ppdnode/lib/backends/imgui_impl_sdl2.cpp
2024-05-07 20:10:53 -04:00

1473 lines
58 KiB
C++

// dear imgui: Platform Backend for SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3,
// Vulkan..) (Info: SDL2 is a cross-platform general purpose library for
// handling windows, inputs, graphics context creation, etc.) (Prefer SDL 2.0.5+
// for full feature support.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent()
// function. Pass ImGuiKey values to all key functions e.g.
// ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also
// be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] [X] Platform:
// Gamepad support. Enabled with 'io.ConfigFlags |=
// ImGuiConfigFlags_NavEnableGamepad'. [X] Platform: Mouse cursor shape and
// visibility. Disable with 'io.ConfigFlags |=
// ImGuiConfigFlags_NoMouseCursorChange'. [X] Platform: Multi-viewport support
// (multiple windows). Enable with 'io.ConfigFlags |=
// ImGuiConfigFlags_ViewportsEnable'.
// Issues:
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel
// events (at least under Windows). [ ] Platform: Multi-viewport:
// ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has
// no effect (minor). [x] Platform: Basic IME support. App needs to call
// 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/
// folder for examples of using this. Prefer including the entire imgui/
// repository into your project (either as a copy or as a submodule), and only
// build the backends you need. Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/
// folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the
// ImGuiPlatformIO interface. 2024-02-14: Inputs: Handle gamepad disconnection.
// Added ImGui_ImplSDL2_SetGamepadMode(). 2023-10-05: Inputs: Added support for
// extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput()
// as they don't only pertain to IME. It's unclear exactly what their relation
// is to IME. (#6306) 2023-04-04: Inputs: Added support for
// io.AddMouseSourceEvent() to discriminate
// ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702) 2023-02-23:
// Accept SDL_GetPerformanceCounter() not returning a monotonically increasing
// value. (#6189, #6114, #3644) 2023-02-07: Implement IME handler
// (io.SetPlatformImeDataFn will call
// SDL_SetTextInputRect()/SDL_StartTextInput()). 2023-02-07: *BREAKING CHANGE*
// Renamed this backend file from imgui_impl_sdl.cpp/.h to
// imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3.
// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as
// the function is surprisingly costly on Mac with latest SDL (may be fixed in
// next SDL version). 2023-02-02: Added support for SDL 2.0.18+
// preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on
// Emscripten (bug?). (#4019, #6096) 2023-02-02: Removed SDL_MOUSEWHEEL value
// clamping, as values seem correct in latest Emscripten. (#4019) 2023-02-01:
// Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer
// consistent horizontal scrolling direction. (#4019, #6096, #1463) 2022-10-11:
// Using 'nullptr' instead of 'NULL' as per our switch to C++11. 2022-09-26:
// Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE)
// which prevents drag and drop across windows for multi-viewport support +
// don't capture when drag and dropping. (#5710) 2022-09-26: Inputs: Renamed
// ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still
// supported). 2022-03-22: Inputs: Fix mouse position issues when dragging
// outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE
// events when hovering OS decorations. 2022-03-22: Inputs: Added support for
// extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). 2022-02-04: Added
// SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can
// use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when
// bound to a SDL_Renderer. 2022-01-26: Inputs: replaced short-lived
// io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using
// ImGuiKey_ModXXX flags. Sorry for the confusion. 2021-01-20: Inputs: calling
// new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly
// to io.NavInputs[]. 2022-01-17: Inputs: calling new io.AddMousePosEvent(),
// io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). 2022-01-17:
// Inputs: always update key mods next and before key event (not in NewFrame)
// to fix input queue with very low framerates. 2022-01-12: Update mouse inputs
// using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when
// focused but not hovered/captured. More standard and will allow us to pass it
// to future input queue API. 2022-01-12: Maintain our own copy of
// MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be
// obsoleted. 2022-01-10: Inputs: calling new io.AddKeyEvent(),
// io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for
// full ImGuiKey range. 2021-08-17: Calling io.AddFocusEvent() on
// SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST. 2021-07-29: Inputs:
// MousePos is correctly reported when the host platform window is hovered but
// not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH,
// requires SDL 2.0.5+) 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window*
// window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
// 2021-06-29: Reorganized backend to pull data from a single structure to
// facilitate usage with multiple-contexts (all g_XXXX access changed to
// bd->XXXX). 2021-03-22: Rework global mouse pos availability check listing
// supported platforms explicitly, effectively fixing mouse access on Raspberry
// Pi. (#2837, #3950) 2020-05-25: Misc: Report a zero display-size when window
// is minimized, to be consistent with other backends. 2020-02-20: Inputs:
// Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead
// of SDL_SCANCODE_RETURN2). 2019-12-17: Inputs: On Wayland, use
// SDL_GetMouseState (because there is no global mouse state). 2019-12-05:
// Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-04-23: Inputs: Added support for SDL_GameController (if
// ImGuiConfigFlags_NavEnableGamepad is set by user application). 2019-03-12:
// Misc: Preserve DisplayFramebufferScale when main window is minimized.
// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle
// focus related calls. 2018-11-30: Misc: Setting up io.BackendPlatformName so
// it can be displayed in the About Window. 2018-11-14: Changed the signature
// of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. 2018-08-01:
// Inputs: Workaround for Emscripten which doesn't seem to handle focus related
// calls. 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand
// cursor. 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old
// combined SDL2+OpenGL/Vulkan examples. 2018-06-08: Misc:
// ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call
// SDL_FreeMemory on the data returned by SDL_GetClipboardText). 2018-03-20:
// Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor
// ImGuiConfigFlags_NoMouseCursorChange flag. 2018-02-16: Inputs: Added support
// for mouse cursors, honoring ImGui::GetMouseCursor() value. 2018-02-06: Misc:
// Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user
// needs to call CreateContext/DestroyContext themselves. 2018-02-06: Inputs:
// Added mapping for ImGuiKey_Space. 2018-02-05: Misc: Using
// SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle
// very high framerate (1000+ FPS). 2018-02-05: Inputs: Keyboard mapping is
// using scancodes everywhere instead of a confusing mixture of keycodes and
// scancodes. 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to
// retrieve coordinates outside of client area when dragging. Otherwise
// (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of
// SDL_WINDOW_MOUSE_FOCUS. 2018-01-18: Inputs: Added mapping for
// ImGuiKey_Insert. 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when
// mouse is unavailable/missing (instead of -1,-1). 2016-10-15: Misc: Added a
// void* user_data parameter to Clipboard function handlers.
#include "../imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdl2.h"
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored \
"-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx'
// to 'float' may lose precision
#endif
// SDL
// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+.
// SDL 2.0.5+ is highly recommended)
#include <SDL.h>
#include <SDL_syswm.h>
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
#if SDL_VERSION_ATLEAST(2, 0, 4) && !defined(__EMSCRIPTEN__) && \
!defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && \
!defined(__amigaos4__)
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
#else
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif
#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2, 0, 5)
#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2, 0, 5)
#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2, 0, 5)
#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2, 0, 4)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2, 0, 6)
#define SDL_HAS_DISPLAY_EVENT SDL_VERSION_ATLEAST(2, 0, 9)
#if !SDL_HAS_VULKAN
static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
#endif
// SDL Data
struct ImGui_ImplSDL2_Data {
SDL_Window *Window;
SDL_Renderer *Renderer;
Uint64 Time;
char *ClipboardTextData;
bool UseVulkan;
bool WantUpdateMonitors;
// Mouse handling
Uint32 MouseWindowID;
int MouseButtonsDown;
SDL_Cursor *MouseCursors[ImGuiMouseCursor_COUNT];
SDL_Cursor *MouseLastCursor;
int MouseLastLeaveFrame;
bool MouseCanUseGlobalState;
bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL
// so we'll set
// ImGuiBackendFlags_HasMouseHoveredViewport
// dynamically based on state.
// Gamepad handling
ImVector<SDL_GameController *> Gamepads;
ImGui_ImplSDL2_GamepadMode GamepadMode;
bool WantUpdateGamepadsList;
ImGui_ImplSDL2_Data() { memset((void *)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendPlatformUserData to allow support for
// multiple Dear ImGui contexts It is STRONGLY preferred that you use docking
// branch with multi-viewports (== single Dear ImGui context + multiple windows)
// instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in
// this backend.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled
// when using multi-context.
static ImGui_ImplSDL2_Data *ImGui_ImplSDL2_GetBackendData() {
return ImGui::GetCurrentContext()
? (ImGui_ImplSDL2_Data *)ImGui::GetIO().BackendPlatformUserData
: nullptr;
}
// Forward Declarations
static void ImGui_ImplSDL2_UpdateMonitors();
static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window *window,
void *sdl_gl_context);
static void ImGui_ImplSDL2_ShutdownPlatformInterface();
// Functions
static const char *ImGui_ImplSDL2_GetClipboardText(void *) {
ImGui_ImplSDL2_Data *bd = ImGui_ImplSDL2_GetBackendData();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
bd->ClipboardTextData = SDL_GetClipboardText();
return bd->ClipboardTextData;
}
static void ImGui_ImplSDL2_SetClipboardText(void *, const char *text) {
SDL_SetClipboardText(text);
}
// Note: native IME will only display if user calls
// SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport *viewport,
ImGuiPlatformImeData *data) {
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_SetTextInputRect(&r);
}
}
static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode) {
switch (keycode) {
case SDLK_TAB:
return ImGuiKey_Tab;
case SDLK_LEFT:
return ImGuiKey_LeftArrow;
case SDLK_RIGHT:
return ImGuiKey_RightArrow;
case SDLK_UP:
return ImGuiKey_UpArrow;
case SDLK_DOWN:
return ImGuiKey_DownArrow;
case SDLK_PAGEUP:
return ImGuiKey_PageUp;
case SDLK_PAGEDOWN:
return ImGuiKey_PageDown;
case SDLK_HOME:
return ImGuiKey_Home;
case SDLK_END:
return ImGuiKey_End;
case SDLK_INSERT:
return ImGuiKey_Insert;
case SDLK_DELETE:
return ImGuiKey_Delete;
case SDLK_BACKSPACE:
return ImGuiKey_Backspace;
case SDLK_SPACE:
return ImGuiKey_Space;
case SDLK_RETURN:
return ImGuiKey_Enter;
case SDLK_ESCAPE:
return ImGuiKey_Escape;
case SDLK_QUOTE:
return ImGuiKey_Apostrophe;
case SDLK_COMMA:
return ImGuiKey_Comma;
case SDLK_MINUS:
return ImGuiKey_Minus;
case SDLK_PERIOD:
return ImGuiKey_Period;
case SDLK_SLASH:
return ImGuiKey_Slash;
case SDLK_SEMICOLON:
return ImGuiKey_Semicolon;
case SDLK_EQUALS:
return ImGuiKey_Equal;
case SDLK_LEFTBRACKET:
return ImGuiKey_LeftBracket;
case SDLK_BACKSLASH:
return ImGuiKey_Backslash;
case SDLK_RIGHTBRACKET:
return ImGuiKey_RightBracket;
case SDLK_BACKQUOTE:
return ImGuiKey_GraveAccent;
case SDLK_CAPSLOCK:
return ImGuiKey_CapsLock;
case SDLK_SCROLLLOCK:
return ImGuiKey_ScrollLock;
case SDLK_NUMLOCKCLEAR:
return ImGuiKey_NumLock;
case SDLK_PRINTSCREEN:
return ImGuiKey_PrintScreen;
case SDLK_PAUSE:
return ImGuiKey_Pause;
case SDLK_KP_0:
return ImGuiKey_Keypad0;
case SDLK_KP_1:
return ImGuiKey_Keypad1;
case SDLK_KP_2:
return ImGuiKey_Keypad2;
case SDLK_KP_3:
return ImGuiKey_Keypad3;
case SDLK_KP_4:
return ImGuiKey_Keypad4;
case SDLK_KP_5:
return ImGuiKey_Keypad5;
case SDLK_KP_6:
return ImGuiKey_Keypad6;
case SDLK_KP_7:
return ImGuiKey_Keypad7;
case SDLK_KP_8:
return ImGuiKey_Keypad8;
case SDLK_KP_9:
return ImGuiKey_Keypad9;
case SDLK_KP_PERIOD:
return ImGuiKey_KeypadDecimal;
case SDLK_KP_DIVIDE:
return ImGuiKey_KeypadDivide;
case SDLK_KP_MULTIPLY:
return ImGuiKey_KeypadMultiply;
case SDLK_KP_MINUS:
return ImGuiKey_KeypadSubtract;
case SDLK_KP_PLUS:
return ImGuiKey_KeypadAdd;
case SDLK_KP_ENTER:
return ImGuiKey_KeypadEnter;
case SDLK_KP_EQUALS:
return ImGuiKey_KeypadEqual;
case SDLK_LCTRL:
return ImGuiKey_LeftCtrl;
case SDLK_LSHIFT:
return ImGuiKey_LeftShift;
case SDLK_LALT:
return ImGuiKey_LeftAlt;
case SDLK_LGUI:
return ImGuiKey_LeftSuper;
case SDLK_RCTRL:
return ImGuiKey_RightCtrl;
case SDLK_RSHIFT:
return ImGuiKey_RightShift;
case SDLK_RALT:
return ImGuiKey_RightAlt;
case SDLK_RGUI:
return ImGuiKey_RightSuper;
case SDLK_APPLICATION:
return ImGuiKey_Menu;
case SDLK_0:
return ImGuiKey_0;
case SDLK_1:
return ImGuiKey_1;
case SDLK_2:
return ImGuiKey_2;
case SDLK_3:
return ImGuiKey_3;
case SDLK_4:
return ImGuiKey_4;
case SDLK_5:
return ImGuiKey_5;
case SDLK_6:
return ImGuiKey_6;
case SDLK_7:
return ImGuiKey_7;
case SDLK_8:
return ImGuiKey_8;
case SDLK_9:
return ImGuiKey_9;
case SDLK_a:
return ImGuiKey_A;
case SDLK_b:
return ImGuiKey_B;
case SDLK_c:
return ImGuiKey_C;
case SDLK_d:
return ImGuiKey_D;
case SDLK_e:
return ImGuiKey_E;
case SDLK_f:
return ImGuiKey_F;
case SDLK_g:
return ImGuiKey_G;
case SDLK_h:
return ImGuiKey_H;
case SDLK_i:
return ImGuiKey_I;
case SDLK_j:
return ImGuiKey_J;
case SDLK_k:
return ImGuiKey_K;
case SDLK_l:
return ImGuiKey_L;
case SDLK_m:
return ImGuiKey_M;
case SDLK_n:
return ImGuiKey_N;
case SDLK_o:
return ImGuiKey_O;
case SDLK_p:
return ImGuiKey_P;
case SDLK_q:
return ImGuiKey_Q;
case SDLK_r:
return ImGuiKey_R;
case SDLK_s:
return ImGuiKey_S;
case SDLK_t:
return ImGuiKey_T;
case SDLK_u:
return ImGuiKey_U;
case SDLK_v:
return ImGuiKey_V;
case SDLK_w:
return ImGuiKey_W;
case SDLK_x:
return ImGuiKey_X;
case SDLK_y:
return ImGuiKey_Y;
case SDLK_z:
return ImGuiKey_Z;
case SDLK_F1:
return ImGuiKey_F1;
case SDLK_F2:
return ImGuiKey_F2;
case SDLK_F3:
return ImGuiKey_F3;
case SDLK_F4:
return ImGuiKey_F4;
case SDLK_F5:
return ImGuiKey_F5;
case SDLK_F6:
return ImGuiKey_F6;
case SDLK_F7:
return ImGuiKey_F7;
case SDLK_F8:
return ImGuiKey_F8;
case SDLK_F9:
return ImGuiKey_F9;
case SDLK_F10:
return ImGuiKey_F10;
case SDLK_F11:
return ImGuiKey_F11;
case SDLK_F12:
return ImGuiKey_F12;
case SDLK_F13:
return ImGuiKey_F13;
case SDLK_F14:
return ImGuiKey_F14;
case SDLK_F15:
return ImGuiKey_F15;
case SDLK_F16:
return ImGuiKey_F16;
case SDLK_F17:
return ImGuiKey_F17;
case SDLK_F18:
return ImGuiKey_F18;
case SDLK_F19:
return ImGuiKey_F19;
case SDLK_F20:
return ImGuiKey_F20;
case SDLK_F21:
return ImGuiKey_F21;
case SDLK_F22:
return ImGuiKey_F22;
case SDLK_F23:
return ImGuiKey_F23;
case SDLK_F24:
return ImGuiKey_F24;
case SDLK_AC_BACK:
return ImGuiKey_AppBack;
case SDLK_AC_FORWARD:
return ImGuiKey_AppForward;
}
return ImGuiKey_None;
}
static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) {
ImGuiIO &io = ImGui::GetIO();
io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);
io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);
io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if
// dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your
// main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to
// your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from
// your application based on those two flags. If you have multiple SDL events
// and some of them are not meant to be used by dear imgui, you may need to
// filter events based on their windowID field.
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event *event) {
ImGuiIO &io = ImGui::GetIO();
ImGui_ImplSDL2_Data *bd = ImGui_ImplSDL2_GetBackendData();
switch (event->type) {
case SDL_MOUSEMOTION: {
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_MOUSEWHEEL: {
// IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n",
// (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX,
// event->wheel.preciseY);
#if SDL_VERSION_ATLEAST(2, 0, 18) // If this fails to compile on Emscripten:
// update to latest Emscripten!
float wheel_x = -event->wheel.preciseX;
float wheel_y = event->wheel.preciseY;
#else
float wheel_x = -(float)event->wheel.x;
float wheel_y = (float)event->wheel.y;
#endif
#ifdef __EMSCRIPTEN__
wheel_x /= 100.0f;
#endif
io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID
? ImGuiMouseSource_TouchScreen
: ImGuiMouseSource_Mouse);
io.AddMouseWheelEvent(wheel_x, wheel_y);
return true;
}
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP: {
int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) {
mouse_button = 0;
}
if (event->button.button == SDL_BUTTON_RIGHT) {
mouse_button = 1;
}
if (event->button.button == SDL_BUTTON_MIDDLE) {
mouse_button = 2;
}
if (event->button.button == SDL_BUTTON_X1) {
mouse_button = 3;
}
if (event->button.button == SDL_BUTTON_X2) {
mouse_button = 4;
}
if (mouse_button == -1)
break;
io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID
? ImGuiMouseSource_TouchScreen
: ImGuiMouseSource_Mouse);
io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN)
? (bd->MouseButtonsDown | (1 << mouse_button))
: (bd->MouseButtonsDown & ~(1 << mouse_button));
return true;
}
case SDL_TEXTINPUT: {
io.AddInputCharactersUTF8(event->text.text);
return true;
}
case SDL_KEYDOWN:
case SDL_KEYUP: {
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
io.SetKeyEventNativeData(
key, event->key.keysym.sym, event->key.keysym.scancode,
event->key.keysym.scancode); // To support legacy indexing (<1.87 user
// code). Legacy backend uses SDLK_*** as
// indices to IsKeyXXX() functions.
return true;
}
#if SDL_HAS_DISPLAY_EVENT
case SDL_DISPLAYEVENT: {
// 2.0.26 has
// SDL_DISPLAYEVENT_CONNECTED/SDL_DISPLAYEVENT_DISCONNECTED/SDL_DISPLAYEVENT_ORIENTATION,
// so change of DPI/Scaling are not reflected in this event. (SDL3 has it)
bd->WantUpdateMonitors = true;
return true;
}
#endif
case SDL_WINDOWEVENT: {
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER
// event on every mouse move, but the final ENTER tends to be right.
// - However we won't get a correct LEAVE event for a captured window.
// - In some cases, when detaching a window from main viewport SDL may send
// SDL_WINDOWEVENT_ENTER one frame too late,
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag
// operation by clear mouse position. This is why we delay process the
// SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
Uint8 window_event = event->window.event;
if (window_event == SDL_WINDOWEVENT_ENTER) {
bd->MouseWindowID = event->window.windowID;
bd->MouseLastLeaveFrame = 0;
}
if (window_event == SDL_WINDOWEVENT_LEAVE)
bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
io.AddFocusEvent(true);
else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
io.AddFocusEvent(false);
if (window_event == SDL_WINDOWEVENT_CLOSE ||
window_event == SDL_WINDOWEVENT_MOVED ||
window_event == SDL_WINDOWEVENT_RESIZED)
if (ImGuiViewport *viewport = ImGui::FindViewportByPlatformHandle(
(void *)SDL_GetWindowFromID(event->window.windowID))) {
if (window_event == SDL_WINDOWEVENT_CLOSE)
viewport->PlatformRequestClose = true;
if (window_event == SDL_WINDOWEVENT_MOVED)
viewport->PlatformRequestMove = true;
if (window_event == SDL_WINDOWEVENT_RESIZED)
viewport->PlatformRequestResize = true;
return true;
}
return true;
}
case SDL_CONTROLLERDEVICEADDED:
case SDL_CONTROLLERDEVICEREMOVED: {
bd->WantUpdateGamepadsList = true;
return true;
}
}
return false;
}
static bool ImGui_ImplSDL2_Init(SDL_Window *window, SDL_Renderer *renderer,
void *sdl_gl_context) {
ImGuiIO &io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == nullptr &&
"Already initialized a platform backend!");
// Check and store if we are on a SDL backend that supports global mouse
// position
// ("wayland" and "rpi" don't support it, but we chose to use a white-list
// instead of a black-list)
bool mouse_can_use_global_state = false;
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
const char *sdl_backend = SDL_GetCurrentVideoDriver();
const char *global_mouse_whitelist[] = {"windows", "cocoa", "x11", "DIVE",
"VMAN"};
for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
if (strncmp(sdl_backend, global_mouse_whitelist[n],
strlen(global_mouse_whitelist[n])) == 0)
mouse_can_use_global_state = true;
#endif
// Setup backend capabilities flags
ImGui_ImplSDL2_Data *bd = IM_NEW(ImGui_ImplSDL2_Data)();
io.BackendPlatformUserData = (void *)bd;
io.BackendPlatformName = "imgui_impl_sdl2";
io.BackendFlags |=
ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values
// (optional)
io.BackendFlags |=
ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos
// requests (optional, rarely used)
if (mouse_can_use_global_state)
io.BackendFlags |=
ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports
// on the Platform side
// (optional)
bd->Window = 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.
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
#ifndef __APPLE__
bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState;
#else
bd->MouseCanReportHoveredViewport = false;
#endif
bd->WantUpdateMonitors = true;
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
io.ClipboardUserData = nullptr;
io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
// Gamepad handling
bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
bd->WantUpdateGamepadsList = true;
// Load mouse cursors
bd->MouseCursors[ImGuiMouseCursor_Arrow] =
SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
bd->MouseCursors[ImGuiMouseCursor_TextInput] =
SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] =
SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] =
SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] =
SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] =
SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] =
SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
bd->MouseCursors[ImGuiMouseCursor_Hand] =
SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] =
SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
// Set platform dependent data in viewport
// Our mouse update function expect PlatformHandle to be filled for the main
// viewport
ImGuiViewport *main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void *)window;
main_viewport->PlatformHandleRaw = nullptr;
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (SDL_GetWindowWMInfo(window, &info)) {
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
main_viewport->PlatformHandleRaw = (void *)info.info.win.window;
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
main_viewport->PlatformHandleRaw = (void *)info.info.cocoa.window;
#endif
}
// From 2.0.5: Set SDL hint to receive mouse click events on window focus,
// otherwise SDL doesn't emit the event. Without this, when clicking to gain
// focus, our widgets wouldn't activate even though they showed as hovered.
// (This is unfortunately a global SDL setting, so enabling it might have a
// side-effect on your application. It is unlikely to make a difference, but
// if your app absolutely needs to ignore the initial on-focus click: you can
// ignore SDL_MOUSEBUTTONDOWN events coming right after a
// SDL_WINDOWEVENT_FOCUS_GAINED)
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
#endif
// From 2.0.18: Enable native IME.
// IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only
// affects secondary windows, if any. For the main window to be affected, your
// application needs to call this manually before calling SDL_CreateWindow().
#ifdef SDL_HINT_IME_SHOW_UI
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
#endif
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across
// multiple windows (see #5710)
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
#endif
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to
// support multiple viewports. We left the call to
// ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid
// unused-function warnings.
if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) &&
(io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
return true;
}
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window *window, void *sdl_gl_context) {
return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context);
}
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window *window) {
#if !SDL_HAS_VULKAN
IM_ASSERT(0 && "Unsupported");
#endif
if (!ImGui_ImplSDL2_Init(window, nullptr, nullptr))
return false;
ImGui_ImplSDL2_Data *bd = ImGui_ImplSDL2_GetBackendData();
bd->UseVulkan = true;
return true;
}
bool ImGui_ImplSDL2_InitForD3D(SDL_Window *window) {
#if !defined(_WIN32)
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL2_InitForMetal(SDL_Window *window) {
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window *window,
SDL_Renderer *renderer) {
return ImGui_ImplSDL2_Init(window, renderer, nullptr);
}
bool ImGui_ImplSDL2_InitForOther(SDL_Window *window) {
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
}
static void ImGui_ImplSDL2_CloseGamepads();
void ImGui_ImplSDL2_Shutdown() {
ImGui_ImplSDL2_Data *bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != nullptr &&
"No platform backend to shutdown, or already shutdown?");
ImGuiIO &io = ImGui::GetIO();
ImGui_ImplSDL2_ShutdownPlatformInterface();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT;
cursor_n++)
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
ImGui_ImplSDL2_CloseGamepads();
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &=
~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos |
ImGuiBackendFlags_HasGamepad | 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_ImplSDL2_UpdateMouseData() {
ImGui_ImplSDL2_Data *bd = ImGui_ImplSDL2_GetBackendData();
ImGuiIO &io = ImGui::GetIO();
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or
// when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL
// window boundaries shouldn't e.g. trigger other operations outside
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
SDL_Window *focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused =
(focused_window &&
(bd->Window == focused_window ||
ImGui::FindViewportByPlatformHandle((void *)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 ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos) {
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y);
else
#endif
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x,
(int)io.MousePos.y);
}
// (Optional) Fallback to provide mouse position when focused
// (SDL_MOUSEMOTION already provides this when hovered or captured)
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) {
// 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)
int mouse_x, mouse_y, 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 (SDL_Window *sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID))
if (ImGuiViewport *mouse_viewport =
ImGui::FindViewportByPlatformHandle((void *)sdl_mouse_window))
mouse_viewport_id = mouse_viewport->ID;
io.AddMouseViewportEvent(mouse_viewport_id);
}
}
static void ImGui_ImplSDL2_UpdateMouseCursor() {
ImGuiIO &io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return;
ImGui_ImplSDL2_Data *bd = ImGui_ImplSDL2_GetBackendData();
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) {
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
SDL_ShowCursor(SDL_FALSE);
} else {
// Show OS mouse cursor
SDL_Cursor *expected_cursor =
bd->MouseCursors[imgui_cursor]
? bd->MouseCursors[imgui_cursor]
: bd->MouseCursors[ImGuiMouseCursor_Arrow];
if (bd->MouseLastCursor != expected_cursor) {
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out
// (see #6113)
bd->MouseLastCursor = expected_cursor;
}
SDL_ShowCursor(SDL_TRUE);
}
}
static void ImGui_ImplSDL2_CloseGamepads() {
ImGui_ImplSDL2_Data *bd = ImGui_ImplSDL2_GetBackendData();
if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
for (SDL_GameController *gamepad : bd->Gamepads)
SDL_GameControllerClose(gamepad);
bd->Gamepads.resize(0);
}
void ImGui_ImplSDL2_SetGamepadMode(
ImGui_ImplSDL2_GamepadMode mode,
struct _SDL_GameController **manual_gamepads_array,
int manual_gamepads_count) {
ImGui_ImplSDL2_Data *bd = ImGui_ImplSDL2_GetBackendData();
ImGui_ImplSDL2_CloseGamepads();
if (mode == ImGui_ImplSDL2_GamepadMode_Manual) {
IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
for (int n = 0; n < manual_gamepads_count; n++)
bd->Gamepads.push_back(manual_gamepads_array[n]);
} else {
IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
bd->WantUpdateGamepadsList = true;
}
bd->GamepadMode = mode;
}
static void
ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data *bd, ImGuiIO &io,
ImGuiKey key,
SDL_GameControllerButton button_no) {
bool merged_value = false;
for (SDL_GameController *gamepad : bd->Gamepads)
merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0;
io.AddKeyEvent(key, merged_value);
}
static inline float Saturate(float v) {
return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v;
}
static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data *bd,
ImGuiIO &io, ImGuiKey key,
SDL_GameControllerAxis axis_no,
float v0, float v1) {
float merged_value = 0.0f;
for (SDL_GameController *gamepad : bd->Gamepads) {
float vn =
Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) /
(float)(v1 - v0));
if (merged_value < vn)
merged_value = vn;
}
io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
}
static void ImGui_ImplSDL2_UpdateGamepads() {
ImGui_ImplSDL2_Data *bd = ImGui_ImplSDL2_GetBackendData();
ImGuiIO &io = ImGui::GetIO();
// Update list of controller(s) to use
if (bd->WantUpdateGamepadsList &&
bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual) {
ImGui_ImplSDL2_CloseGamepads();
int joystick_count = SDL_NumJoysticks();
for (int n = 0; n < joystick_count; n++)
if (SDL_IsGameController(n))
if (SDL_GameController *gamepad = SDL_GameControllerOpen(n)) {
bd->Gamepads.push_back(gamepad);
if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst)
break;
}
bd->WantUpdateGamepadsList = false;
}
// FIXME: Technically feeding gamepad shouldn't depend on this now that they
// are regular inputs.
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
if (bd->Gamepads.Size == 0)
return;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
// Update gamepad inputs
const int thumb_dead_zone =
8000; // SDL_gamecontroller.h suggests using this value.
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart,
SDL_CONTROLLER_BUTTON_START);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack,
SDL_CONTROLLER_BUTTON_BACK);
ImGui_ImplSDL2_UpdateGamepadButton(
bd, io, ImGuiKey_GamepadFaceLeft,
SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
ImGui_ImplSDL2_UpdateGamepadButton(
bd, io, ImGuiKey_GamepadFaceRight,
SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
ImGui_ImplSDL2_UpdateGamepadButton(
bd, io, ImGuiKey_GamepadFaceUp,
SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
ImGui_ImplSDL2_UpdateGamepadButton(
bd, io, ImGuiKey_GamepadFaceDown,
SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft,
SDL_CONTROLLER_BUTTON_DPAD_LEFT);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight,
SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp,
SDL_CONTROLLER_BUTTON_DPAD_UP);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown,
SDL_CONTROLLER_BUTTON_DPAD_DOWN);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1,
SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1,
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
ImGui_ImplSDL2_UpdateGamepadAnalog(
bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2,
SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f,
32767);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3,
SDL_CONTROLLER_BUTTON_LEFTSTICK);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3,
SDL_CONTROLLER_BUTTON_RIGHTSTICK);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft,
SDL_CONTROLLER_AXIS_LEFTX,
-thumb_dead_zone, -32768);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight,
SDL_CONTROLLER_AXIS_LEFTX,
+thumb_dead_zone, +32767);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp,
SDL_CONTROLLER_AXIS_LEFTY,
-thumb_dead_zone, -32768);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown,
SDL_CONTROLLER_AXIS_LEFTY,
+thumb_dead_zone, +32767);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft,
SDL_CONTROLLER_AXIS_RIGHTX,
-thumb_dead_zone, -32768);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight,
SDL_CONTROLLER_AXIS_RIGHTX,
+thumb_dead_zone, +32767);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp,
SDL_CONTROLLER_AXIS_RIGHTY,
-thumb_dead_zone, -32768);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown,
SDL_CONTROLLER_AXIS_RIGHTY,
+thumb_dead_zone, +32767);
}
// FIXME: Note that doesn't update with DPI/Scaling change only as SDL2 doesn't
// have an event for it (SDL3 has).
static void ImGui_ImplSDL2_UpdateMonitors() {
ImGui_ImplSDL2_Data *bd = ImGui_ImplSDL2_GetBackendData();
ImGuiPlatformIO &platform_io = ImGui::GetPlatformIO();
platform_io.Monitors.resize(0);
bd->WantUpdateMonitors = false;
int display_count = SDL_GetNumVideoDisplays();
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.
ImGuiPlatformMonitor monitor;
SDL_Rect r;
SDL_GetDisplayBounds(n, &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_HAS_USABLE_DISPLAY_BOUNDS
SDL_GetDisplayUsableBounds(n, &r);
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
#endif
#if SDL_HAS_PER_MONITOR_DPI
// FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring
// OS configuration. We may want to set
// DpiScale to cocoa_window.backingScaleFactor here.
float dpi = 0.0f;
if (!SDL_GetDisplayDPI(n, &dpi, nullptr, nullptr))
monitor.DpiScale = dpi / 96.0f;
#endif
monitor.PlatformHandle = (void *)(intptr_t)n;
platform_io.Monitors.push_back(monitor);
}
}
void ImGui_ImplSDL2_NewFrame() {
ImGui_ImplSDL2_Data *bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?");
ImGuiIO &io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
SDL_GetWindowSize(bd->Window, &w, &h);
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
w = h = 0;
if (bd->Renderer != nullptr)
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
else
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0)
io.DisplayFramebufferScale =
ImVec2((float)display_w / w, (float)display_h / h);
// Update monitors
if (bd->WantUpdateMonitors)
ImGui_ImplSDL2_UpdateMonitors();
// Setup time step (we don't use SDL_GetTicks() because it is using
// millisecond resolution) (Accept SDL_GetPerformanceCounter() not returning a
// monotonically increasing value. Happens in VMs and Emscripten, see #6189,
// #6114, #3644)
static Uint64 frequency = SDL_GetPerformanceFrequency();
Uint64 current_time = SDL_GetPerformanceCounter();
if (current_time <= bd->Time)
current_time = bd->Time + 1;
io.DeltaTime = bd->Time > 0
? (float)((double)(current_time - bd->Time) / frequency)
: (float)(1.0f / 60.0f);
bd->Time = current_time;
if (bd->MouseLastLeaveFrame &&
bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() &&
bd->MouseButtonsDown == 0) {
bd->MouseWindowID = 0;
bd->MouseLastLeaveFrame = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
// Our io.AddMouseViewportEvent() calls will only be valid when not capturing.
// Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more
// rygorous, 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_ImplSDL2_UpdateMouseData();
ImGui_ImplSDL2_UpdateMouseCursor();
// Update game controllers (if enabled and available)
ImGui_ImplSDL2_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* RendererUserData field of each
// ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplSDL2_ViewportData {
SDL_Window *Window;
Uint32 WindowID;
bool WindowOwned;
SDL_GLContext GLContext;
ImGui_ImplSDL2_ViewportData() {
Window = nullptr;
WindowID = 0;
WindowOwned = false;
GLContext = nullptr;
}
~ImGui_ImplSDL2_ViewportData() {
IM_ASSERT(Window == nullptr && GLContext == nullptr);
}
};
static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport *viewport) {
ImGui_ImplSDL2_Data *bd = ImGui_ImplSDL2_GetBackendData();
ImGui_ImplSDL2_ViewportData *vd = IM_NEW(ImGui_ImplSDL2_ViewportData)();
viewport->PlatformUserData = vd;
ImGuiViewport *main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL2_ViewportData *main_viewport_data =
(ImGui_ImplSDL2_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);
}
Uint32 sdl_flags = 0;
sdl_flags |=
use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI;
sdl_flags |= SDL_WINDOW_HIDDEN;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration)
? SDL_WINDOW_BORDERLESS
: 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration)
? 0
: SDL_WINDOW_RESIZABLE;
#if !defined(_WIN32)
// See SDL hack in ImGui_ImplSDL2_ShowWindow().
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
? SDL_WINDOW_SKIP_TASKBAR
: 0;
#endif
#if SDL_HAS_ALWAYS_ON_TOP
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost)
? SDL_WINDOW_ALWAYS_ON_TOP
: 0;
#endif
vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x,
(int)viewport->Pos.y, (int)viewport->Size.x,
(int)viewport->Size.y, sdl_flags);
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);
viewport->PlatformHandle = (void *)vd->Window;
viewport->PlatformHandleRaw = nullptr;
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (SDL_GetWindowWMInfo(vd->Window, &info)) {
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
viewport->PlatformHandleRaw = info.info.win.window;
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
viewport->PlatformHandleRaw = (void *)info.info.cocoa.window;
#endif
}
}
static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport *viewport) {
if (ImGui_ImplSDL2_ViewportData *vd =
(ImGui_ImplSDL2_ViewportData *)viewport->PlatformUserData) {
if (vd->GLContext && vd->WindowOwned)
SDL_GL_DeleteContext(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_ImplSDL2_ShowWindow(ImGuiViewport *viewport) {
ImGui_ImplSDL2_ViewportData *vd =
(ImGui_ImplSDL2_ViewportData *)viewport->PlatformUserData;
#if defined(_WIN32)
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
// SDL hack: Hide icon from task bar
// Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported
// under Windows but the way it create the window breaks our seamless
// transition.
if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) {
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
ex_style &= ~WS_EX_APPWINDOW;
ex_style |= WS_EX_TOOLWINDOW;
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
}
// SDL hack: SDL always activate/focus windows :/
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) {
::ShowWindow(hwnd, SW_SHOWNA);
return;
}
#endif
SDL_ShowWindow(vd->Window);
}
static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport *viewport) {
ImGui_ImplSDL2_ViewportData *vd =
(ImGui_ImplSDL2_ViewportData *)viewport->PlatformUserData;
int x = 0, y = 0;
SDL_GetWindowPosition(vd->Window, &x, &y);
return ImVec2((float)x, (float)y);
}
static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport *viewport, ImVec2 pos) {
ImGui_ImplSDL2_ViewportData *vd =
(ImGui_ImplSDL2_ViewportData *)viewport->PlatformUserData;
SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
}
static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport *viewport) {
ImGui_ImplSDL2_ViewportData *vd =
(ImGui_ImplSDL2_ViewportData *)viewport->PlatformUserData;
int w = 0, h = 0;
SDL_GetWindowSize(vd->Window, &w, &h);
return ImVec2((float)w, (float)h);
}
static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport *viewport, ImVec2 size) {
ImGui_ImplSDL2_ViewportData *vd =
(ImGui_ImplSDL2_ViewportData *)viewport->PlatformUserData;
SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
}
static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport *viewport,
const char *title) {
ImGui_ImplSDL2_ViewportData *vd =
(ImGui_ImplSDL2_ViewportData *)viewport->PlatformUserData;
SDL_SetWindowTitle(vd->Window, title);
}
#if SDL_HAS_WINDOW_ALPHA
static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport *viewport,
float alpha) {
ImGui_ImplSDL2_ViewportData *vd =
(ImGui_ImplSDL2_ViewportData *)viewport->PlatformUserData;
SDL_SetWindowOpacity(vd->Window, alpha);
}
#endif
static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport *viewport) {
ImGui_ImplSDL2_ViewportData *vd =
(ImGui_ImplSDL2_ViewportData *)viewport->PlatformUserData;
SDL_RaiseWindow(vd->Window);
}
static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport *viewport) {
ImGui_ImplSDL2_ViewportData *vd =
(ImGui_ImplSDL2_ViewportData *)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
}
static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport *viewport) {
ImGui_ImplSDL2_ViewportData *vd =
(ImGui_ImplSDL2_ViewportData *)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
}
static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport *viewport, void *) {
ImGui_ImplSDL2_ViewportData *vd =
(ImGui_ImplSDL2_ViewportData *)viewport->PlatformUserData;
if (vd->GLContext)
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
}
static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport *viewport, void *) {
ImGui_ImplSDL2_ViewportData *vd =
(ImGui_ImplSDL2_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.
#if SDL_HAS_VULKAN
#include <SDL_vulkan.h>
static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport *viewport,
ImU64 vk_instance,
const void *vk_allocator,
ImU64 *out_vk_surface) {
ImGui_ImplSDL2_ViewportData *vd =
(ImGui_ImplSDL2_ViewportData *)viewport->PlatformUserData;
(void)vk_allocator;
SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance,
(VkSurfaceKHR *)out_vk_surface);
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
}
#endif // SDL_HAS_VULKAN
static void ImGui_ImplSDL2_InitPlatformInterface(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_ImplSDL2_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
#if SDL_HAS_WINDOW_ALPHA
platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha;
#endif
#if SDL_HAS_VULKAN
platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
#endif
// 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_ImplSDL2_ViewportData *vd = IM_NEW(ImGui_ImplSDL2_ViewportData)();
vd->Window = window;
vd->WindowID = SDL_GetWindowID(window);
vd->WindowOwned = false;
vd->GLContext = sdl_gl_context;
main_viewport->PlatformUserData = vd;
main_viewport->PlatformHandle = vd->Window;
}
static void ImGui_ImplSDL2_ShutdownPlatformInterface() {
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE