imgui_impl_sdl3.h 2.9 KB

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  1. // dear imgui: Platform Backend for SDL3
  2. // This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..)
  3. // (Info: SDL3 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: IME support.
  11. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  12. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  13. // Learn about Dear ImGui:
  14. // - FAQ https://dearimgui.com/faq
  15. // - Getting Started https://dearimgui.com/getting-started
  16. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  17. // - Introduction, links and more at the top of imgui.cpp
  18. #pragma once
  19. #include "imgui.h" // IMGUI_IMPL_API
  20. #ifndef IMGUI_DISABLE
  21. struct SDL_Window;
  22. struct SDL_Renderer;
  23. struct SDL_Gamepad;
  24. typedef union SDL_Event SDL_Event;
  25. // Follow "Getting Started" link and check examples/ folder to learn about using backends!
  26. IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
  27. IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
  28. IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window);
  29. IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window);
  30. IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
  31. IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window);
  32. IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window);
  33. IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown();
  34. IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame();
  35. IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
  36. // Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
  37. // When using manual mode, caller is responsible for opening/closing gamepad.
  38. enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
  39. IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
  40. #endif // #ifndef IMGUI_DISABLE