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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.
- // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
- // [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
- // Missing features or Issues:
- // [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
- // [x] Platform: IME support. Position somehow broken in SDL3 + 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-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
- // 2025-06-27: IME: avoid calling SDL_StartTextInput() again if already active. (#8727)
- // 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
- // 2025-05-06: [Docking] macOS: fixed secondary viewports not appearing on other monitors before of parenting.
- // 2025-04-09: [Docking] Revert update monitors and work areas information every frame. Only do it on Windows. (#8415, #8558)
- // 2025-04-22: IME: honor ImGuiPlatformImeData->WantTextInput as an alternative way to call SDL_StartTextInput(), without IME being necessarily visible.
- // 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
- // 2025-03-30: Update for SDL3 api changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801)
- // 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
- // 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)
- // 2025-02-25: [Docking] Revert to use SDL_GetDisplayBounds() for WorkPos/WorkRect if SDL_GetDisplayUsableBounds() failed.
- // 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
- // 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
- // 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.
- // 2024-09-11: (Docking) Added support for viewport->ParentViewportId field to support parenting at OS level. (#7973)
- // 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 "-Wold-style-cast" // warning: use of old-style cast
- #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
- #endif
- // SDL
- #include <SDL3/SDL.h>
- #include <stdio.h> // for snprintf()
- #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;
- char BackendPlatformName[48];
- bool UseVulkan;
- bool WantUpdateMonitors;
- // IME handling
- SDL_Window* ImeWindow;
- // Mouse handling
- Uint32 MouseWindowID;
- int MouseButtonsDown;
- SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
- SDL_Cursor* MouseLastCursor;
- int MousePendingLeaveFrame;
- bool MouseCanUseGlobalState;
- bool MouseCanUseCapture;
- bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
- // 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;
- }
- // Forward Declarations
- static void ImGui_ImplSDL3_UpdateMonitors();
- static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context);
- static void ImGui_ImplSDL3_ShutdownMultiViewportSupport();
- // Functions
- static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
- {
- ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
- if (bd->ClipboardTextData)
- SDL_free(bd->ClipboardTextData);
- bd->ClipboardTextData = SDL_GetClipboardText();
- 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 || data->WantTextInput) || 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 - viewport->Pos.x);
- r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight);
- r.w = 1;
- r.h = (int)data->InputLineHeight;
- SDL_SetTextInputArea(window, &r, 0);
- bd->ImeWindow = window;
- }
- if (!SDL_TextInputActive(window) && (data->WantVisible || data->WantTextInput))
- SDL_StartTextInput(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)
- {
- return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id);
- }
- // 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.
- 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);
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- {
- int window_x, window_y;
- SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
- mouse_pos.x += window_x;
- mouse_pos.y += window_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:
- {
- ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID);
- if (viewport == nullptr)
- return false;
- //IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=0x%08X ('%s'), scancode=%d ('%s'), mod=%X, windowID=%d, viewport=%08X\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, event->key.windowID, viewport ? viewport->ID : 0);
- ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)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, (int)event->key.key, (int)event->key.scancode, (int)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_DISPLAY_ORIENTATION:
- case SDL_EVENT_DISPLAY_ADDED:
- case SDL_EVENT_DISPLAY_REMOVED:
- case SDL_EVENT_DISPLAY_MOVED:
- case SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED:
- {
- bd->WantUpdateMonitors = true;
- 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:
- {
- ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID);
- if (viewport == nullptr)
- return false;
- //IMGUI_DEBUG_LOG("%s: windowId %d, viewport: %08X\n", (event->type == SDL_EVENT_WINDOW_FOCUS_GAINED) ? "SDL_EVENT_WINDOW_FOCUS_GAINED" : "SDL_WINDOWEVENT_FOCUS_LOST", event->window.windowID, viewport ? viewport->ID : 0);
- io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
- return true;
- }
- case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
- case SDL_EVENT_WINDOW_MOVED:
- case SDL_EVENT_WINDOW_RESIZED:
- {
- ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID);
- if (viewport == NULL)
- return false;
- if (event->type == SDL_EVENT_WINDOW_CLOSE_REQUESTED)
- viewport->PlatformRequestClose = true;
- if (event->type == SDL_EVENT_WINDOW_MOVED)
- viewport->PlatformRequestMove = true;
- if (event->type == SDL_EVENT_WINDOW_RESIZED)
- viewport->PlatformRequestResize = true;
- return true;
- }
- case SDL_EVENT_GAMEPAD_ADDED:
- case SDL_EVENT_GAMEPAD_REMOVED:
- {
- bd->WantUpdateGamepadsList = true;
- return true;
- }
- default:
- break;
- }
- 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__)
- 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
- //SDL_SetHint(SDL_HINT_EVENT_LOGGING, "2");
- const int ver_linked = SDL_GetVersion();
- // Setup backend capabilities flags
- ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
- snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl3 (%d.%d.%d; %d.%d.%d)",
- SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION, SDL_VERSIONNUM_MAJOR(ver_linked), SDL_VERSIONNUM_MINOR(ver_linked), SDL_VERSIONNUM_MICRO(ver_linked));
- io.BackendPlatformUserData = (void*)bd;
- io.BackendPlatformName = bd->BackendPlatformName;
- io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
- io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
- // (ImGuiBackendFlags_PlatformHasViewports may be set just below)
- bd->Window = window;
- bd->WindowID = SDL_GetWindowID(window);
- bd->Renderer = renderer;
- // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
- // We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame.
- #ifndef __APPLE__
- bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState;
- #else
- bd->MouseCanReportHoveredViewport = false;
- #endif
- // Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
- // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
- bd->MouseCanUseGlobalState = false;
- bd->MouseCanUseCapture = false;
- #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
- const char* sdl_backend = SDL_GetCurrentVideoDriver();
- const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
- for (const char* item : capture_and_global_state_whitelist)
- if (strncmp(sdl_backend, item, strlen(item)) == 0)
- bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true;
- #endif
- if (bd->MouseCanUseGlobalState)
- io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
- 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; };
- // Update monitor a first time during init
- ImGui_ImplSDL3_UpdateMonitors();
- // 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_EVENT_WINDOW_FOCUS_GAINED)
- SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
- // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
- SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
- // SDL 3.x : see https://github.com/libsdl-org/SDL/issues/6659
- SDL_SetHint("SDL_BORDERLESS_WINDOWED_STYLE", "0");
- // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
- // We left the call to ImGui_ImplSDL3_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
- if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)
- ImGui_ImplSDL3_InitMultiViewportSupport(window, sdl_gl_context);
- return true;
- }
- // Should technically be a SDL_GLContext but due to typedef it is sane to keep it void* in public interface.
- bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
- {
- return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
- }
- bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
- {
- if (!ImGui_ImplSDL3_Init(window, nullptr, nullptr))
- return false;
- ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
- bd->UseVulkan = true;
- return true;
- }
- 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();
- ImGui_ImplSDL3_ShutdownMultiViewportSupport();
- 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 | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
- IM_DELETE(bd);
- }
- // This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
- 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 mitigate the issue we wait until mouse has moved to begin capture.
- if (bd->MouseCanUseCapture)
- {
- 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 = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL3_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL));
- #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)
- {
- #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- SDL_WarpMouseGlobal(io.MousePos.x, io.MousePos.y);
- else
- #endif
- 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)
- // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
- float mouse_x, mouse_y;
- int window_x, window_y;
- SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
- if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
- {
- SDL_GetWindowPosition(focused_window, &window_x, &window_y);
- mouse_x -= window_x;
- mouse_y -= window_y;
- }
- io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
- }
- }
- // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
- // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
- // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
- // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
- // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
- // by the backend, and use its flawed heuristic to guess the viewport behind.
- // - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
- if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
- {
- ImGuiID mouse_viewport_id = 0;
- if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL3_GetViewportForWindowID(bd->MouseWindowID))
- mouse_viewport_id = mouse_viewport->ID;
- io.AddMouseViewportEvent(mouse_viewport_id);
- }
- }
- 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);
- }
- 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);
- }
- static void ImGui_ImplSDL3_UpdateMonitors()
- {
- ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- platform_io.Monitors.resize(0);
- bd->WantUpdateMonitors = false;
- int display_count;
- SDL_DisplayID* displays = SDL_GetDisplays(&display_count);
- for (int n = 0; n < display_count; n++)
- {
- // 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.
- SDL_DisplayID display_id = displays[n];
- ImGuiPlatformMonitor monitor;
- SDL_Rect r;
- SDL_GetDisplayBounds(display_id, &r);
- monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
- monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
- if (SDL_GetDisplayUsableBounds(display_id, &r) && r.w > 0 && r.h > 0)
- {
- monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
- monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
- }
- monitor.DpiScale = SDL_GetDisplayContentScale(display_id); // See https://wiki.libsdl.org/SDL3/README-highdpi for details.
- monitor.PlatformHandle = (void*)(intptr_t)n;
- if (monitor.DpiScale <= 0.0f)
- continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
- platform_io.Monitors.push_back(monitor);
- }
- SDL_free(displays);
- }
- static void ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(SDL_Window* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
- {
- int w, h;
- int display_w, display_h;
- SDL_GetWindowSize(window, &w, &h);
- if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
- w = h = 0;
- SDL_GetWindowSizeInPixels(window, &display_w, &display_h);
- if (out_size != nullptr)
- *out_size = ImVec2((float)w, (float)h);
- if (out_framebuffer_scale != nullptr)
- *out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / w, (float)display_h / h) : ImVec2(1.0f, 1.0f);
- }
- 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 main viewport size (every frame to accommodate for window resizing)
- ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
- // Update monitors
- #ifdef WIN32
- bd->WantUpdateMonitors = true; // Keep polling under Windows to handle changes of work area when resizing task-bar (#8415)
- #endif
- if (bd->WantUpdateMonitors)
- ImGui_ImplSDL3_UpdateMonitors();
- // Setup time step (we could also use SDL_GetTicksNS() available since SDL3)
- // (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);
- }
- // Our io.AddMouseViewportEvent() calls will only be valid when not capturing.
- // Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects.
- if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr)
- io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
- else
- io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport;
- ImGui_ImplSDL3_UpdateMouseData();
- ImGui_ImplSDL3_UpdateMouseCursor();
- // Update game controllers (if enabled and available)
- ImGui_ImplSDL3_UpdateGamepads();
- }
- //--------------------------------------------------------------------------------------------------------
- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
- // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
- // 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..
- //--------------------------------------------------------------------------------------------------------
- // Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
- struct ImGui_ImplSDL3_ViewportData
- {
- SDL_Window* Window;
- SDL_Window* ParentWindow;
- Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID.
- bool WindowOwned;
- SDL_GLContext GLContext;
- ImGui_ImplSDL3_ViewportData() { Window = ParentWindow = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
- ~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
- };
- static SDL_Window* ImGui_ImplSDL3_GetSDLWindowFromViewportID(ImGuiID viewport_id)
- {
- if (viewport_id != 0)
- if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id))
- {
- SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
- return SDL_GetWindowFromID(window_id);
- }
- return nullptr;
- }
- static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
- {
- ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
- ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
- viewport->PlatformUserData = vd;
- vd->ParentWindow = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId);
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- ImGui_ImplSDL3_ViewportData* main_viewport_data = (ImGui_ImplSDL3_ViewportData*)main_viewport->PlatformUserData;
- // Share GL resources with main context
- bool use_opengl = (main_viewport_data->GLContext != nullptr);
- SDL_GLContext backup_context = nullptr;
- if (use_opengl)
- {
- backup_context = SDL_GL_GetCurrentContext();
- SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
- SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
- }
- SDL_WindowFlags sdl_flags = 0;
- sdl_flags |= SDL_WINDOW_HIDDEN;
- sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
- sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_HIGH_PIXEL_DENSITY;
- sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
- sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
- sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_UTILITY : 0;
- sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
- vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
- #ifndef __APPLE__ // On Mac, SDL3 Parenting appears to prevent viewport from appearing in another monitor
- SDL_SetWindowParent(vd->Window, vd->ParentWindow);
- #endif
- SDL_SetWindowPosition(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
- vd->WindowOwned = true;
- if (use_opengl)
- {
- vd->GLContext = SDL_GL_CreateContext(vd->Window);
- SDL_GL_SetSwapInterval(0);
- }
- if (use_opengl && backup_context)
- SDL_GL_MakeCurrent(vd->Window, backup_context);
- ImGui_ImplSDL3_SetupPlatformHandles(viewport, vd->Window);
- }
- static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport)
- {
- if (ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData)
- {
- if (vd->GLContext && vd->WindowOwned)
- SDL_GL_DestroyContext(vd->GLContext);
- if (vd->Window && vd->WindowOwned)
- SDL_DestroyWindow(vd->Window);
- vd->GLContext = nullptr;
- vd->Window = nullptr;
- IM_DELETE(vd);
- }
- viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
- }
- static void ImGui_ImplSDL3_ShowWindow(ImGuiViewport* viewport)
- {
- ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
- #if defined(_WIN32) && !(defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES)))
- HWND hwnd = (HWND)viewport->PlatformHandleRaw;
- // SDL hack: Show icon in task bar (#7989)
- // Note: SDL_WINDOW_UTILITY can be used to control task bar visibility, but on Windows, it does not affect child windows.
- if (!(viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon))
- {
- LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
- ex_style |= WS_EX_APPWINDOW;
- ex_style &= ~WS_EX_TOOLWINDOW;
- ::ShowWindow(hwnd, SW_HIDE);
- ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
- }
- #endif
- #ifdef __APPLE__
- SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, "1"); // Otherwise new window appear under
- #else
- SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "0" : "1");
- #endif
- SDL_ShowWindow(vd->Window);
- }
- static void ImGui_ImplSDL3_UpdateWindow(ImGuiViewport* viewport)
- {
- ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
- IM_UNUSED(vd);
- #ifndef __APPLE__ // On Mac, SDL3 Parenting appears to prevent viewport from appearing in another monitor
- // Update SDL3 parent if it changed _after_ creation.
- // This is for advanced apps that are manipulating ParentViewportID manually.
- SDL_Window* new_parent = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId);
- if (new_parent != vd->ParentWindow)
- {
- vd->ParentWindow = new_parent;
- SDL_SetWindowParent(vd->Window, vd->ParentWindow);
- }
- #endif
- }
- static ImVec2 ImGui_ImplSDL3_GetWindowPos(ImGuiViewport* viewport)
- {
- ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
- int x = 0, y = 0;
- SDL_GetWindowPosition(vd->Window, &x, &y);
- return ImVec2((float)x, (float)y);
- }
- static void ImGui_ImplSDL3_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
- {
- ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
- SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
- }
- static ImVec2 ImGui_ImplSDL3_GetWindowSize(ImGuiViewport* viewport)
- {
- ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
- int w = 0, h = 0;
- SDL_GetWindowSize(vd->Window, &w, &h);
- return ImVec2((float)w, (float)h);
- }
- static void ImGui_ImplSDL3_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
- {
- ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
- SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
- }
- static ImVec2 ImGui_ImplSDL3_GetWindowFramebufferScale(ImGuiViewport* viewport)
- {
- ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
- ImVec2 framebuffer_scale;
- ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, &framebuffer_scale);
- return framebuffer_scale;
- }
- static void ImGui_ImplSDL3_SetWindowTitle(ImGuiViewport* viewport, const char* title)
- {
- ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
- SDL_SetWindowTitle(vd->Window, title);
- }
- static void ImGui_ImplSDL3_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
- {
- ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
- SDL_SetWindowOpacity(vd->Window, alpha);
- }
- static void ImGui_ImplSDL3_SetWindowFocus(ImGuiViewport* viewport)
- {
- ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
- SDL_RaiseWindow(vd->Window);
- }
- static bool ImGui_ImplSDL3_GetWindowFocus(ImGuiViewport* viewport)
- {
- ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
- return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
- }
- static bool ImGui_ImplSDL3_GetWindowMinimized(ImGuiViewport* viewport)
- {
- ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
- return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
- }
- static void ImGui_ImplSDL3_RenderWindow(ImGuiViewport* viewport, void*)
- {
- ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
- if (vd->GLContext)
- SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
- }
- static void ImGui_ImplSDL3_SwapBuffers(ImGuiViewport* viewport, void*)
- {
- ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
- if (vd->GLContext)
- {
- SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
- SDL_GL_SwapWindow(vd->Window);
- }
- }
- // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
- // SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
- #include <SDL3/SDL_vulkan.h>
- static int ImGui_ImplSDL3_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
- {
- ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
- (void)vk_allocator;
- bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
- return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
- }
- static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context)
- {
- // Register platform interface (will be coupled with a renderer interface)
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- platform_io.Platform_CreateWindow = ImGui_ImplSDL3_CreateWindow;
- platform_io.Platform_DestroyWindow = ImGui_ImplSDL3_DestroyWindow;
- platform_io.Platform_ShowWindow = ImGui_ImplSDL3_ShowWindow;
- platform_io.Platform_UpdateWindow = ImGui_ImplSDL3_UpdateWindow;
- platform_io.Platform_SetWindowPos = ImGui_ImplSDL3_SetWindowPos;
- platform_io.Platform_GetWindowPos = ImGui_ImplSDL3_GetWindowPos;
- platform_io.Platform_SetWindowSize = ImGui_ImplSDL3_SetWindowSize;
- platform_io.Platform_GetWindowSize = ImGui_ImplSDL3_GetWindowSize;
- platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplSDL3_GetWindowFramebufferScale;
- platform_io.Platform_SetWindowFocus = ImGui_ImplSDL3_SetWindowFocus;
- platform_io.Platform_GetWindowFocus = ImGui_ImplSDL3_GetWindowFocus;
- platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL3_GetWindowMinimized;
- platform_io.Platform_SetWindowTitle = ImGui_ImplSDL3_SetWindowTitle;
- platform_io.Platform_RenderWindow = ImGui_ImplSDL3_RenderWindow;
- platform_io.Platform_SwapBuffers = ImGui_ImplSDL3_SwapBuffers;
- platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL3_SetWindowAlpha;
- platform_io.Platform_CreateVkSurface = ImGui_ImplSDL3_CreateVkSurface;
- // Register main window handle (which is owned by the main application, not by us)
- // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
- vd->Window = window;
- vd->WindowID = SDL_GetWindowID(window);
- vd->WindowOwned = false;
- vd->GLContext = (SDL_GLContext)sdl_gl_context;
- main_viewport->PlatformUserData = vd;
- main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID;
- }
- static void ImGui_ImplSDL3_ShutdownMultiViewportSupport()
- {
- ImGui::DestroyPlatformWindows();
- }
- //-----------------------------------------------------------------------------
- #if defined(__clang__)
- #pragma clang diagnostic pop
- #endif
- #endif // #ifndef IMGUI_DISABLE
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