b8ca49f7dc
5c1d2d1e4c5 Version 1.91.7 9f8481a842e (Breaking) TreeNode: renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth. (#6937) 21902e2f536 Backends: SDL_GPU: fixed SDL_GPUViewport initialisation. (#8163, #7998, #7988) c38c18c1a07 Avoid using 1<<31 for ImGuiWindowFlags_NavFlattened as it seems to confuse some binding generators. c5f60942bdd Demo: tweak demo for ImGuiTreeNodeFlags_LabelSpanAllColumns. (#8318, #3565) 290e402a020 TreeNode, Tables: added ImGuiTreeNodeFlags_LabelSpanAllColumns. (#8318, #3565) 6fb7d442559 Backends: SDL2/SDL3: Comments. (#7672, #7670) 32cea853317 Debug Tools: Item Picker: Always available in menu. Tweak Demo Debug Options. (#2673, #1651) 00f12b9a09d InputText: Fixed not calling CallbackEdit on revert/clear with Escape key. (#8273) + rework comments. a604d4f717b Fixed IsItemDeactivated(), IsItemDeactivatedAfterEdit() to work when interrupted before/after the active id is submitted. (#5184, #5904, #6766, #8303, #8004) a28ffa81c4a Docs: added more references to IsKeyDown(), InFlags. (#8317) 1d962820d8b Error Handling: Turned common EndTable() and other TableXXX functions fail cases into recoverable errors. (#1651, #8314) 0b8ff4b2382 Backends, Examples: Vulkan: add IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE. use in descriptor pools sizes. (#6642) e7fb97208a8 Backends: Metal: Added missing IM_UNUSED (#8302) 596e09770d3 Backends: SDL3: Added ImGui_ImplSDL3_InitForSDLGPU() for consistency. (#8163, #7998, #7988) e7998492726 Backends: SDLGPU3: Added sdl_gpu backend (amends). (#8163, #7998, #7988) 8bbccf7a977 Backends: SDLGPU3: Added sdl_gpu backend. (#8163, #7998, #7988) 940d9540f3f Fixed MinGW builds uses UTF-8 friendly _wfopen(). (#8300) c7983115e9f Fonts: Further tweaks for Ellipsis ("...") character width when automatically created from a single comma character: use AdvanceX as min. 90094a871a5 Fonts: Fixed miscalculation of Ellipsis ("...") character width when automatically created from a single comma character. 1c67a3412e1 BeginChild: also caller to manually set ImGuiNextWindowDataFlags_HasChildFlags / ChildFlags. (#8280) 2b8545684ca Refactor: moved Window Focus related functions to a dedicated section. bbbdc70f26b Refactor: moved FindBlockingModal() in its section. e6a7c7689f5 Backends: Metal: Fixed memory leaks. (#8276, #8166) 0514332474f Avoid clang/gcc warnings: -Wnontrivial-memaccess in backends. (#8295, #8129, #8135) 3115ae08159 Demo: Font selector combo sets default focus. cec8ff1885d Backends: Vulkan: Fixed building with using VK_NO_PROTOTYPES. (#8180) f04d3cbdaaf Backends: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. (#6969, #5834, #7468, #3590) af271e73303 Backends: DX11: Expose vertex constant buffer in ImGui_ImplDX11_RenderState. 93a93071a27 Examples: Add Win32+Vulkan example, amends. (#8180) 38e606a153b Examples: Add Win32+Vulkan example. (#8180) a2e21727c01 Backends: Vulkan: moved helpers to backend: ImGui_ImplVulkanH_SelectPhysicalDevice(), ImGui_ImplVulkanH_SelectQueueFamilyIndex(). (#8180) dbf76f62f9e Update issue_template.yml e7e898ea179 Tables: Fixed TableAngledHeadersRow() creating an infinite horizontal scrolling region when the table is hosted in a viewport with negative coordinates. d0021e16215 Backends: Metal: Fixed resource leak when using multiple contexts. (#7419) 2f1194a2961 Demo: Added label edition to Property Editor demo + fix an ID issue. (#8266) 80aafbc81b0 Data types: moved ImGuiDataType_String to public API as a convenience enum value only. (#8266) f169102c8ea Misc: fixed misc/cpp/imgui_stdlib.h/.cpp not supporting IMGUI_DISABLE. (#8294) a0f907933d8 Happy new year! c147a59bb0e Clarified alternative for ImGuiButtonFlags_Repeat being ImGuiItemFlags_ButtonRepeat. (#8293) 2d2c7d3f955 Backends: Allegro5: Avoid calling al_set_mouse_cursor() repeatedly since it appears to leak on on X11 (#8256). 87f3109c1af Fix capitalization of ImGuiID in comment. (#8283) 6982ce43f5b InputText: fixed badly broken clipboard copy/bug (#8254, #8242) 18929bd6d6c Internals: merge ScaleWindowsInViewport() from docking branch. 2a600bddcbe ImGuiDebugLogFlags_EventFont should not be set by default (had no effect on master tho) 006721fbd6b Added ImFontAtlas section index in comments + minor tweaks to DX12 backends. 7219fa65c02 Revert "Fonts: Allowing PushFont()/PopFont() to be called outside the imgui frame scope. (#3621)" 61d4bf95dc5 Fonts: Allowing PushFont()/PopFont() to be called outside the imgui frame scope. (#3621) d30e102f3ad Scrollbar, TestEngine: for consistency, scrollbars are registered in _Menu layer. 91e8f2b0feb Debug Tools: Debug Log: hovering 0xXXXXXXXX values in log is allowed even if a popup is blocking mouse access to the debug log window. (#5855) eed95027956 Error Handling: Fixed bugs recovering from within a table that created a child window, and from nested child windows. (#1651) fd932297703 Tables, MultiSelect: Fixed an issue where column width may be mismeasured when calling BeginMultiSelect() while inside a table. (#8250) 9b0e61aaaa7 InputText: sanity checks to e.g. detect non zero-terminated buffers + removed a redundant strlen() call during activation. ae839620b96 Docs: Updated EXAMPLES.md (#8246) 457fae24e7a Silence more zealous GCC warning. (#8241) cd6c83cdccb Fixes GCC warnings (#8241) 32f11402f96 InputText: use TextSrc more consistently to facilitate accessing user buffer in text processing code. (#8242) e900571ac24 InputText: Fixed issue when activating a ReadOnly field when the underlying value is being modified. (#8242) f31d53093b5 TestEngine: for consistency, title bar / window items are registered in _Menu layer. 13c4084362b Nav: Fixed an issue where Alt key would clear current active item on windows with the ImGuiWindowFlags_NoNavInputs flag. (#8231) f5f11e94be3 InputText: Fixed a bug where character replacements performed from a callback were not applied when pasting from clipbard. (#8229) 324d4bb1402 InputText: calling ReloadUserBuf doesn't clear undo stack. (#2890) 8237ab450e3 Drags, Sliders: store initial value on activation, as a convenience for some mods. (#8223) 4ad5496474b Drags: Added ImGuiSliderFlags_NoSpeedTweaks flag to disable keyboard modifiers altering the tweak speed. (#8223) f9f4e22f6f7 InputText: some tidying up. (#7925) 4cc464eadc1 BeginListBox(): Comments (#8220) 1d069cf4352 Fonts: store 0 for unset EllipsisChar/FallbackChar. Pull config in BuildLookupTable(). e487eb9da08 Backends: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222) f25665f3600 Version 1.91.7 WIP 993fa347495 Version 1.91.6 2ca83f0bc72 Fixed missing symbols when using IMGUI_DISABLE_DEMO_WINDOWS (e.g. with ImPlot) (#8221) c3ffd4c53e9 Misc: Added IMGUI_USE_LEGACY_CRC32_ADLER to use old tables. (#8169, #4933) d78e823449f InputText: added ImGuiInputTextFlags_ElideLeft. (#1442, #1440, #4391, #7208, #8216) d2645423de8 InputText: reactivating last activated InputText() doesn't restore horizontal scrolling. f3147f446a7 Backends: OpenGL3: call glGetString(GL_VERSION) even in GS ES 2.0 path. (#8197) 921c22f5adc Examples: GLFW+OpenGL3, SDL3+OpenGL3: Provide ES3 context creation code + failure handling. (#8197) 6b348622bb8 Examples: SDL2+OpenGL3: Provide ES3 context creation code + failure handling. (#8197) fce07bb1cb4 Don't enable SSE4 under Emscripten - Fix. (#8213, #8169, #4933) 53dd7552dcb Backends: DX12: let the user specifies the DepthStencilView format. (#8217) 2671f68f7f8 Don't enable SSE4 under Emscripten (#8213, #8169, #4933) 3f3c62a3c99 ScrollbarEx: clarify use of flags and make them optional. (#8215) 18e5d769fd7 Backends: DX10: create sampler outside of ImGui_ImplDX11_CreateFontsTexture(). 43fbd7ce840 Backends: standardized top of file comments. 566558b17c5 Replacing NULL with nullptr in examples/backends when they creeped back. (#6313, #7071, #4537) 6f6ac84228a Demo: Assets Browser: use correct axis for layout computation, to allow making items non-square. (#8207) 70b6ba42402 Clarify that IMGUI_USE_BGRA_PACKED_COLOR requires backend support. (#8201) 923ca4765a8 Backends: OpenGL3: Fix compile error with IMGUI_IMPL_OPENGL_ES2 and IMGUI_IMPL_OPENGL_DEBUG (#8197) 43c51eb12d1 Tables: fixed SetNextWindowScroll() value being ignored by BeginTable() during the first frame or when scrolling flags have changed. (#8196) ee2119d7cbe imgui_freetype: Fix build broken by 19a1f2a (#8107) 19a1f2a5d2c Fonts: fixed AddCustomRect() not being packed with TexGlyphPadding + not accounted in surface area. (#8107) 9b26743c6b3 SliderAngle: only write back to value v_rad on value_changed. (#8193) dda7672008e Backends: Vulkan: removed sizeof(ImTextureID) check. c1123fd8d05 Backends: Vulkan: small refactor to use a texture struct. 90dd510df1e Backends: DX11: create sampler outside of ImGui_ImplDX11_CreateFontsTexture(). 96877eb9c30 Backends: Vulkan: fixed build with VK_NO_PROTOTYPES. (#8172, #4867) 2d660108b27 Misc: amend crc32 to use _mm_crc32_u32. (#8169, #4933) 326dc95f9c7 Misc: use native crc32 instructions on SEE 4.2 targets. (#8169, #4933) e6dd8f626a1 Misc: changed CRC32 table to use crc32c polynomial in order to be compatible with SSE 4.2 instructions. (#8169, #4933) 61ab94d5534 Backends: Vulkan: Make descriptor pool optional (#8172, #4867) 9b273294377 Comments on ImageButton(). (#8165) + comments on Emscripten -sSINGLE_FILE option. (#8153) 5b7feebfd8f Backends: DX9: extract RGBA convert loop as we are going to need it more often. dfbf1b4f6b1 Backends: DX9: cache result of ImGui_ImplDX9_CheckFormatSupport() as we are going to need it more often. 20360e00ceb Merge miscellaneous small changes to reduce drift with texture update branch. 551b6c4d662 Tools: binary_to_compressed_c: added -u8/-u32/-base85 export options. d0e870aad2c Misc: changed embedded ProggyClean encoding to save a bit of binary space (~12kb to 9.5kb). (#8161) 5ae3dd52a07 Fonts: added IMGUI_DISABLE_DEFAULT_FONT macro. (#8161) eb0ad66d88d Demo: example tree used by Property Editor & Selection demos properly freed on app closure. (#8158) 142827f7d86 Backends: DX12: rework legacy path for handling ImGui_ImplDX12_Init() being called with space for a single descriptor. 08400f5be7f Backends: DX12: tidying up, added a ImGui_ImplDX12_Texture helper struct. 40b2286d16e (Breaking) Backends: DX12: changed ImGui_ImplDX12_Init() signature. Added ImGui_ImplDX12_InitInfo. Added support for Srv allocators. 3260ea69545 Examples: Win32+DX12: Tweaks. 8be0723fb7a Amend Changelog to better document how changing button behavior of InputInt/InputFloat step buttons affected some mis-uses (#8149) e97b97467e4 Error Handling: fixed cases where recoverable error handling would crash. (#1651) 3381ab423b3 Version 1.91.6 WIP + fixed typo in tooltip. f401021d5a5 Version 1.91.5 31b967f098d Fix 01d27a4 (sorry I cherry-picked from wrong branch) 01d27a4acde Internals: added IM_LIKELY(), IM_UNLIKELY() helper macros (yet unused). Added ImFontGetCharAdvanceX() macro. 419a9ada16e Ignore clang warning Wnontrivial-memaccess (#8129, #8135) 17bd417a3d1 AddCustomRectFontGlyph: added storage for Colored bool in ImFontAtlasCustomRect. (#8133) 3b683927ee6 imgui_freetype: Fixed a crash in build font atlas when using merged fonts and the first font in a merged set has no loaded glyph. (#8081) 3543dfda953 Docs: document removal of ImFont const qualifier as potentially breaking. d97bbf19042 Tabs, Style: made ImGuiCol_TabDimmedSelectedOverline alpha 0 (not visible) in default styles. df0776e931d (Breaking) Removed ImGuiKey_COUNT. (#4921) 738d6db3e6b (Breaking) Removed used of ImGuiKey_KeysData_SIZE, ImGuiKey_KeysData_OFFSET. (#4921) 6f287dd16d5 (Breaking) Removed pre-1.87 obsolete io.KeyMap[], io.KeysDown[], io.NavInputs[]. Remove IMGUI_DISABLE_OBSOLETE_KEYIO. (#4921) 57ab2b42260 Fixed unused function warning (#8130) ec2f1d69c8d Docs: word-wrap some the older changelogs. 63234f8dd0a InputText: Internals: rename CurLenA->TextLen, InitialTextA->TextToRevertTo. be2d006e2e7 Align warning blocks. Removed -Wunused-function, -Wmissing-prototypes from imgui_internal.h 88e232739bc Ignore clang warning Wnontrivial-memaccess (#8129) d4791f1bbef Fixed a comment typo. (#8128) 82d0584e7bb InputText: using CurLenA instead of TextA.Size for correctness. (#7925) 75f83de52ab InputText: fixed a bug (regression in 1.91.2) where modifying text buffer within a callback would sometimes prevents further appending to the buffer. (#7925) f77d22837c0 Examples: Android+OpenGL: Using ALooper_pollOnce() instead of ALooper_pollAll(). (#8013) 71c77c081ac Demo: added a "Windows" section. 772ca9e9a9d Log/Capture: added experimental io.ConfigWindowsCopyContentsWithCtrlC config option. f37a9a27e58 Log/Capture: reworked scope + decorating menus, tabs. a4fcc93f4af Log/Capture: renaming ImGuiLogType to ImGuiLogFlags 9a0dff1bc56 Buttons: using ImGuiItemFlags_ButtonRepeat makes default button behavior use PressedOnClick instead of PressedOnClickRelease when unspecified. 0bde57c25a9 Font, Misc: remove qualifier from most font functions. 3b8c7d0326d Backends: Win32: rework to add ImGui_ImplWin32_WndProcHandlerEx() not using current context (experimental). (#8069, #6293, #5856, #586) d67e2eea1a0 Backends: Win32: internal rename. 81b689b9693 Backends: OpenGL3: added additional debug GL_CALL enclosure for glCreateShader() calls. (#8104) 81cfe096578 Selectable, Style: selected Selectable() use _Header color instead of an arbitrary lerp between _Header and _HeaderHovered. (#8106, #1861) ccb6646baea Examples: added SDL3+Vulkan example. (#8084, #8085) 1039b7f543c Examples: added more build_win64.bat helpers. a908d73c16a Backends: avoid missing -Wmissing-declaration warning. (#8087, #7997) b4033b37ad7 Backends: WGPU: update for Dawn WGPU String usage. (#8082, #8083) a855bd8df3c Backends: SDL2: Replace SDL_Vulkan_GetDrawableSize() forward declaration with the actual include. (#8095, #7967, #3190) 06092a9756b Backends: SDL2, SDL3: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten. (#4019, #6096, #1463) 062e580436e Fixed copy/paste error in DebugModeWindow() (#8094) 4994e75852a Backends: DX12: Unmap() call specify written range. 41f02825fc5 Version 1.91.5 WIP 99109c0b3b0 Amend Changelog, oops didn't get it in the previous commit. 83b64b8be22 Version 1.91.4 ab9ce2a927a Nav: added io.ConfigNavCursorVisibleAuto, io.ConfigNavCursorVisibleAlways. (#1074, #2048, #7237, #8059, #3200, #787) 3982cb35dcf Nav, Docs: consistently use "keyboard/gamepad" instead of sometimes "gamepad/keyboard". 1ff9768aa30 Nav: (Breaking) renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor. (#1074, #2048, #7237, #8059, #1712, #7370, #787) 634a7ed9886 Nav: added SetNavCursorVisible(). (#1074, #2048, #7237, #8059) 0bae2db77fd Internals: (Breaking) renamed NavDisableMouseHover to NavHighlightItemUnderNav. 0536ace2b6c Internals: (Breaking) renamed RenderNavHighlight() to RenderNavCursor(), ImGuiNavHighlightFlags to ImGuiNavRenderCursorFlags. (#1074, #2048, #7237, #8059, #1712, #7370, #787) 23b655f8e3a Internals: (Breaking) changed g.NavDisableHighlight to g.NavCursorVisible : same logic but inverted value. (#1074, #2048, #7237, #8059, #1712, #7370, #787) 7a56b411247 Nav: added io.ConfigNavEscapeClearFocusItem. (#8059, #2048, #1074, #3200) db26fe7ca8d Debug Tools: Metrics: Fixed a crash when browsing "InputText" section before using one. (#8071) 604f2fa84aa InputScalar: added an assert to clarify that ImGuiInputTextFlags_EnterReturnsTrue is not supported by InputFloat, InputInt etc. (#8065) 38617a5ad34 Internals: remove ImGuiInputTextFlags_NoMarkEdited and g.LockMarkEdited n favor of ImGuiItemFlags_NoMarkEdited. 0f6a463fae5 Internals: rename ImGuiTreeNodeStackData::InFlags and ImGuiNavItemData::InFlags to ItemFlags too. e6b5cafe65f Internals: rename ImGuiLastItemData::InFlags -> ItemFlags. ImGuiNextItemData::Flags -> HasFlags to avoid mistakes. 706438a43c3 Disabled: clicking a disabled item focuses parent window. Fix/amend 83ecc84. (#8064) 04d9a045570 imgui_freetype: Added support for plutosvg to render OpenType SVG fonts. (#7927, #7187 + #6591, #6607) 83ecc846dc4 Disabled: clicking a disabled item focuses parent window. (#8064) 67e5f3505d4 InvisibleButton: disable navigation properly + added ImGuiButtonFlags_EnableNav to enable navigation. (#8057) 971d243a872 Fixed typo (#8063) 49a9eee33f2 Commented out obsolete internals's SetItemUsingMouseWheel() (#2891), TreeNodeBehaviorIsOpen() (#4814, #5423, #282, #2958, #924) 50de550ecdd Tooltips: fixed incorrect tooltip positioning when using keyboard/gamepad navigation (1.91.3 regression). (#8036) 42f47590f98 Fixed ad37b79 breaking IsItemHovered()->IsItemFocused() passthrough for navigation. 97da66209cf Internals: removing ImGuiButtonFlags_Repeat (in favor of ImGuiItemFlags_ButtonRepeat), ImGuiButtonFlags_DontClosePopups (unused) 462d1674568 Nav: rectangle highlight not rendered for items with ImGuiItemFlags_NoNav. (#8057) ad37b79bca2 Nav: shallow tidying up. 626d358e55e Nav: fixed Ctrl+Tab so when starting with no focused window it starts from the top-most window. (#3200) b0010389011 Nav: added io.ConfigNavEscapeClearFocusWindow to clear focused window on Escape. (#3200) ba5161740ea Amend d885fe4, fixes default value of ConfigNavCaptureKeyboard. (#2517, #2009) d885fe4dd0c (Breaking) moved ImGuiConfigFlags_NavEnableSetMousePos -> io.ConfigNavMoveSetMousePos, ImGuiConfigFlags_NavNoCaptureKeyboard -> ConfigNavCaptureKeyboard. (#2517, #2009) 349af8766cb InputText: ensure mouse cursor is set regardless of whether keyboard mode is enabled or not. (#6417) 20ae8bd4c32 Error Handling: turned IsItemHovered()/IsWindowHovered() checks into IM_ASSERT_USER_ERROR. (#1651) c4bc6744824 IO: WantCaptureKeyboard is never set when ImGuiConfigFlags_NoKeyboard is enabled. (#4921) 98d52b7b26c DrawList: AddCallback() added an optional size parameter allowing to copy and store any amount of user data for usage by callbacks: (#6969, #4770, #7665) f29e505d94e CI: remove --disableLicenseExpirationCheck. a0b811dd373 Backends: SDLRenderer2/3: expose selected state in ImGui_ImplXXXX_RenderState structures during render loop. (#6969, #5834, #7468, #3590 + #7616) 9fbc3134591 InputText: amend 661bba0. (#8048) 661bba09ce1 InputText: fixed an issue with not declaring ownership of Delete/Backspace/Arrow keys. (#8048) f3d242a90d6 Tables: fixed initial auto-sizing issue with synched-instances. (#8045, #7218) c3629adbeb2 Backends: Metal: fixed ImTextureID cast. (#1641) 6b8accbfa1b Fixed building when defining ImTextureID to a multi-token name. (#1641) 92b94980c69 (Breaking) Default ImTextureID to use a Im64 instead of void* (#1641) 19b494df89f Examples: DirectX12: update Windows SDK version. f890d853816 Backends: Fixed typo in comments from old wip work 'io.BackendRendererRenderState' -> 'platform_io.Renderer_RenderState'. (#6969, #5834, #7468, #3590 42206b3d513 Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler to Clamp instead of Repeat/Wrap. (#7468, #7511, #5999, #5502) 74dd38d27c9 Backends: Vulkan: fixed warnings when building in 32-bit mode. e94f95d82b9 Backends: DX11, DX12, Vulkan, WGPU: Expose some backend-specific render state usable for callbacks. (#6969, #5834, #7468, #3590) 9bd5d8a2405 Backends: misc renaming of locals. Use 'draw_list' instead of 'cmd_list'. Avoid using 'ctx'. 1dde20ff4a1 Version 1.91.4 WIP git-subtree-dir: external/imgui/imgui git-subtree-split: 5c1d2d1e4c562a2ed3efbc64476e703a655b45fd
778 lines
37 KiB
C++
778 lines
37 KiB
C++
// 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 AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
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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 are obsolete since 1.87 and not supported since 1.91.5]
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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 (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: IME support.
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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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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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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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// 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten.
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// 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807)
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// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
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// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
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// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
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// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
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// 2024-08-19: Storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
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// 2024-08-19: ImGui_ImplSDL3_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
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// 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807)
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// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801)
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// 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794)
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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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// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
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// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391)
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// 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)
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// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
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// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
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// 2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_sdl3.h"
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// Clang warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
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#endif
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// SDL
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#include <SDL3/SDL.h>
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#if defined(__APPLE__)
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#include <TargetConditionals.h>
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#endif
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#ifdef _WIN32
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#ifndef WIN32_LEAN_AND_MEAN
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#define WIN32_LEAN_AND_MEAN
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#endif
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#include <windows.h>
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#endif
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#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
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#else
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
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#endif
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// FIXME-LEGACY: remove when SDL 3.1.3 preview is released.
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#ifndef SDLK_APOSTROPHE
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#define SDLK_APOSTROPHE SDLK_QUOTE
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#endif
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#ifndef SDLK_GRAVE
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#define SDLK_GRAVE SDLK_BACKQUOTE
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#endif
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// SDL Data
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struct ImGui_ImplSDL3_Data
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{
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SDL_Window* Window;
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SDL_WindowID WindowID;
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SDL_Renderer* Renderer;
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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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SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
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SDL_Cursor* MouseLastCursor;
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int MousePendingLeaveFrame;
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bool MouseCanUseGlobalState;
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// Gamepad handling
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ImVector<SDL_Gamepad*> Gamepads;
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ImGui_ImplSDL3_GamepadMode GamepadMode;
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bool WantUpdateGamepadsList;
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ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
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// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
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static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
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}
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// Functions
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static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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if (bd->ClipboardTextData)
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SDL_free(bd->ClipboardTextData);
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const char* sdl_clipboard_text = SDL_GetClipboardText();
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bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : nullptr;
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return bd->ClipboardTextData;
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}
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static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text)
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{
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SDL_SetClipboardText(text);
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}
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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_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
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SDL_Window* window = SDL_GetWindowFromID(window_id);
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if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
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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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r.x = (int)data->InputPos.x;
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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_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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// Not static to allow third-party code to use that if they want to (but undocumented)
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ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode);
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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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case SDLK_LEFT: return ImGuiKey_LeftArrow;
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case SDLK_RIGHT: return ImGuiKey_RightArrow;
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case SDLK_UP: return ImGuiKey_UpArrow;
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case SDLK_DOWN: return ImGuiKey_DownArrow;
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case SDLK_PAGEUP: return ImGuiKey_PageUp;
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case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
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case SDLK_HOME: return ImGuiKey_Home;
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case SDLK_END: return ImGuiKey_End;
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case SDLK_INSERT: return ImGuiKey_Insert;
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case SDLK_DELETE: return ImGuiKey_Delete;
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case SDLK_BACKSPACE: return ImGuiKey_Backspace;
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case SDLK_SPACE: return ImGuiKey_Space;
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case SDLK_RETURN: return ImGuiKey_Enter;
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case SDLK_ESCAPE: return ImGuiKey_Escape;
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case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
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case SDLK_COMMA: return ImGuiKey_Comma;
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case SDLK_MINUS: return ImGuiKey_Minus;
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case SDLK_PERIOD: return ImGuiKey_Period;
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case SDLK_SLASH: return ImGuiKey_Slash;
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case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
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case SDLK_EQUALS: return ImGuiKey_Equal;
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case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
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case SDLK_BACKSLASH: return ImGuiKey_Backslash;
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case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
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case SDLK_GRAVE: return ImGuiKey_GraveAccent;
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case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
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case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
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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_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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case SDLK_LGUI: return ImGuiKey_LeftSuper;
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case SDLK_RCTRL: return ImGuiKey_RightCtrl;
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case SDLK_RSHIFT: return ImGuiKey_RightShift;
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case SDLK_RALT: return ImGuiKey_RightAlt;
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case SDLK_RGUI: return ImGuiKey_RightSuper;
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case SDLK_APPLICATION: return ImGuiKey_Menu;
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case SDLK_0: return ImGuiKey_0;
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case SDLK_1: return ImGuiKey_1;
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case SDLK_2: return ImGuiKey_2;
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case SDLK_3: return ImGuiKey_3;
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case SDLK_4: return ImGuiKey_4;
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case SDLK_5: return ImGuiKey_5;
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case SDLK_6: return ImGuiKey_6;
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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_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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case SDLK_F4: return ImGuiKey_F4;
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case SDLK_F5: return ImGuiKey_F5;
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case SDLK_F6: return ImGuiKey_F6;
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case SDLK_F7: return ImGuiKey_F7;
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case SDLK_F8: return ImGuiKey_F8;
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case SDLK_F9: return ImGuiKey_F9;
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case SDLK_F10: return ImGuiKey_F10;
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case SDLK_F11: return ImGuiKey_F11;
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case SDLK_F12: return ImGuiKey_F12;
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case SDLK_F13: return ImGuiKey_F13;
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case SDLK_F14: return ImGuiKey_F14;
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case SDLK_F15: return ImGuiKey_F15;
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case SDLK_F16: return ImGuiKey_F16;
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case SDLK_F17: return ImGuiKey_F17;
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case SDLK_F18: return ImGuiKey_F18;
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case SDLK_F19: return ImGuiKey_F19;
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case SDLK_F20: return ImGuiKey_F20;
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case SDLK_F21: return ImGuiKey_F21;
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case SDLK_F22: return ImGuiKey_F22;
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case SDLK_F23: return ImGuiKey_F23;
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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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static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0);
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io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0);
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io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0);
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io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
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}
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static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
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}
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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// 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.
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bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
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ImGuiIO& io = ImGui::GetIO();
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switch (event->type)
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{
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case SDL_EVENT_MOUSE_MOTION:
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == nullptr)
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return false;
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ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
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io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
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io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
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return true;
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}
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case SDL_EVENT_MOUSE_WHEEL:
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == nullptr)
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return false;
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//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
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float wheel_x = -event->wheel.x;
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float wheel_y = event->wheel.y;
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io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
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io.AddMouseWheelEvent(wheel_x, wheel_y);
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return true;
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}
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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case SDL_EVENT_MOUSE_BUTTON_UP:
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == nullptr)
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return false;
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int mouse_button = -1;
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if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
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if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
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if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
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if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
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if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
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if (mouse_button == -1)
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break;
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io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
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io.AddMouseButtonEvent(mouse_button, (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN));
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bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
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return true;
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}
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case SDL_EVENT_TEXT_INPUT:
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == nullptr)
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return false;
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io.AddInputCharactersUTF8(event->text.text);
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return true;
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}
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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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if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == nullptr)
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return false;
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ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
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//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
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// (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), 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.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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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
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return false;
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bd->MouseWindowID = event->window.windowID;
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bd->MousePendingLeaveFrame = 0;
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return true;
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}
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// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
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// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
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// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
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// FIXME: Unconfirmed whether this is still needed with SDL3.
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case SDL_EVENT_WINDOW_MOUSE_LEAVE:
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
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return false;
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bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
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return true;
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}
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case SDL_EVENT_WINDOW_FOCUS_GAINED:
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case SDL_EVENT_WINDOW_FOCUS_LOST:
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
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return false;
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io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
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return true;
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}
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case SDL_EVENT_GAMEPAD_ADDED:
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case SDL_EVENT_GAMEPAD_REMOVED:
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{
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bd->WantUpdateGamepadsList = true;
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return true;
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}
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}
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return false;
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}
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static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
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{
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viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(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_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 = 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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static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
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{
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ImGuiIO& io = ImGui::GetIO();
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IMGUI_CHECKVERSION();
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IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
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IM_UNUSED(sdl_gl_context); // Unused in this branch
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|
|
// 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_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
|
|
io.BackendPlatformUserData = (void*)bd;
|
|
io.BackendPlatformName = "imgui_impl_sdl3";
|
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
|
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
|
|
|
bd->Window = window;
|
|
bd->WindowID = SDL_GetWindowID(window);
|
|
bd->Renderer = renderer;
|
|
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
|
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
|
|
platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
|
|
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
|
|
|
|
// Gamepad handling
|
|
bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
|
|
bd->WantUpdateGamepadsList = true;
|
|
|
|
// Load mouse cursors
|
|
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_DEFAULT);
|
|
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_TEXT);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_MOVE);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NS_RESIZE);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_EW_RESIZE);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE);
|
|
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER);
|
|
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED);
|
|
|
|
// Set platform dependent data in viewport
|
|
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
|
ImGui_ImplSDL3_SetupPlatformHandles(main_viewport, window);
|
|
|
|
// 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_EVENT_MOUSE_BUTTON_DOWN 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 2.0.22: 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
|
|
|
|
return true;
|
|
}
|
|
|
|
bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
|
{
|
|
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
|
|
return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
|
|
}
|
|
|
|
bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
|
|
{
|
|
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
|
|
}
|
|
|
|
bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
|
|
{
|
|
#if !defined(_WIN32)
|
|
IM_ASSERT(0 && "Unsupported");
|
|
#endif
|
|
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
|
|
}
|
|
|
|
bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window)
|
|
{
|
|
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
|
|
}
|
|
|
|
bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
|
|
{
|
|
return ImGui_ImplSDL3_Init(window, renderer, nullptr);
|
|
}
|
|
|
|
bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window)
|
|
{
|
|
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
|
|
}
|
|
|
|
bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
|
|
{
|
|
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
|
|
}
|
|
|
|
static void ImGui_ImplSDL3_CloseGamepads();
|
|
|
|
void ImGui_ImplSDL3_Shutdown()
|
|
{
|
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
if (bd->ClipboardTextData)
|
|
SDL_free(bd->ClipboardTextData);
|
|
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
|
SDL_DestroyCursor(bd->MouseCursors[cursor_n]);
|
|
ImGui_ImplSDL3_CloseGamepads();
|
|
|
|
io.BackendPlatformName = nullptr;
|
|
io.BackendPlatformUserData = nullptr;
|
|
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
|
|
IM_DELETE(bd);
|
|
}
|
|
|
|
static void ImGui_ImplSDL3_UpdateMouseData()
|
|
{
|
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) 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_Window* focused_window = SDL_GetKeyboardFocus();
|
|
const bool is_app_focused = (bd->Window == 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 io.ConfigNavMoveSetMousePos is enabled by user)
|
|
if (io.WantSetMousePos)
|
|
SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
|
|
|
|
// (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION 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)
|
|
float mouse_x_global, mouse_y_global;
|
|
int window_x, window_y;
|
|
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
|
|
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
|
|
io.AddMousePosEvent(mouse_x_global - window_x, mouse_y_global - window_y);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplSDL3_UpdateMouseCursor()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
|
return;
|
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_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_HideCursor();
|
|
}
|
|
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();
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplSDL3_CloseGamepads()
|
|
{
|
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
|
if (bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
|
|
for (SDL_Gamepad* gamepad : bd->Gamepads)
|
|
SDL_CloseGamepad(gamepad);
|
|
bd->Gamepads.resize(0);
|
|
}
|
|
|
|
void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count)
|
|
{
|
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
|
ImGui_ImplSDL3_CloseGamepads();
|
|
if (mode == ImGui_ImplSDL3_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_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no)
|
|
{
|
|
bool merged_value = false;
|
|
for (SDL_Gamepad* gamepad : bd->Gamepads)
|
|
merged_value |= SDL_GetGamepadButton(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_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1)
|
|
{
|
|
float merged_value = 0.0f;
|
|
for (SDL_Gamepad* gamepad : bd->Gamepads)
|
|
{
|
|
float vn = Saturate((float)(SDL_GetGamepadAxis(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_ImplSDL3_UpdateGamepads()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
|
|
|
// Update list of gamepads to use
|
|
if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
|
|
{
|
|
ImGui_ImplSDL3_CloseGamepads();
|
|
int sdl_gamepads_count = 0;
|
|
SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
|
|
for (int n = 0; n < sdl_gamepads_count; n++)
|
|
if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
|
|
{
|
|
bd->Gamepads.push_back(gamepad);
|
|
if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
|
|
break;
|
|
}
|
|
bd->WantUpdateGamepadsList = false;
|
|
SDL_free(sdl_gamepads);
|
|
}
|
|
|
|
// 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_gamepad.h suggests using this value.
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
|
}
|
|
|
|
void ImGui_ImplSDL3_NewFrame()
|
|
{
|
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_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;
|
|
SDL_GetWindowSizeInPixels(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);
|
|
|
|
// 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->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
|
{
|
|
bd->MouseWindowID = 0;
|
|
bd->MousePendingLeaveFrame = 0;
|
|
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
|
}
|
|
|
|
ImGui_ImplSDL3_UpdateMouseData();
|
|
ImGui_ImplSDL3_UpdateMouseCursor();
|
|
|
|
// Update game controllers (if enabled and available)
|
|
ImGui_ImplSDL3_UpdateGamepads();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#if defined(__clang__)
|
|
#pragma clang diagnostic pop
|
|
#endif
|
|
|
|
#endif // #ifndef IMGUI_DISABLE
|