imgui_impl_sdl2.h 3.5 KB

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  1. // dear imgui: Platform Backend 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] Platform: Clipboard support.
  6. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
  7. // [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]
  8. // [X] Platform: Gamepad support.
  9. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  10. // [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
  11. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  12. // Missing features or Issues:
  13. // [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
  14. // [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
  15. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  16. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  17. // Learn about Dear ImGui:
  18. // - FAQ https://dearimgui.com/faq
  19. // - Getting Started https://dearimgui.com/getting-started
  20. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  21. // - Introduction, links and more at the top of imgui.cpp
  22. #pragma once
  23. #include "imgui.h" // IMGUI_IMPL_API
  24. #ifndef IMGUI_DISABLE
  25. struct SDL_Window;
  26. struct SDL_Renderer;
  27. struct _SDL_GameController;
  28. typedef union SDL_Event SDL_Event;
  29. // Follow "Getting Started" link and check examples/ folder to learn about using backends!
  30. IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
  31. IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
  32. IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
  33. IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
  34. IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
  35. IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window);
  36. IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
  37. IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
  38. IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
  39. // DPI-related helpers (optional)
  40. IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window);
  41. IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index);
  42. // Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
  43. // When using manual mode, caller is responsible for opening/closing gamepad.
  44. enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
  45. IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
  46. #endif // #ifndef IMGUI_DISABLE