mirror of
https://github.com/MadeOfJelly/MushMachine.git
synced 2024-11-14 19:13:01 +01:00
371 lines
18 KiB
C++
371 lines
18 KiB
C++
// dear imgui: Platform Binding for SDL2
|
|
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
|
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
|
// (Requires: SDL 2.0. Prefer SDL 2.0.4+ for full feature support.)
|
|
|
|
// Implemented features:
|
|
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
|
// [X] Platform: Clipboard support.
|
|
// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
|
|
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
|
// Missing features:
|
|
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
|
|
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
|
// https://github.com/ocornut/imgui
|
|
|
|
// CHANGELOG
|
|
// (minor and older changes stripped away, please see git history for details)
|
|
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
|
|
// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
|
|
// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
|
|
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
|
|
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
|
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
|
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
|
// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
|
|
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
|
// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
|
|
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
|
|
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
|
// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
|
|
// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
|
|
// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
|
|
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
|
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
|
|
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
|
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
|
// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
|
|
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
|
|
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
|
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
|
|
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
|
|
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
|
|
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
|
|
|
|
#include "imgui.h"
|
|
#include "imgui_impl_sdl.h"
|
|
|
|
// SDL
|
|
#include <SDL.h>
|
|
#include <SDL_syswm.h>
|
|
#if defined(__APPLE__)
|
|
#include "TargetConditionals.h"
|
|
#endif
|
|
|
|
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4)
|
|
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
|
|
|
|
// Data
|
|
static SDL_Window* g_Window = NULL;
|
|
static Uint64 g_Time = 0;
|
|
static bool g_MousePressed[3] = { false, false, false };
|
|
static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
|
|
static char* g_ClipboardTextData = NULL;
|
|
static bool g_MouseCanUseGlobalState = true;
|
|
|
|
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
|
|
{
|
|
if (g_ClipboardTextData)
|
|
SDL_free(g_ClipboardTextData);
|
|
g_ClipboardTextData = SDL_GetClipboardText();
|
|
return g_ClipboardTextData;
|
|
}
|
|
|
|
static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
|
|
{
|
|
SDL_SetClipboardText(text);
|
|
}
|
|
|
|
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
|
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
|
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
|
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
|
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
|
|
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
switch (event->type)
|
|
{
|
|
case SDL_MOUSEWHEEL:
|
|
{
|
|
if (event->wheel.x > 0) io.MouseWheelH += 1;
|
|
if (event->wheel.x < 0) io.MouseWheelH -= 1;
|
|
if (event->wheel.y > 0) io.MouseWheel += 1;
|
|
if (event->wheel.y < 0) io.MouseWheel -= 1;
|
|
return true;
|
|
}
|
|
case SDL_MOUSEBUTTONDOWN:
|
|
{
|
|
if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
|
|
if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
|
|
if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
|
|
return true;
|
|
}
|
|
case SDL_TEXTINPUT:
|
|
{
|
|
io.AddInputCharactersUTF8(event->text.text);
|
|
return true;
|
|
}
|
|
case SDL_KEYDOWN:
|
|
case SDL_KEYUP:
|
|
{
|
|
int key = event->key.keysym.scancode;
|
|
IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
|
|
io.KeysDown[key] = (event->type == SDL_KEYDOWN);
|
|
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
|
|
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
|
|
io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
|
|
#ifdef _WIN32
|
|
io.KeySuper = false;
|
|
#else
|
|
io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
|
|
#endif
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static bool ImGui_ImplSDL2_Init(SDL_Window* window)
|
|
{
|
|
g_Window = window;
|
|
|
|
// Setup back-end capabilities flags
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
|
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
|
io.BackendPlatformName = "imgui_impl_sdl";
|
|
|
|
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
|
|
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
|
|
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
|
|
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
|
|
io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
|
|
io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
|
|
io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
|
|
io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
|
|
io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
|
|
io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
|
|
io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
|
|
io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
|
|
io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
|
|
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
|
|
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
|
|
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
|
|
io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_KP_ENTER;
|
|
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
|
|
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
|
|
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
|
|
io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
|
|
io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
|
|
io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
|
|
|
|
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
|
|
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
|
|
io.ClipboardUserData = NULL;
|
|
|
|
// Load mouse cursors
|
|
g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
|
g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
|
|
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
|
|
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
|
|
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
|
|
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
|
|
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
|
|
g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
|
|
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
|
|
|
|
// Check and store if we are on Wayland
|
|
g_MouseCanUseGlobalState = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) != 0;
|
|
|
|
#ifdef _WIN32
|
|
SDL_SysWMinfo wmInfo;
|
|
SDL_VERSION(&wmInfo.version);
|
|
SDL_GetWindowWMInfo(window, &wmInfo);
|
|
io.ImeWindowHandle = wmInfo.info.win.window;
|
|
#else
|
|
(void)window;
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
|
{
|
|
(void)sdl_gl_context; // Viewport branch will need this.
|
|
return ImGui_ImplSDL2_Init(window);
|
|
}
|
|
|
|
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
|
{
|
|
#if !SDL_HAS_VULKAN
|
|
IM_ASSERT(0 && "Unsupported");
|
|
#endif
|
|
return ImGui_ImplSDL2_Init(window);
|
|
}
|
|
|
|
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
|
|
{
|
|
#if !defined(_WIN32)
|
|
IM_ASSERT(0 && "Unsupported");
|
|
#endif
|
|
return ImGui_ImplSDL2_Init(window);
|
|
}
|
|
|
|
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
|
|
{
|
|
return ImGui_ImplSDL2_Init(window);
|
|
}
|
|
|
|
void ImGui_ImplSDL2_Shutdown()
|
|
{
|
|
g_Window = NULL;
|
|
|
|
// Destroy last known clipboard data
|
|
if (g_ClipboardTextData)
|
|
SDL_free(g_ClipboardTextData);
|
|
g_ClipboardTextData = NULL;
|
|
|
|
// Destroy SDL mouse cursors
|
|
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
|
SDL_FreeCursor(g_MouseCursors[cursor_n]);
|
|
memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
|
|
}
|
|
|
|
static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
|
if (io.WantSetMousePos)
|
|
SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y);
|
|
else
|
|
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
|
|
|
int mx, my;
|
|
Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
|
|
io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
|
io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
|
|
io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
|
|
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
|
|
|
|
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
|
|
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
|
if (g_Window == focused_window)
|
|
{
|
|
if (g_MouseCanUseGlobalState)
|
|
{
|
|
// SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?)
|
|
// The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
|
|
// Won't use this workaround when on Wayland, as there is no global mouse position.
|
|
int wx, wy;
|
|
SDL_GetWindowPosition(focused_window, &wx, &wy);
|
|
SDL_GetGlobalMouseState(&mx, &my);
|
|
mx -= wx;
|
|
my -= wy;
|
|
}
|
|
io.MousePos = ImVec2((float)mx, (float)my);
|
|
}
|
|
|
|
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor.
|
|
// The function is only supported from SDL 2.0.4 (released Jan 2016)
|
|
bool any_mouse_button_down = ImGui::IsAnyMouseDown();
|
|
SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
|
|
#else
|
|
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
|
|
io.MousePos = ImVec2((float)mx, (float)my);
|
|
#endif
|
|
}
|
|
|
|
static void ImGui_ImplSDL2_UpdateMouseCursor()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
|
return;
|
|
|
|
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
|
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
|
|
{
|
|
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
|
SDL_ShowCursor(SDL_FALSE);
|
|
}
|
|
else
|
|
{
|
|
// Show OS mouse cursor
|
|
SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
|
|
SDL_ShowCursor(SDL_TRUE);
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplSDL2_UpdateGamepads()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
|
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
|
return;
|
|
|
|
// Get gamepad
|
|
SDL_GameController* game_controller = SDL_GameControllerOpen(0);
|
|
if (!game_controller)
|
|
{
|
|
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
|
return;
|
|
}
|
|
|
|
// Update gamepad inputs
|
|
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; }
|
|
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
|
|
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
|
MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A
|
|
MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B
|
|
MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X
|
|
MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y
|
|
MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left
|
|
MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right
|
|
MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up
|
|
MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down
|
|
MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
|
|
MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
|
|
MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
|
|
MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
|
|
MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
|
MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
|
MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767);
|
|
MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
|
|
|
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
|
#undef MAP_BUTTON
|
|
#undef MAP_ANALOG
|
|
}
|
|
|
|
void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
|
|
|
// Setup display size (every frame to accommodate for window resizing)
|
|
int w, h;
|
|
int display_w, display_h;
|
|
SDL_GetWindowSize(window, &w, &h);
|
|
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
|
|
w = h = 0;
|
|
SDL_GL_GetDrawableSize(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)
|
|
static Uint64 frequency = SDL_GetPerformanceFrequency();
|
|
Uint64 current_time = SDL_GetPerformanceCounter();
|
|
io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
|
|
g_Time = current_time;
|
|
|
|
ImGui_ImplSDL2_UpdateMousePosAndButtons();
|
|
ImGui_ImplSDL2_UpdateMouseCursor();
|
|
|
|
// Update game controllers (if enabled and available)
|
|
ImGui_ImplSDL2_UpdateGamepads();
|
|
}
|