imgui update, not on version (1.91.0 WIP) Merge commit '1dccce80976b0dc3d9847ebe2e540244046f6ef6'
This commit is contained in:
143
external/imgui/imgui/backends/imgui_impl_sdl3.cpp
vendored
143
external/imgui/imgui/backends/imgui_impl_sdl3.cpp
vendored
@ -1,7 +1,8 @@
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// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
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// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN**)
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// Implemented features:
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// [X] Platform: Clipboard support.
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@ -9,8 +10,6 @@
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// [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]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// Missing features:
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// [ ] Platform: IME SUPPORT IS BROKEN IN SDL3 BECAUSE INPUTS GETS SENT TO BOTH APP AND IME + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -22,6 +21,12 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2024-07-02: Update for SDL3 api changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762).
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// 2024-07-01: Update for SDL3 api changes: SDL_SetTextInputRect() changed to SDL_SetTextInputArea().
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// 2024-06-26: Update for SDL3 api changes: SDL_StartTextInput()/SDL_StopTextInput()/SDL_SetTextInputRect() functions signatures.
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// 2024-06-24: Update for SDL3 api changes: SDL_EVENT_KEY_DOWN/SDL_EVENT_KEY_UP contents.
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// 2024-06-03; Update for SDL3 api changes: SDL_SYSTEM_CURSOR_ renames.
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// 2024-05-15: Update for SDL3 api changes: SDLK_ renames.
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// 2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME.
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// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
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// 2023-11-13: Updated for recent SDL3 API changes.
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@ -76,6 +81,9 @@ struct ImGui_ImplSDL3_Data
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Uint64 Time;
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char* ClipboardTextData;
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// IME handling
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SDL_Window* ImeWindow;
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// Mouse handling
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Uint32 MouseWindowID;
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int MouseButtonsDown;
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@ -116,8 +124,15 @@ static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text)
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SDL_SetClipboardText(text);
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}
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static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data)
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static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data)
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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SDL_Window* window = (SDL_Window*)viewport->PlatformHandle;
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if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != NULL)
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{
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SDL_StopTextInput(bd->ImeWindow);
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bd->ImeWindow = nullptr;
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}
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if (data->WantVisible)
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{
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SDL_Rect r;
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@ -125,17 +140,36 @@ static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeDa
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r.y = (int)data->InputPos.y;
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r.w = 1;
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r.h = (int)data->InputLineHeight;
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SDL_SetTextInputRect(&r);
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SDL_StartTextInput();
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}
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else
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{
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SDL_StopTextInput();
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SDL_SetTextInputArea(window, &r, 0);
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SDL_StartTextInput(window);
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bd->ImeWindow = window;
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}
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}
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static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
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static ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
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{
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// Keypad doesn't have individual key values in SDL3
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switch (scancode)
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{
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case SDL_SCANCODE_KP_0: return ImGuiKey_Keypad0;
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case SDL_SCANCODE_KP_1: return ImGuiKey_Keypad1;
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case SDL_SCANCODE_KP_2: return ImGuiKey_Keypad2;
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case SDL_SCANCODE_KP_3: return ImGuiKey_Keypad3;
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case SDL_SCANCODE_KP_4: return ImGuiKey_Keypad4;
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case SDL_SCANCODE_KP_5: return ImGuiKey_Keypad5;
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case SDL_SCANCODE_KP_6: return ImGuiKey_Keypad6;
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case SDL_SCANCODE_KP_7: return ImGuiKey_Keypad7;
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case SDL_SCANCODE_KP_8: return ImGuiKey_Keypad8;
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case SDL_SCANCODE_KP_9: return ImGuiKey_Keypad9;
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case SDL_SCANCODE_KP_PERIOD: return ImGuiKey_KeypadDecimal;
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case SDL_SCANCODE_KP_DIVIDE: return ImGuiKey_KeypadDivide;
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case SDL_SCANCODE_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
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case SDL_SCANCODE_KP_MINUS: return ImGuiKey_KeypadSubtract;
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case SDL_SCANCODE_KP_PLUS: return ImGuiKey_KeypadAdd;
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case SDL_SCANCODE_KP_ENTER: return ImGuiKey_KeypadEnter;
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case SDL_SCANCODE_KP_EQUALS: return ImGuiKey_KeypadEqual;
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default: break;
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}
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switch (keycode)
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{
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case SDLK_TAB: return ImGuiKey_Tab;
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@ -169,23 +203,6 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
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case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
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case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
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case SDLK_PAUSE: return ImGuiKey_Pause;
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case SDLK_KP_0: return ImGuiKey_Keypad0;
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case SDLK_KP_1: return ImGuiKey_Keypad1;
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case SDLK_KP_2: return ImGuiKey_Keypad2;
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case SDLK_KP_3: return ImGuiKey_Keypad3;
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case SDLK_KP_4: return ImGuiKey_Keypad4;
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case SDLK_KP_5: return ImGuiKey_Keypad5;
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case SDLK_KP_6: return ImGuiKey_Keypad6;
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case SDLK_KP_7: return ImGuiKey_Keypad7;
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case SDLK_KP_8: return ImGuiKey_Keypad8;
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case SDLK_KP_9: return ImGuiKey_Keypad9;
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case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
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case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
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case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
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case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
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case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
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case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
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case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
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case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
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case SDLK_LSHIFT: return ImGuiKey_LeftShift;
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case SDLK_LALT: return ImGuiKey_LeftAlt;
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@ -205,32 +222,32 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
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case SDLK_7: return ImGuiKey_7;
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case SDLK_8: return ImGuiKey_8;
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case SDLK_9: return ImGuiKey_9;
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case SDLK_a: return ImGuiKey_A;
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case SDLK_b: return ImGuiKey_B;
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case SDLK_c: return ImGuiKey_C;
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case SDLK_d: return ImGuiKey_D;
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case SDLK_e: return ImGuiKey_E;
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case SDLK_f: return ImGuiKey_F;
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case SDLK_g: return ImGuiKey_G;
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case SDLK_h: return ImGuiKey_H;
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case SDLK_i: return ImGuiKey_I;
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case SDLK_j: return ImGuiKey_J;
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case SDLK_k: return ImGuiKey_K;
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case SDLK_l: return ImGuiKey_L;
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case SDLK_m: return ImGuiKey_M;
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case SDLK_n: return ImGuiKey_N;
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case SDLK_o: return ImGuiKey_O;
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case SDLK_p: return ImGuiKey_P;
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case SDLK_q: return ImGuiKey_Q;
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case SDLK_r: return ImGuiKey_R;
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case SDLK_s: return ImGuiKey_S;
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case SDLK_t: return ImGuiKey_T;
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case SDLK_u: return ImGuiKey_U;
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case SDLK_v: return ImGuiKey_V;
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case SDLK_w: return ImGuiKey_W;
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case SDLK_x: return ImGuiKey_X;
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case SDLK_y: return ImGuiKey_Y;
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case SDLK_z: return ImGuiKey_Z;
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case SDLK_A: return ImGuiKey_A;
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case SDLK_B: return ImGuiKey_B;
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case SDLK_C: return ImGuiKey_C;
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case SDLK_D: return ImGuiKey_D;
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case SDLK_E: return ImGuiKey_E;
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case SDLK_F: return ImGuiKey_F;
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case SDLK_G: return ImGuiKey_G;
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case SDLK_H: return ImGuiKey_H;
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case SDLK_I: return ImGuiKey_I;
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case SDLK_J: return ImGuiKey_J;
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case SDLK_K: return ImGuiKey_K;
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case SDLK_L: return ImGuiKey_L;
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case SDLK_M: return ImGuiKey_M;
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case SDLK_N: return ImGuiKey_N;
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case SDLK_O: return ImGuiKey_O;
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case SDLK_P: return ImGuiKey_P;
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case SDLK_Q: return ImGuiKey_Q;
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case SDLK_R: return ImGuiKey_R;
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case SDLK_S: return ImGuiKey_S;
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case SDLK_T: return ImGuiKey_T;
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case SDLK_U: return ImGuiKey_U;
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case SDLK_V: return ImGuiKey_V;
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case SDLK_W: return ImGuiKey_W;
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case SDLK_X: return ImGuiKey_X;
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case SDLK_Y: return ImGuiKey_Y;
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case SDLK_Z: return ImGuiKey_Z;
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case SDLK_F1: return ImGuiKey_F1;
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case SDLK_F2: return ImGuiKey_F2;
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case SDLK_F3: return ImGuiKey_F3;
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@ -257,6 +274,7 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
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case SDLK_F24: return ImGuiKey_F24;
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case SDLK_AC_BACK: return ImGuiKey_AppBack;
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case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
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default: break;
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}
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return ImGuiKey_None;
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}
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@ -326,10 +344,11 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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case SDL_EVENT_KEY_DOWN:
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case SDL_EVENT_KEY_UP:
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{
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ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
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ImGuiKey key = ImGui_ImplSDL3_KeycodeToImGuiKey(event->key.keysym.sym);
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//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%d: key=%d, scancode=%d, mod=%X\n", (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP", event->key.key, event->key.scancode, event->key.mod);
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ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
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ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
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io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
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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.
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io.SetKeyEventNativeData(key, event->key.key, event->key.scancode, event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
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return true;
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}
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case SDL_EVENT_WINDOW_MOUSE_ENTER:
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@ -365,12 +384,12 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
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{
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IM_UNUSED(window);
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viewport->PlatformHandle = window;
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viewport->PlatformHandleRaw = nullptr;
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#if defined(__WIN32__) && !defined(__WINRT__)
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viewport->PlatformHandleRaw = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.win32.hwnd", nullptr);
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#if defined(_WIN32) && !defined(__WINRT__)
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viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
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#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
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viewport->PlatformHandleRaw = (void*)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.cocoa.window", nullptr);
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viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr);
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#endif
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}
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@ -406,7 +425,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
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io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
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io.ClipboardUserData = nullptr;
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io.SetPlatformImeDataFn = ImGui_ImplSDL3_SetPlatformImeData;
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io.PlatformSetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
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// Gamepad handling
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bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
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