDLK_h: return ImGuiKey_H;
- case SDLK_i: return ImGuiKey_I;
- case SDLK_j: return ImGuiKey_J;
- case SDLK_k: return ImGuiKey_K;
- case SDLK_l: return ImGuiKey_L;
- case SDLK_m: return ImGuiKey_M;
- case SDLK_n: return ImGuiKey_N;
- case SDLK_o: return ImGuiKey_O;
- case SDLK_p: return ImGuiKey_P;
- case SDLK_q: return ImGuiKey_Q;
- case SDLK_r: return ImGuiKey_R;
- case SDLK_s: return ImGuiKey_S;
- case SDLK_t: return ImGuiKey_T;
- case SDLK_u: return ImGuiKey_U;
- case SDLK_v: return ImGuiKey_V;
- case SDLK_w: return ImGuiKey_W;
- case SDLK_x: return ImGuiKey_X;
- case SDLK_y: return ImGuiKey_Y;
- case SDLK_z: return ImGuiKey_Z;
- case SDLK_F1: return ImGuiKey_F1;
- case SDLK_F2: return ImGuiKey_F2;
- case SDLK_F3: return ImGuiKey_F3;
- case SDLK_F4: return ImGuiKey_F4;
- case SDLK_F5: return ImGuiKey_F5;
- case SDLK_F6: return ImGuiKey_F6;
- case SDLK_F7: return ImGuiKey_F7;
- case SDLK_F8: return ImGuiKey_F8;
- case SDLK_F9: return ImGuiKey_F9;
- case SDLK_F10: return ImGuiKey_F10;
- case SDLK_F11: return ImGuiKey_F11;
- case SDLK_F12: return ImGuiKey_F12;
- case SDLK_F13: return ImGuiKey_F13;
- case SDLK_F14: return ImGuiKey_F14;
- case SDLK_F15: return ImGuiKey_F15;
- case SDLK_F16: return ImGuiKey_F16;
- case SDLK_F17: return ImGuiKey_F17;
- case SDLK_F18: return ImGuiKey_F18;
- case SDLK_F19: return ImGuiKey_F19;
- case SDLK_F20: return ImGuiKey_F20;
- case SDLK_F21: return ImGuiKey_F21;
- case SDLK_F22: return ImGuiKey_F22;
- case SDLK_F23: return ImGuiKey_F23;
- case SDLK_F24: return ImGuiKey_F24;
- case SDLK_AC_BACK: return ImGuiKey_AppBack;
- case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
- default: break;
- }
- // Fallback to scancode
- switch (scancode)
- {
- case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent;
- case SDL_SCANCODE_MINUS: return ImGuiKey_Minus;
- case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal;
- case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket;
- case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket;
- case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102;
- case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash;
- case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon;
- case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
- case SDL_SCANCODE_COMMA: return ImGuiKey_Comma;
- case SDL_SCANCODE_PERIOD: return ImGuiKey_Period;
- case SDL_SCANCODE_SLASH: return ImGuiKey_Slash;
- default: break;
- }
- return ImGuiKey_None;
- }
- static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
- {
- ImGuiIO& io = ImGui::GetIO();
- io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);
- io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);
- io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);
- io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
- }
- static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
- {
- ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
- return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
- }
- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
- // If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
- bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
- {
- ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
- IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
- ImGuiIO& io = ImGui::GetIO();
- switch (event->type)
- {
- case SDL_MOUSEMOTION:
- {
- if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr)
- return false;
- ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
- io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
- io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
- return true;
- }
- case SDL_MOUSEWHEEL:
- {
- if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == nullptr)
- return false;
- //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
- #if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
- float wheel_x = -event->wheel.preciseX;
- float wheel_y = event->wheel.preciseY;
- #else
- float wheel_x = -(float)event->wheel.x;
- float wheel_y = (float)event->wheel.y;
- #endif
- #if defined(__EMSCRIPTEN__) && !SDL_VERSION_ATLEAST(2,31,0)
- wheel_x /= 100.0f;
- #endif
- io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
- io.AddMouseWheelEvent(wheel_x, wheel_y);
- return true;
- }
- case SDL_MOUSEBUTTONDOWN:
- case SDL_MOUSEBUTTONUP:
- {
- if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == nullptr)
- return false;
- int mouse_button = -1;
- if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
- if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
- if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
- if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
- if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
- if (mouse_button == -1)
- break;
- io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
- io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
- bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
- return true;
- }
- case SDL_TEXTINPUT:
- {
- if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == nullptr)
- return false;
- io.AddInputCharactersUTF8(event->text.text);
- return true;
- }
- case SDL_KEYDOWN:
- case SDL_KEYUP:
- {
- if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == nullptr)
- return false;
- ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
- //IMGUI_DEBUG_LOG("SDL_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
- // (event->type == SDL_KEYDOWN) ? "DOWN" : "UP ", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.scancode, SDL_GetScancodeName(event->key.keysym.scancode), event->key.keysym.mod);
- ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
- io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
- io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
- return true;
- }
- case SDL_WINDOWEVENT:
- {
- if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == nullptr)
- return false;
- // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
- // - However we won't get a correct LEAVE event for a captured window.
- // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
- // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
- // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
- Uint8 window_event = event->window.event;
- if (window_event == SDL_WINDOWEVENT_ENTER)
- {
- bd->MouseWindowID = event->window.windowID;
- bd->MouseLastLeaveFrame = 0;
- }
- if (window_event == SDL_WINDOWEVENT_LEAVE)
- bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
- if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
- io.AddFocusEvent(true);
- else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
- io.AddFocusEvent(false);
- return true;
- }
- case SDL_CONTROLLERDEVICEADDED:
- case SDL_CONTROLLERDEVICEREMOVED:
- {
- bd->WantUpdateGamepadsList = true;
- return true;
- }
- }
- return false;
- }
- #ifdef __EMSCRIPTEN__
- EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
- #endif
- static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
- {
- ImGuiIO& io = ImGui::GetIO();
- IMGUI_CHECKVERSION();
- IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
- // Check and store if we are on a SDL backend that supports global mouse position
- // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
- bool mouse_can_use_global_state = false;
- #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
- const char* sdl_backend = SDL_GetCurrentVideoDriver();
- const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
- for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
- if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
- mouse_can_use_global_state = true;
- #endif
- // Setup backend capabilities flags
- ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
- io.BackendPlatformUserData = (void*)bd;
- io.BackendPlatformName = "imgui_impl_sdl2";
- io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
- io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
- bd->Window = window;
- bd->WindowID = SDL_GetWindowID(window);
- bd->Renderer = renderer;
- bd->MouseCanUseGlobalState = mouse_can_use_global_state;
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
- platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
- platform_io.Platform_ClipboardUserData = nullptr;
- platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData;
- #ifdef __EMSCRIPTEN__
- platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
- #elif SDL_HAS_OPEN_URL
- platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; };
- #endif
- // Gamepad handling
- bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
- bd->WantUpdateGamepadsList = true;
- // Load mouse cursors
- bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
- bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
- bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
- bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
- bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
- bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
- bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
- bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
- bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT);
- bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAITARROW);
- bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
- // Set platform dependent data in viewport
- // Our mouse update function expect PlatformHandle to be filled for the main viewport
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- main_viewport->PlatformHandle = (void*)(intptr_t)bd->WindowID;
- main_viewport->PlatformHandleRaw = nullptr;
- SDL_SysWMinfo info;
- SDL_VERSION(&info.version);
- if (SDL_GetWindowWMInfo(window, &info))
- {
- #if defined(SDL_VIDEO_DRIVER_WINDOWS)
- main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
- #elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
- main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
- #endif
- }
- // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
- // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
- // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
- // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
- // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
- #ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
- SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
- #endif
- // From 2.0.18: Enable native IME.
- // IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any.
- // For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow().
- #ifdef SDL_HINT_IME_SHOW_UI
- SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
- #endif
- // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
- #ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
- SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
- #endif
- (void)sdl_gl_context; // Unused in 'master' branch.
- return true;
- }
- bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
- {
- return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context);
- }
- bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
- {
- #if !SDL_HAS_VULKAN
- IM_ASSERT(0 && "Unsupported");
- #endif
- return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
- }
- bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
- {
- #if !defined(_WIN32)
- IM_ASSERT(0 && "Unsupported");
- #endif
- return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
- }
- bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
- {
- return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
- }
- bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
- {
- return ImGui_ImplSDL2_Init(window, renderer, nullptr);
- }
- bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
- {
- return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
- }
- static void ImGui_ImplSDL2_CloseGamepads();
- void ImGui_ImplSDL2_Shutdown()
- {
- ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
- IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
- ImGuiIO& io = ImGui::GetIO();
- if (bd->ClipboardTextData)
- SDL_free(bd->ClipboardTextData);
- for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
- SDL_FreeCursor(bd->MouseCursors[cursor_n]);
- ImGui_ImplSDL2_CloseGamepads();
- io.BackendPlatformName = nullptr;
- io.BackendPlatformUserData = nullptr;
- io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
- IM_DELETE(bd);
- }
- static void ImGui_ImplSDL2_UpdateMouseData()
- {
- ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
- ImGuiIO& io = ImGui::GetIO();
- // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
- #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
- // - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
- // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to migitate the issue we wait until mouse has moved to begin capture.
- bool want_capture = false;
- for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
- if (ImGui::IsMouseDragging(button_n, 1.0f))
- want_capture = true;
- SDL_CaptureMouse(want_capture ? SDL_TRUE : SDL_FALSE);
- SDL_Window* focused_window = SDL_GetKeyboardFocus();
- const bool is_app_focused = (bd->Window == focused_window);
- #else
- const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
- #endif
- if (is_app_focused)
- {
- // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
- if (io.WantSetMousePos)
- SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
- // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
- const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0;
- if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
- {
- // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
- int window_x, window_y, mouse_x_global, mouse_y_global;
- SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
- SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
- io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
- }
- }
- }
- static void ImGui_ImplSDL2_UpdateMouseCursor()
- {
- ImGuiIO& io = ImGui::GetIO();
- if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
- return;
- ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
- ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
- if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
- {
- // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
- SDL_ShowCursor(SDL_FALSE);
- }
- else
- {
- // Show OS mouse cursor
- SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
- if (bd->MouseLastCursor != expected_cursor)
- {
- SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
- bd->MouseLastCursor = expected_cursor;
- }
- SDL_ShowCursor(SDL_TRUE);
- }
- }
- static void ImGui_ImplSDL2_CloseGamepads()
- {
- ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
- if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
- for (SDL_GameController* gamepad : bd->Gamepads)
- SDL_GameControllerClose(gamepad);
- bd->Gamepads.resize(0);
- }
- void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count)
- {
- ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
- ImGui_ImplSDL2_CloseGamepads();
- if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
- {
- IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0);
- for (int n = 0; n < manual_gamepads_count; n++)
- bd->Gamepads.push_back(manual_gamepads_array[n]);
- }
- else
- {
- IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
- bd->WantUpdateGamepadsList = true;
- }
- bd->GamepadMode = mode;
- }
- static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no)
- {
- bool merged_value = false;
- for (SDL_GameController* gamepad : bd->Gamepads)
- merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0;
- io.AddKeyEvent(key, merged_value);
- }
- static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
- static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1)
- {
- float merged_value = 0.0f;
- for (SDL_GameController* gamepad : bd->Gamepads)
- {
- float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
- if (merged_value < vn)
- merged_value = vn;
- }
- io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
- }
- static void ImGui_ImplSDL2_UpdateGamepads()
- {
- ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
- ImGuiIO& io = ImGui::GetIO();
- // Update list of controller(s) to use
- if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
- {
- ImGui_ImplSDL2_CloseGamepads();
- int joystick_count = SDL_NumJoysticks();
- for (int n = 0; n < joystick_count; n++)
- if (SDL_IsGameController(n))
- if (SDL_GameController* gamepad = SDL_GameControllerOpen(n))
- {
- bd->Gamepads.push_back(gamepad);
- if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst)
- break;
- }
- bd->WantUpdateGamepadsList = false;
- }
- // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
- if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
- return;
- io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
- if (bd->Gamepads.Size == 0)
- return;
- io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
- // Update gamepad inputs
- const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
- ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
- ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
- ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
- ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
- ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
- ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
- ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
- ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
- ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
- ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
- ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
- ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
- ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
- ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
- ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
- ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
- ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
- ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
- ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
- ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
- ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
- ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
- ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
- ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
- }
- void ImGui_ImplSDL2_NewFrame()
- {
- ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
- IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
- ImGuiIO& io = ImGui::GetIO();
- // Setup display size (every frame to accommodate for window resizing)
- int w, h;
- int display_w, display_h;
- SDL_GetWindowSize(bd->Window, &w, &h);
- if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
- w = h = 0;
- if (bd->Renderer != nullptr)
- SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
- #if SDL_HAS_VULKAN
- else if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_VULKAN)
- SDL_Vulkan_GetDrawableSize(bd->Window, &display_w, &display_h);
- #endif
- else
- SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
- io.DisplaySize = ImVec2((float)w, (float)h);
- if (w > 0 && h > 0)
- io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
- // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
- // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
- static Uint64 frequency = SDL_GetPerformanceFrequency();
- Uint64 current_time = SDL_GetPerformanceCounter();
- if (current_time <= bd->Time)
- current_time = bd->Time + 1;
- io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
- bd->Time = current_time;
- if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
- {
- bd->MouseWindowID = 0;
- bd->MouseLastLeaveFrame = 0;
- io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
- }
- ImGui_ImplSDL2_UpdateMouseData();
- ImGui_ImplSDL2_UpdateMouseCursor();
- // Update game controllers (if enabled and available)
- ImGui_ImplSDL2_UpdateGamepads();
- }
- //-----------------------------------------------------------------------------
- #if defined(__clang__)
- #pragma clang diagnostic pop
- #endif
- #endif // #ifndef IMGUI_DISABLE
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