// 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