tview/lib/backends/imgui_impl_sdl2.h

71 lines
3.4 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.)
// 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