// 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.) // 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 #pragma once #include "../imgui.h" // IMGUI_IMPL_API #ifndef IMGUI_DISABLE struct SDL_Window; struct SDL_Renderer; struct _SDL_GameController; typedef union SDL_Event SDL_Event; IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window *window, void *sdl_gl_context); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window *window); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window *window); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window *window); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window *window, SDL_Renderer *renderer); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window *window); IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(); IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event *event); // Gamepad selection automatically starts in AutoFirst mode, picking first // available SDL_Gamepad. You may override this. When using manual mode, caller // is responsible for opening/closing gamepad. enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual }; IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode( ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController **manual_gamepads_array = NULL, int manual_gamepads_count = -1); #endif // #ifndef IMGUI_DISABLE