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- // dear imgui: Platform Backend for SDL3
- // This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..)
- // (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
- // 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: IME support.
- // 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_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_Manual) accept an empty array.
- // 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten.
- // 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807)
- // 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.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
- // 2024-08-19: Storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
- // 2024-08-19: ImGui_ImplSDL3_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
- // 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807)
- // 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801)
- // 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794)
- // 2024-07-02: Update for SDL3 api changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762).
- // 2024-07-01: Update for SDL3 api changes: SDL_SetTextInputRect() changed to SDL_SetTextInputArea().
- // 2024-06-26: Update for SDL3 api changes: SDL_StartTextInput()/SDL_StopTextInput()/SDL_SetTextInputRect() functions signatures.
- // 2024-06-24: Update for SDL3 api changes: SDL_EVENT_KEY_DOWN/SDL_EVENT_KEY_UP contents.
- // 2024-06-03; Update for SDL3 api changes: SDL_SYSTEM_CURSOR_ renames.
- // 2024-05-15: Update for SDL3 api changes: SDLK_ renames.
- // 2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME.
- // 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
- // 2023-11-13: Updated for recent SDL3 API changes.
- // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
- // 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391)
- // 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: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog.
- #include "imgui.h"
- #ifndef IMGUI_DISABLE
- #include "imgui_impl_sdl3.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 <SDL3/SDL.h>
- #if defined(__APPLE__)
- #include <TargetConditionals.h>
- #endif
- #ifdef _WIN32
- #ifndef WIN32_LEAN_AND_MEAN
- #define WIN32_LEAN_AND_MEAN
- #endif
- #include <windows.h>
- #endif
- #if !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
- // FIXME-LEGACY: remove when SDL 3.1.3 preview is released.
- #ifndef SDLK_APOSTROPHE
- #define SDLK_APOSTROPHE SDLK_QUOTE
- #endif
- #ifndef SDLK_GRAVE
- #define SDLK_GRAVE SDLK_BACKQUOTE
- #endif
- // SDL Data
- struct ImGui_ImplSDL3_Data
- {
- SDL_Window* Window;
- SDL_WindowID WindowID;
- SDL_Renderer* Renderer;
- Uint64 Time;
- char* ClipboardTextData;
- // IME handling
- SDL_Window* ImeWindow;
- // Mouse handling
- Uint32 MouseWindowID;
- int MouseButtonsDown;
- SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
- SDL_Cursor* MouseLastCursor;
- int MousePendingLeaveFrame;
- bool MouseCanUseGlobalState;
- // Gamepad handling
- ImVector<SDL_Gamepad*> Gamepads;
- ImGui_ImplSDL3_GamepadMode GamepadMode;
- bool WantUpdateGamepadsList;
- ImGui_ImplSDL3_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_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
- {
- return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
- }
- // Functions
- static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
- {
- ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
- if (bd->ClipboardTextData)
- SDL_free(bd->ClipboardTextData);
- const char* sdl_clipboard_text = SDL_GetClipboardText();
- bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : nullptr;
- return bd->ClipboardTextData;
- }
- static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text)
- {
- SDL_SetClipboardText(text);
- }
- static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data)
- {
- ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
- SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
- SDL_Window* window = SDL_GetWindowFromID(window_id);
- if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
- {
- SDL_StopTextInput(bd->ImeWindow);
- bd->ImeWindow = nullptr;
- }
- 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_SetTextInputArea(window, &r, 0);
- SDL_StartTextInput(window);
- bd->ImeWindow = window;
- }
- }
- // Not static to allow third-party code to use that if they want to (but undocumented)
- ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode);
- ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
- {
- // Keypad doesn't have individual key values in SDL3
- switch (scancode)
- {
- case SDL_SCANCODE_KP_0: return ImGuiKey_Keypad0;
- case SDL_SCANCODE_KP_1: return ImGuiKey_Keypad1;
- case SDL_SCANCODE_KP_2: return ImGuiKey_Keypad2;
- case SDL_SCANCODE_KP_3: return ImGuiKey_Keypad3;
- case SDL_SCANCODE_KP_4: return ImGuiKey_Keypad4;
- case SDL_SCANCODE_KP_5: return ImGuiKey_Keypad5;
- case SDL_SCANCODE_KP_6: return ImGuiKey_Keypad6;
- case SDL_SCANCODE_KP_7: return ImGuiKey_Keypad7;
- case SDL_SCANCODE_KP_8: return ImGuiKey_Keypad8;
- case SDL_SCANCODE_KP_9: return ImGuiKey_Keypad9;
- case SDL_SCANCODE_KP_PERIOD: return ImGuiKey_KeypadDecimal;
- case SDL_SCANCODE_KP_DIVIDE: return ImGuiKey_KeypadDivide;
- case SDL_SCANCODE_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
- case SDL_SCANCODE_KP_MINUS: return ImGuiKey_KeypadSubtract;
- case SDL_SCANCODE_KP_PLUS: return ImGuiKey_KeypadAdd;
- case SDL_SCANCODE_KP_ENTER: return ImGuiKey_KeypadEnter;
- case SDL_SCANCODE_KP_EQUALS: return ImGuiKey_KeypadEqual;
- default: break;
- }
- 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_APOSTROPHE: 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_GRAVE: 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_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_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
- {
- ImGuiIO& io = ImGui::GetIO();
- io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0);
- io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0);
- io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0);
- io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
- }
- static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
- {
- ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_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_ImplSDL3_ProcessEvent(const SDL_Event* event)
- {
- ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
- IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
- ImGuiIO& io = ImGui::GetIO();
- switch (event->type)
- {
- case SDL_EVENT_MOUSE_MOTION:
- {
- if (ImGui_ImplSDL3_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_EVENT_MOUSE_WHEEL:
- {
- if (ImGui_ImplSDL3_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);
- float wheel_x = -event->wheel.x;
- float wheel_y = event->wheel.y;
- io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
- io.AddMouseWheelEvent(wheel_x, wheel_y);
- return true;
- }
- case SDL_EVENT_MOUSE_BUTTON_DOWN:
- case SDL_EVENT_MOUSE_BUTTON_UP:
- {
- if (ImGui_ImplSDL3_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_EVENT_MOUSE_BUTTON_DOWN));
- bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
- return true;
- }
- case SDL_EVENT_TEXT_INPUT:
- {
- if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == nullptr)
- return false;
- io.AddInputCharactersUTF8(event->text.text);
- return true;
- }
- case SDL_EVENT_KEY_DOWN:
- case SDL_EVENT_KEY_UP:
- {
- if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == nullptr)
- return false;
- ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
- //IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
- // (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod);
- ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
- io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
- io.SetKeyEventNativeData(key, event->key.key, event->key.scancode, event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
- return true;
- }
- case SDL_EVENT_WINDOW_MOUSE_ENTER:
- {
- if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
- return false;
- bd->MouseWindowID = event->window.windowID;
- bd->MousePendingLeaveFrame = 0;
- return true;
- }
- // - 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.
- // FIXME: Unconfirmed whether this is still needed with SDL3.
- case SDL_EVENT_WINDOW_MOUSE_LEAVE:
- {
- if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
- return false;
- bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
- return true;
- }
- case SDL_EVENT_WINDOW_FOCUS_GAINED:
- case SDL_EVENT_WINDOW_FOCUS_LOST:
- {
- if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
- return false;
- io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
- return true;
- }
- case SDL_EVENT_GAMEPAD_ADDED:
- case SDL_EVENT_GAMEPAD_REMOVED:
- {
- bd->WantUpdateGamepadsList = true;
- return true;
- }
- }
- return false;
- }
- static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
- {
- viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(window);
- viewport->PlatformHandleRaw = nullptr;
- #if defined(_WIN32) && !defined(__WINRT__)
- viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
- #elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
- viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr);
- #endif
- }
- static bool ImGui_ImplSDL3_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!");
- IM_UNUSED(sdl_gl_context); // Unused in this branch
- // 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_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
- io.BackendPlatformUserData = (void*)bd;
- io.BackendPlatformName = "imgui_impl_sdl3";
- 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_ImplSDL3_SetClipboardText;
- platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
- platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
- platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; };
- // Gamepad handling
- bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
- bd->WantUpdateGamepadsList = true;
- // Load mouse cursors
- bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_DEFAULT);
- bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_TEXT);
- bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_MOVE);
- bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NS_RESIZE);
- bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_EW_RESIZE);
- bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE);
- bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE);
- bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER);
- bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT);
- bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_PROGRESS);
- bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED);
- // Set platform dependent data in viewport
- // Our mouse update function expect PlatformHandle to be filled for the main viewport
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- ImGui_ImplSDL3_SetupPlatformHandles(main_viewport, window);
- // 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_EVENT_MOUSE_BUTTON_DOWN 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 2.0.22: 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
- return true;
- }
- bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
- {
- IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
- return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
- }
- bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
- {
- return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
- }
- bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
- {
- #if !defined(_WIN32)
- IM_ASSERT(0 && "Unsupported");
- #endif
- return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
- }
- bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window)
- {
- return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
- }
- bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
- {
- return ImGui_ImplSDL3_Init(window, renderer, nullptr);
- }
- bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window)
- {
- return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
- }
- bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
- {
- return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
- }
- static void ImGui_ImplSDL3_CloseGamepads();
- void ImGui_ImplSDL3_Shutdown()
- {
- ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_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_DestroyCursor(bd->MouseCursors[cursor_n]);
- ImGui_ImplSDL3_CloseGamepads();
- io.BackendPlatformName = nullptr;
- io.BackendPlatformUserData = nullptr;
- io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
- IM_DELETE(bd);
- }
- static void ImGui_ImplSDL3_UpdateMouseData()
- {
- ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
- ImGuiIO& io = ImGui::GetIO();
- // We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) 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_Window* focused_window = SDL_GetKeyboardFocus();
- const bool is_app_focused = (bd->Window == focused_window);
- #else
- SDL_Window* focused_window = bd->Window;
- 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, io.MousePos.x, io.MousePos.y);
- // (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
- const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window);
- 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)
- float mouse_x_global, mouse_y_global;
- int window_x, window_y;
- SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
- SDL_GetWindowPosition(focused_window, &window_x, &window_y);
- io.AddMousePosEvent(mouse_x_global - window_x, mouse_y_global - window_y);
- }
- }
- }
- static void ImGui_ImplSDL3_UpdateMouseCursor()
- {
- ImGuiIO& io = ImGui::GetIO();
- if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
- return;
- ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_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_HideCursor();
- }
- 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();
- }
- }
- static void ImGui_ImplSDL3_CloseGamepads()
- {
- ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
- if (bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
- for (SDL_Gamepad* gamepad : bd->Gamepads)
- SDL_CloseGamepad(gamepad);
- bd->Gamepads.resize(0);
- }
- void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count)
- {
- ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
- ImGui_ImplSDL3_CloseGamepads();
- if (mode == ImGui_ImplSDL3_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_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no)
- {
- bool merged_value = false;
- for (SDL_Gamepad* gamepad : bd->Gamepads)
- merged_value |= SDL_GetGamepadButton(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_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1)
- {
- float merged_value = 0.0f;
- for (SDL_Gamepad* gamepad : bd->Gamepads)
- {
- float vn = Saturate((float)(SDL_GetGamepadAxis(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_ImplSDL3_UpdateGamepads()
- {
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
- // Update list of gamepads to use
- if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
- {
- ImGui_ImplSDL3_CloseGamepads();
- int sdl_gamepads_count = 0;
- SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
- for (int n = 0; n < sdl_gamepads_count; n++)
- if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
- {
- bd->Gamepads.push_back(gamepad);
- if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
- break;
- }
- bd->WantUpdateGamepadsList = false;
- SDL_free(sdl_gamepads);
- }
- // 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_gamepad.h suggests using this value.
- ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
- ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
- ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
- ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
- ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
- ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
- ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
- ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
- ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
- ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
- ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
- ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
- ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
- ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
- ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
- ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
- ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
- ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
- ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
- ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
- ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
- ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
- ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
- ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
- }
- void ImGui_ImplSDL3_NewFrame()
- {
- ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
- IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_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;
- SDL_GetWindowSizeInPixels(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->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
- {
- bd->MouseWindowID = 0;
- bd->MousePendingLeaveFrame = 0;
- io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
- }
- ImGui_ImplSDL3_UpdateMouseData();
- ImGui_ImplSDL3_UpdateMouseCursor();
- // Update game controllers (if enabled and available)
- ImGui_ImplSDL3_UpdateGamepads();
- }
- //-----------------------------------------------------------------------------
- #if defined(__clang__)
- #pragma clang diagnostic pop
- #endif
- #endif // #ifndef IMGUI_DISABLE
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