forked from Green-Sky/tomato
Green Sky
5af8cfa879
d6cb3c923d Version 1.90.1 6470e2279e Debug Tools: DebugRenderKeyboardPreview() scales better. fdf8d02be1 Debug Tools: Added io.ConfigDebugIsDebuggerPresent and Debug Break buttons. (#2673) 788bb58b6b Metrics: Tweak, reorganize tools menu. a5dec42866 Debug Tools: Debug Log: Clicking any filter with SHIFT held enables it for 2 frames only. (#5855) a3eea8a75a Backends: OpenGL3: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink. (#6983) 69bf3291df Internals, Inputs: Fix for ImGuiInputFlags_RepeatUntilXXX logic when #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO is not set. af00b182e3 Examples: SDL3: Minor fixes following changes to API (SDL_WindowFlags -> Uint32). fc2e532f99 Shortcut: do not return true on mods changes. Internals: added ImGuiInputFlags_RepeatUntilKeyModsChange, ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone, ImGuiInputFlags_RepeatUntilOtherKeyPress. (#456, #2637) 8323a06e6d Inputs: passing ImGuiInputFlags_RepeatXXX options automatically adds ImGuiInputFlags_Repeat. 58261dbe9a Internals: alter ImGuiInputFlags values to leave room + indent. f1ae47c4b9 Docs: update links to Proggy Fonts. (#7211) 7f9533b840 ColorPicker: Fixed saturation/value cursor radius not scaling properly. 27e83c2953 Add comment about how ImGuiKey values are named after US keyboard keys. (#7205) 278cf1a7bc Readme: updated binaries. (#7193) edeb8ee3ab More compact issue_template.yml c6716f5e9f Fixed typo (#7197) a1b06823fe Windows: BeginChild(): Resize borders rendered even when ImGuiWindowFlags_NoBackground is specified. (#1710, #7194) 0461ade24b Reworked issue template (amends) (#5927, #5915) c528b688cf Reworked issue template. (#5927, #5915) 26eef4df87 Update issue_template.md 7938550d52 Comments and some extra line-wrapping in demo (#3193) 4758f74676 imgui_freetype: fix nullptr to ImTextureID cast (#7192) 6f10cef2a1 Backends: Vulkan: moved structure declarations. 33d18c580b Misc: During shutdown, check that io.BackendPlatformUserData and io.BackendRendererUserData are NULL. (#7175) 0ea99132c8 Backends: Vulkan: Stop creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them. 4778560e66 Backends: Vulkan: Added MinAllocationSize field in ImGui_ImplVulkan_InitInfo to workaround zealous validation layer. (#7189, #4238) e8dd47effa Backends: WebGPU: Fixing an issue when opening a popup in the wgpu backend (#7191) 718fa0eec6 Happy new year! 240ab5890b Backends: GLFW, Input: Use Unicode version of WndProc for get correct input for text in utf-8 code page. (#7174) 4a2426449a Drags, Sliders, Inputs: removed all attempts to filter non-numerical characters during text editing. (#6810, #7096) f039e69b9c Settings: Fixed an issue marking settings as dirty when merely clicking on a border or resize grip without moving it. 8340a30d27 Debug: move debug assertion in post-clip code to reduce overhead. (#4796 and more). 1e1013085b Debug Tools: Debug Log: Hide its own clipper log to reduce noise in the output. 036a6c875e ColorEdit4: Further tweaks for very small sizes. (#7120, #7121) 0bd6489721 DragScalarN, SliderScalarN, InputScalarN, PushMultiItemsWidths: fixed multi-components width in tight space (#7120, #7121) 0000739c08 Internals: Fixed function name typo. 33d426842d Backends: Vulkan: ImGui_ImplVulkan_CreateFontsTexture() calls vkQueueWaitIdle() instead of vkDeviceWaitIdle(). (#7148, #6943, #6715, #6327, #3743, #4618) 3cb805489b Backends: GLFW, Emscripten: fixes for canvas resizing, amends. (#6751) 22a7d241ff Backends: GLFW, Emscripten: fixes for canvas resizing. (#6751) b4c5a83cfe Commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter. (#2625, #7143) 70f2aaff43 Nav: tabbing happen within FocusScope. ImGuiWindowFlags_NavFlattened make window inherit focus scope from parent. 55073aa7a3 Examples; SDL: added missing return values checks from SDL_CreateWindow() calls. (#7147) 8764a1b7c4 Backends: Vulkan: free FontCommandBuffer explicitely (not actually required in normal code path, unless ImGui_ImplVulkan_DestroyDeviceObjects is declared directly). (#7104) 089ed30323 Replace usages of ImGuiKey_KeyPadEnter with ImGuiKey_KeypadEnter. (#7143) e265610a0c Fixes for MSVC code analyzer. f59b54c6f4 Nav: Activation can also be performed with Keypad Enter. (#5606) 0d582dabf3 Fixed warning (amend 54c1bde) 6cfe3ddf52 InputTextMultiline: Tabbing through a multi-line text editor using ImGuiInputTextFlags_AllowTabInput doesn't activate it. (#3092, #5759, #787) 54c1bdeceb Internals: removed unused ImGuiItemStatusFlags_FocusedByTabbing. (#4449) 4afffa36e9 InputTextMultiline: Fixed Tab character input not repeating f6836ff37f Misc: Rework debug display of texture id in Metrics window (amend) (#7090) 07dbd46ddd Misc: Rework debug display of texture id in Metrics window to avoid compile-error when ImTextureID is defined to be larger than 64-bits. (#7090) 34646627aa ColorEdit4: improve components width computation to better distribute the error (#7120) (#7123) 86512eac06 DragScalarN, SliderScalarN, InputScalarN, PushMultiItemsWidths: improve multi-components width computation to better distribute the error. (#7120, #7121) 03298fe875 Windows: Fixed some auto-resizing path using style.WindowMinSize.x (instead of x/y). (#7106) 69f524ba95 DragScalarN, SliderScalarN, InputScalarN, PushMultiItemsWidths: Added when component <= 0. (#7095) 9d8de45313 Image(): comment and minor refactor to resurface the fact that a border size may be added. (#2118) 5366bd09bf Scrolling: internal scrolling value is rounded instead of truncated. (#6677) c58d2c89c3 Tabs: Added ImGuiTabItemFlags_NoAssumedClosure to enable app to react on closure attempt. (#7084) 1fade35159 DragScalarN, SliderScalarN, InputScalarN, PushMultiItemsWidths: Fixed incorrect pushes into ItemWidth stack when number of components is 1. [#7095] 58ca5f6424 Shortcut(): clearer early out in SetShortcutRouting() -> CalcRoutingScore() path. d72e1563d4 Removed CalcListClipping() marked obsolete in 1.86. (#3841) + comments 9a2985611c Backend: Android: Remove Redundant Check (#7093) 0b77980cab Moved Tables API related declarations to their own section in imgui.h aaf157cfdd Commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. Commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted in 1.80. 1fd5ff7152 Avoid C++26 removed deprecated arithmetic conversion on enumerations. (#7088, #7089. #2983, #3040) 52886872f1 Misc: Added IMGUI_USER_H_FILENAME to change the path included when using IMGUI_INCLUDE_IMGUI_USER_H. (#7039) 5768de79e2 InputText, ColorEdit, ColorPicker: better support for undocumented ImGuiItemFlags_ReadOnly flag. (#7079, #211) b112d73edb Menus: amend to clarify/fix static analyzer warning. (#6671, #6926) 2ee40d3cf9 Menus: Tweaked hover slack logic, adding a timer to avoid situations where a slow vertical movements toward another parent BeginMenu() can keep the wrong child menu open. (#6671, #6926) b4b864e40a Backends: Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs vkDestroyCommandPool(). (#7075) d2b0167610 Fixed link error when using IMGUI_DISABLE_DEBUG_TOOLS 7965494ff3 Debug Tools: Added DebugFlashStyleColor() to identify a style color. Added to Style Editor. c1a3c7f445 Fixed Clang zealous warnings c6ec69c7c1 Using nullptr in remaining examples/backends locations. (#6313, #7071, #4537) 888834c636 Backends: Android: Fixed build breaking typo. (#7060) 077e4db772 Misc: Added extra courtesy ==/!= operators when IMGUI_DEFINE_MATH_OPERATORS is defined. 6f171a066d Nav, IO: SetNextFrameWantCaptureKeyboard(false) calls are not overrided back to true when navigation is enabled. (#6997) 1f3090a48d Backends: SDL3: Fix indent (#7062) 86891b0986 Backends: Android: ImGui_ImplAndroid_HandleInputEvent() takes a const AInputEvent* (#7060) f37f6f67f6 Windows: BeginChild(): Fixed auto-resizing erroneously limiting size to host viewport minus padding. (#7063) bce4db00bc Drag and Drop: Fixed drop target highlight on items temporarily pushing a widened clip rect. (#7049, #4281, #3272) 65a10410e3 Docs: Add suggestion to turn of char8_t behavior for C++20 (#7025) 61b8197942 Misc: Renamed some defines in imstb_textedit.h to avoid conflicts when using unity/jumbo builds. 3733b5064e Backends: SDL3: Fixed unused variable warning on master on some targets. (#7000) c5c1c4134b Backends: OpenGL3: imgui_impl_opengl3_loader.h: change #define ARRAY_SIZE to GL3W_ARRAY_SIZE to avoid external conflicts (#7017, #7018) 7bb0a525c3 Fixed text functions fast-path for handling "%s" and "%.*s" to handle null pointers gracefully. (#7016, #3466, #6846) 3d083dbe1a Version 1.90.1 WIP b81bd7ed98 Version 1.90.0 623bff23ce Windows: WindowMinSize not applied on AlwaysAutoResize window. (amend e2035a5) f298491a8a Docs: amend/tweak details about using io.WantCaptureMouse. (#7012) 5de1312e1c SplitterBehavior: tweak to not assert due to floating point precision. afadf74a53 BeginChild: undo child name simplification as it reveal an issue with handling of ### in child names. 46843b683b Fonts: minor/shallow amends (#6925) ade4d0e08a Fonts: added support for RasterizerDensity to FreeType based atlas generator. (#6925) ed29ff08ba Fonts: added support for RasterizerDensity in built-in atlas generator. (#6925) abfb9269b5 Fonts: added RasterizerDensity to ImFontConfig. (#6925) add915bdc4 Backends: SDL3: Updates for recent API changes. (#7000) 4ad5817aac Update backends/language lists 75c46a3930 Demo: Partly fix resizing constraint demo. (#6210, #5627) fe6544622b SetNextWindowSizeConstraints() clarified parameters, fixed comments. (#1139, #3186, #3270) 454f36d2af Removed 'bool border' legacy versions of BeginChild() as they seemingly have no value other than confusing user and IDE. 44dbad64d7 Backends: Vulkan: Fixes for VK_NO_PROTOTYPES. 79a9e2fdfb Backends: Vulkan: (Breaking) full font upload is performed by ImGui_ImplVulkan_CreateFontsTexture(), no need for user code to create or provide a command-buffer. Removed ImGui_ImplVulkan_DestroyFontUploadObjects(). (#6943, #6715, #6327, #3743, #4618) 6e7b43b6c7 Backends: Vulkan: Added ImGui_ImplVulkan_DestroyFontsTexture(), made ImGui_ImplVulkan_CreateFontsTexture() destroy previous one. (#6943, #6715, #6327, #3743, #4618) d0da79c572 Defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS now automaticaly define IMGUI_DISABLE_OBSOLETE_KEYIO. (#4921) ab522dd18c Removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define. (#4537) 0f50b52da4 Backends: OpenGL3: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1". (#6983) 5170a9d6dc Tables: Internals: renamed TableDrawContextMenu() to TableDrawDefaultContextMenu() for clarify. fea52e29aa Tables: added flags to TableDrawContextMenu() in order to display selected sections + added internal table->DisableDefaultContextMenu = true way to submit your own contents. 0d3b468cb3 BeginChild(): added ImGuiChildFlags_AutoResizeX, ImGuiChildFlags_AutoResizeY, ImGuiChildFlags_AlwaysAutoResize + support for SetNextWindowSizeConstraints(). (#1666, #1395, #1496, #1710) + Demo 44345c2108 Better documented the difference between BeginListBox() and BeginChild() w/ ImGuiChildFlags_FrameStyle. fa4c49b4a7 BeginChild(): resizing is only clamped on axis where there's no scrollbar. Added an extra ResizeX in Demo->Simple Layout. cdbc21a191 BeginChild(): Added ImGuiChildFlags_FrameStyle as a replacement for BeginChildFrame(). (#1666, #1496, #1395, #1710, #462, #503, #263) ab47efd9a0 Bits / comments 561af15d67 Internal: Added owner aware variant of IsMouseDoubleClicked() for consistency. 376035fd01 Nav: fixed programmatic nav calls (e.g. SetKeyboardFocusHere() from storing io.KeyMods) cfc71ab7c5 Made ImDrawCallback_ResetRenderState special value -8 instead of -1 so it is pointer aligned (#6969) 1ab63d925f Undid some of the changes done by c95fbb4 because they are not compatible with docking code. c0bc43ccff Offset values for ImGuiWindowFlags_NoNavInputs, ImGuiWindowFlags_NoNavFocus, ImGuiWindowFlags_UnsavedDocument. f1d1a8d32b Windows: use relative mouse movement for border resize when the border geometry has moved. (#1710) 9235352400 BeginChild: Added ImGuiChildFlags_ResizeX and ImGuiChildFlags_ResizeY. (#1710) 34a0bc456e BeginChild: Added ImGuiChildFlags_AlwaysUseWindowPadding, obsoleted ImGuiWindowFlags_AlwaysUseWindowPadding. (#462, (toward #1666, #1496, #1395, #1710) 7713c29258 BeginChild: Upgraded 'bool border = true' parameter to use a ImGuiChildFlags type and the ImGuiChildFlags_Border value. (toward #1666, #1496, #1395, #1710) 88fec09715 ColorPicker4(): Fixed ImGuiColorEditFlags_NoTooltip when ImGuiColorEditFlags_NoSidePreview is also set. (#6957) 313676d200 Settings: omit outputing Collapsed=0 in .ini file. Changelog + docs tweaks 8ee85137d8 BeginChild(): Internal name used by child windows now omits the hash/id if the child window is submitted in root of id stack of parent window. 4e4042bc33 Windows: tidying up skipitems logic at end of Begin(), normally should be no meaningful side-effect. bc3c6e74e6 Windows: fixed double-clicked border from showing highlighted at the new position. e2035a514c Windows: shared code for CalcWindowMinSize(). c95fbb4464 Windows: Double-clicking bottom or right window border auto-resize on a singles axis. ade2acfd1d Inputs: Added IsKeyChordPressed() public helper function. 1b9cb52d7b BeginChild(): rename parameters to reduce diff of upcoming patches. f8dc03d702 Windows: Can also auto-resize by double-clicking lower-left resize grip (not only lower-right one). 56f7e853be Demo: expose more Combo flags + misc tidying up. 9a5da23553 Changelog formatting d6d00b4fcf Moved BeginChild() above BeginChildEx() as it is more readable. 99913b5051 Internals: added IsKeyChordPressed() for consistency. a8bdbfddf9 Tables: Fixed top-most and left-most outer border overlapping inner clip-rect when scrolling. (#6765) 8db02ef8df Tables: Fixed an issue with ScrollX enabled where an extraneous draw command would be created. 947255c3da Tooltips: made it possible to use ImGuiHoveredFlags_ForTooltip + a ImGuiHoveredFlags_DelayXXXX override. (#1485) 0b8c6b9bce Internals: removed seemingly unused AutoFitChildAxises. 12a3c77c2f Demo: Minor tweak to angled headers demo. f96c5443b1 Tables: fixed angled headers with frozen columns. 32228d8add Tables: added Angled headers support. Added ImGuiTableColumnFlags_AngledHeader, ImGui::TableHeadersAngledRow(), style.TableAngledHeadersAngle. (#2957) 9f851ebfe4 Tables: added ImGuiTableFlags_HighlightHoveredColumn. be1311cfc1 Tables: fixed double-clicking on a column from clearing HoveredColumnBorder for a frame. 08606714a3 Fixed incorrect assert in FocusTopMostWindowUnderOne() preventing child+popup from being used. (#6915, #718) 5053d79a24 Tables: Internal: rework so stacked headers height may be used. b9ebb8e06f Tables: fixed right-clicking right-most section (past right-most column) from highlighting right-most column. feddcf3030 Combo: amends for ImGuiComboFlags_WidthFitPreview. (#6881) 112d8fc41d Combo: added ImGuiComboFlags_WidthFitPreview. (#6881) 001f102f38 IO, Backends: added ImGuiKey_AppBack, ImGuiKey_AppForward. (#6891, #4921) 7bbd758681 Backends: Win32: revert oops chunk. b0758c86d8 Backends: Added support for extra ImGuiKey values: F13 to F24 function keys. (#6891, #4921) 73346e4341 IO: Add extra keys to ImGuiKey enumerator: ImGuiKey_F13 to ImGuiKey_F24. (#6891, #4921) 0312a29e4c ImageButton(): clarify purpose of size. (#6901, #5533, #4471, #2464, #1390). 1107bffe84 Popups: clarified meaning of 'p_open != NULL' in BeginPopupModal() + set back user value to false when popup is closed in ways other than clicking the close button. (#6900) 2c07d581de TreeNode: Added ImGuiTreeNodeFlags_SpanAllColumns for use in tables. (#3151, #3565, #2451, #2438) 085ed7bfbe Drag and Drop: Rework drop target highlight. (#4281, #3272) 0dd756bceb Moved GetCursorScreenPos/SetCursorScreenPos on top of its section. a63e2f0a33 Drag and Drop: Fixed submitting a tooltip from drop target location. Added demo. 64b1aeebf5 Backends: OpenGL3: rename gl3w's loader symbols to allow LTO compilation with another copy of gl3w. (#6875, #6668, #4445) 28b237f94d Separator(): Altered end-points to use more standard boundaries. (#205, #4787, #1643, #759) 330d763477 Separator: clarified setting the ImGuiSeparatorFlags_SpanAllColumns flag. (#759) a61438740d Debug Tools: Metrics: Added "Show groups rectangles" in tools. 701a047ac0 Fonts: Fix clang compiling warning & error with freetype + lunasvg (#6873, #6842, #6591) 03e2a7f584 Debug Tools: Rename ShowIdStackToolWindow() -> ShowIDStackToolWindow(). (#4631) c21278eeae Debug Tools: Rename ShowIdStackToolWindow() -> ShowIDStackToolWindow(). (#4631) 2f431a948c IO: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics. f1519efb16 BeginGroup(): fix/amend 9ece0bd. 456aa3bc0a Menus: Fixed a bug where activating an item in a child-menu and dragging mouse over the parent-menu would erroneously close the child-menu. (#6869) 9ece0bdc02 BeginGroup(): Fixed a bug pushing line lower extent too far down when called after a call to SameLine() followed by manual cursor manipulation. 8175a47881 Debug Tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIdStackToolWindow() ("ID Stack Tool"). (#4631) 204ae8a407 Internals: added ImRect::ContainsWithPad() 94da5842ef Renamed ImFloor() to ImTrunc(). Renamed ImFloorSigned() to ImFloor(). (#6861) e5ca5351d5 TabBar: Fixed position of unsaved document marker (ImGuiTabItemFlags_UnsavedDocument) which was accidentally offset in 1.89.9. (#6862) 72ae6f5200 Fixed MousePosPrev with has never been valid outside of NewFrame(). 12ee2dd789 Backends: Win32: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it. (#6859) d4869207e3 Misc: Most text functions also treat "%.*s" (along with "%s") specially to avoid formatting. (#3466, #6846) f4790f6f66 BeginItemTooltip: Rename flag in comment (#6853) daf49e9d82 Made ImFileOpen reuse a memory buffer so .ini saving doesn't allocate once every time. Added commented out MemAlloc/MemFree debug log. d6360c1ba9 Fonts, imgui_freetype: Fixed a warning and leak in IMGUI_ENABLE_FREETYPE_LUNASVG support. (#6842, #6591) 6c022f9bf1 IO, Inputs: rename SetMousePos() to TeleportMousePos(). (#6837, #228) ff36fe365e IO, Inputs: setting io.WantSetMousePos ignores incoming MousePos events. (#6837, #228) ef8ff1b5d8 TabBar, Style: added style.TabBarBorderSize and associated ImGuiStyleVar_TabBarBorderSize. (#6820, #4859, #5022, #5239) 6addf28c4b Fonts: Ensure calling AddFontXXX function doesn't invalidates ImFont's ConfigData pointers prior to building again. (#6825) b101cf46b6 ListBox, Combo: Changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. 8a2cd81091 TypingSelect: always enable nav highlight. 223b19f116 Fixed warning when builidng with IMGUI_DISABLE_DEBUG_TOOLS. 779568bb38 TypingSelect: tidy up some more + split ino functions to make reuse simpler. 661a70fc79 TypingSelect: fast switch between characters in + debug, internal renames. 32171a8b0c Fonts: Better assert during load when passing truncated font data or wrong data size. (#6822) c32db3c72b Tables: Fixed an edge-case when no columns are visible + table scrollbar is visible + user code is always testing return value of TableSetColumnIndex() to coarse clip. c86ce70968 Internal: Nav,MultiSelect: import ImGuiSelectionUserData, SetNextItemSelectionUserData() from MultiSelect. Track NavLastValidSelectionUserData as a convenience. f336e639e9 TypingSelect: rework GetTypingSelectRequest(), provide TypingSelectFindResult(). 9714594c35 Tooltips: made using SetItemTooltip()/IsItemHovered(ImGuiHoveredFlags_ForTooltip) defaults to activate tooltips on disabled items.. (#1485) 6eb2681c09 Internals: InitOrLoadWindowSettings() clear Size again for better data nuking in tests. Debug Log: added ImGuiDebugLogFlags_OutputToTestEngine flag. bed492da70 Tables: amend support for auto-resize. (#6807) 556a1397a9 Tables: Remove comment referencing removed field SortSign (#6807) 3aceb61059 Tables: Request user to submit contents when outer host-window is requesting auto-resize. (#6510) da21b74313 Tables: Fixed subtle drawing overlap between borders in some situations. (#2957, #6765) 5a483c2ffb Tables: Fixed top-most outer border being drawn with both TableBorderLight and TableBorderStrong in some situations, causing the earlier to be visible underneath when alpha is not 1.0f. a34071876f Tables: Fixed bottom-most and right-most outer border offset by one. (#6765, #3752) 357f752bed Docs: add more links to the top of every examples and backends files. b9ab6e2019 Nav: Tabbing always enable nav highlight when ImGuiConfigFlags_NavEnableKeyboard is set. (#6802, #3092, #5759, #787) 0e1ce76ea8 InputTextMultiline: Fixed Tabbing cycle leading to a situation where Enter key wouldn't be accepted by the widget when navigation highlight is visible. (#6802, #3092, #5759, #787) bd63a9f056 Fonts: 'float size_pixels' passed to AddFontXXX() functions is now rounded to lowest integer. (#3164, #3309, #6800) 0962c9fb72 TypingSelect: Added first version of GetTypingSelectRequest() API. 7812039402 ImVector: Added find_index() helper. 44a6b493ee Commented out obsolete ImDrawCornerFlags_XXX. Commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() becd75676f Commented out obsolete redirecting function: GetWindowContentRegionWidth(). 727c462069 Internals: Added ImTextFindPreviousUtf8Codepoint() helper + comments. c9d3c29aa3 Backend: Win32: support keyboard codepage conversion for when compiling in MBCS mode and creating a non-Unicode window. (#6785, #6782, #5725) e3d9b875c9 ImDrawList: added PathEllipticalArcTo(), AddEllipse(), AddEllipseFilled(). (#2743) fa2e5710ac MenuBar: Fixed an issue where layouting an item in the menu-bar would erroneously egister contents size. (#6789) 56a7b8b724 Backends: GLFW: Clear emscripten's MouseWheel callback before shutdown. (#6790, #6096, #4019) d8ef864b02 InputTextMultiline: Fixed a crash pressing Down on last empty line of a multiline buffer. (#6783, #6000) cf1c4a0cb1 BeginListBox(): fixed not consuming SetNextWindowXXX data when returning false. fb9b006865 Version 1.90 WIP f24387fa2b Version 1.89.9 (fixed changelog header) c4dc8fd101 Docs: Update FONTS.md (#6781, #6632, #6339, #5763, #5330, #2234, #2042, #1259, #951, #220) c6e0284ac5 Fixed minor warning. fef3389157 Version 1.89.9 7b5fb33296 Tables: Internals: renamed CellPaddingY to RowCellPaddingY. bdc4dfebf5 Tables: Amend support for cross-cell SameLine() for first column. Amend 9a93fb5 + 8f5ce73. 9a93fb5716 Tables: Fixed support for cross-cell SameLine() by preserving Line Y1 position. Amend 8f5ce73. e8a5c9e1b8 Tables: Made it possible to change style.CellPadding.y between rows. Added demo. 3816d478df ImDrawList: small debug-mode optimization when calling AddRect() without rounding + Selectable: small debug-mode optimization. 8c497793f9 Demo: Tweak table sorting demo code. 303dc091b4 Revert "IO: ImGuiMod_Shortcut (Ctrl/Cmd depending on platform) is reflected in io.KeyMods. (#5923, #456)" b8f93a8fe0 IO: ImGuiMod_Shortcut (Ctrl/Cmd depending on platform) is reflected in io.KeyMods. (#5923, #456) a066074054 Clipper: Fixed a bug if attempt to force-include a range which matches an already included range. (#3841) bdd9b96fa3 Demo: Reorganized "Examples" menu. Tweak Property Editor. 08b3a1a34a ImDrawList: Automatically calling ChannelsMerge() if not done after a split. f93d0befaf Slider: fixed support for ImGuiItemFlags_ReadOnly/ImGuiSliderFlags_ReadOnly although it is technically unused/undocumented. (#6758) d6e9fad60e Tables: Fix typo in TableGetSortSpecs comment + amend comment. (#6755) 82d177ccbd Using range-based for where it makes sense. (#4537) 33ea1e8b78 ColorEdit, ColorPicker: Manipulating options popup don't mark item as edited. (#6722) f617fe7890 Clipper: Renamed IncludeRangeByIndices()/ForceDisplayRangeByIndices() to IncludeItemsByIndex(). (#6424, #3841) 200053771a Clipper: Added IncludeIndex() helper to include a single item. (#6424, #3841) 4a7810e992 Update README.md 981abb4612 Examples: Emscripten+webgpu: Fixed WGPUInstance creation process + use preferred framebuffer format. (#6640, #6748) 4a81424492 CloseButton, CollapseButton: don't include FramePadding into size. Use ItemInnerSpacing.x between title bar buttons. (#6749) b41811a68c CollapseButton: handle clipping better + align circle like in docking branch. 040e818d72 Fix typo in SameLine comment (#6745) 162f8e01aa Backends: SDL3: fixed typo in 1e17d59 (#6735) ba1fa904a9 IO: Exposed io.PlatformLocaleDecimalPoint to configure decimal point ('.' or ','). (#6719, #2278) a1a7a1bc03 InputFloat, SliderFloat, DragFloat: always turn both '.' and ',' into the current decimal point character. (#6719, #2278) a6857ede03 IO: fix writing to incorrect union section for MouseSource in AddMousePosEvent and AddMouseButtonEvent. (#6727, #2702) c06c796242 TreeNode: added note about ImGuiTreeNodeFlags_Bullet. 1e17d59965 Backends: SDL2,SDL3: added ImGui_ImplSDL2_InitForOther() / ImGui_ImplSDL3_InitForOther(). 983b95bc87 Demo: tweak explanation about static keyword. (#6718) d2c7cbcbf9 Misc: Made multiple calls to Render() during the same frame early out faster. ac64b65634 Render: draw dimmed background earlier to match docking code. (#6716) 8f5ce73140 Tables: Made it possible to use SameLine(0,0) after TableNextColumn() or TableSetColumnIndex() in order to reuse line height from previous cell. 1362fc0c56 Debug, Internals: Added DebugDrawCursorPos(), DebugDrawLineExtents() helpers. bc3c0ce772 Nav, TreeNode: Pressing Left with ImGuiTreeNodeFlags_NavLeftJumpsBackHere now goes through proper navigation logic: honor scrolling and selection. (#1079, #1131) edebb90a9a Demo: amend/fix for MinGW 4d6fbaff11 Demo: define standard PRI names we use (if missing) instead of defininig IM_PRId64, IM_PRIu64. 226923fa7e Metrics: Fixed "Drawlists" section and per-viewport equivalent appearing empty (regression from c649aca). 2b1fc6f765 Demo: Demonstrate out-of-order rendering using ImDrawListSplitter. cf3726bcbc Internals: rename bg/fg drawlist holders in structs to reduce confusion. 52587c28d6 ImDrawList: Fixed OOB access in _CalcCircleAutoSegmentCount when passing excessively large radius to AddCircle(). (#6657, #5317) f8c768760b Typo fix: _NoHostExtenY -> _NoHostExtendY (#6687) c00e68102c Docs: update CONTRIBUTING.md b7a7d673b9 Fixed an integer overflow and div-by-zero in SliderInt() when v_max is INT_MAX (#6675, #6679) d6d94d90bf Version 1.89.9 WIP f7eea63872 Version v1.89.8 ab490dc7b8 Fonts: Amends for support for OpenType SVG fonts using lunasvg (#6591, #6607) 2ad8c60abc Fonts: Added support for OpenType SVG fonts using lunasvg (#6591, #6607) 19ae142bdd Mark alternative ImColor constructors as constexpr, second attempt (#6656) dc2b0a2823 Disable -Wreserved-identifier warning on Clang (applying to member fields seems excessively weird). 88a330ebef Revert "Mark alternative ImColor constructors as constexpr (#6656)" fa2f1bfbb0 Examples: Vulkan: Fixed Vulkan descriptor pools. (#6642) 7c5b0e8292 Mark alternative ImColor constructors as constexpr (#6656) eefc9035f0 Fonts: ImFontConfig::OversampleH now defaults to 2 instead of 3. c87b9fdb15 Docs update. Improved Fonts troubleshooting section. 556ce9f543 imgui_stdlib: Fix warning (#6658) 79d6f4e211 Misc: Avoid stb_textedit.h reincluding string.h while in a namespace. (#6653, #4791) f1781c20a3 Added IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION config macro to disable stb_sprintf implementation (#6626) 1109de3827 Tooltips: fixed ImGuiHoveredFlags_ForTooltip conflicting with ImGuiHoveredFlags_NoNavOverride since 10c7709f. (#6622, #1485) db66e33e9e Tables: fixed GetContentRegionAvail().y report not taking account of lower cell padding or of using ImGuiTableFlags_NoHostExtendY. (#6619) 2bc5d17ac3 Tables: fixed calculation of multi-instance shared decoration/scrollbar width of scrolling tables. (#5920, #6619) e5977f05d8 Backends: GLFW: revert support for GLFW_CURSOR_DISABLED, let user use ImGuiConfigFlags_NoMouse. (#5625, #6609) d342ec10cc Overlap, IsItemHovered: clarification on using IsItemHovered() on a non-reactive item after a reactive overlappable one. (#6610) 52125a54a5 Tables: added TableGetHoveredRow() in imgui_internal.h. (#6250, #6347, #6588, #3740) 77eba4d0d1 CI: resume using latest Emscripten 3dc3aef8a4 Backends: WebGPU: fix webgpu changes for Dawn. (#6602, #6188) 0e8eb8c48e Removed _MSC_VER <= 1500 checks for Visual Studio 2008 or earlier. 863ac31f01 Doc: various tweaks + tweak imconfig comments. 33e13c85e1 Backends: Made all backends sources files support global IMGUI_DISABLE. (#6601) 6888e6cdff ImDrawData: call _PopUnusedDrawCmd() later. as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch). (#6406, #4879, #1878) dbeeeae593 ImDrawData: Slight refactor so internal logic uses same logic as AddDrawList(). (#6406, #4879, #1878) 1a9ddd2396 ImDrawData: added AddDrawList() helper function. (#6406, #4879, #1878) c649aca20a ImDrawData: changed CmdLists from raw array to ImVector<> owned by ImDrawData itself. Faclitate user-manipulation of the array (#6406, #4879, #1878) + deep swap. (#6597, #6475, #6167, #5776, #5109, #4763, #3515, #1860) cc4c37dbac Nav: PageUp/PageDown always set NavJustMovedTo even when landing on same spot (which can trigger a selection). b7cdb5a31e Scrollbar: layout needs to take account of window border size, so a border size will slightly reduce scrollbar size. (#2522) 5ce636b0ba Tweak to accomodate for build* directories anywhere. 140726d23f Fixed CTRL+Tab dimming background assert when target window has a callback in the last ImDrawCmd. (#4857, #5937) b32ef809c3 InputText: Fixed a case where deactivation frame would write to underlying buffer or call CallbackResize although unnecessary, in a frame where the return value was false. 3349296370 InputText: Tweak ImGuiInputTextFlags_EscapeClearsAll handling so decision is taken on input buffer + Showcase a few more InputText() flags. (#5688, #2620) 6aa408c6af IO: Added io.ClearEventsQueue(). Obsoleted io.ClearInputCharacters(). (#4921) 9a15730c2a Demo: better showcase use of SetNextItemAllowOverlap(). (#6574, #6512, #3909, #517) 3fe4319314 Version 1.89.8 WIP git-subtree-dir: external/imgui/imgui git-subtree-split: d6cb3c923d28dcebb2d8d9605ccc7229ccef19eb
675 lines
36 KiB
C++
675 lines
36 KiB
C++
// dear imgui: Platform Backend for SDL2
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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// (Prefer SDL 2.0.5+ for full feature support.)
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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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// 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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// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
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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: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()).
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// 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3.
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// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version).
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// 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096)
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// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019)
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// 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710)
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// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
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// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
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// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
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// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
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// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
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// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
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// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
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// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
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// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
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// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
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// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
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// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
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// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
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// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
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// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
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// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
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// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
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// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
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// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
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// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
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// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
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// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
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// 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.
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// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
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// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
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// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_sdl2.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 <SDL.h>
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#include <SDL_syswm.h>
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#if defined(__APPLE__)
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#include <TargetConditionals.h>
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#endif
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#if SDL_VERSION_ATLEAST(2,0,4) && !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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#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
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// SDL Data
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struct ImGui_ImplSDL2_Data
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{
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SDL_Window* Window;
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SDL_Renderer* Renderer;
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Uint64 Time;
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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* LastMouseCursor;
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int PendingMouseLeaveFrame;
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char* ClipboardTextData;
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bool MouseCanUseGlobalState;
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ImGui_ImplSDL2_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_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
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}
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// Functions
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static const char* ImGui_ImplSDL2_GetClipboardText(void*)
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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if (bd->ClipboardTextData)
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SDL_free(bd->ClipboardTextData);
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bd->ClipboardTextData = SDL_GetClipboardText();
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return bd->ClipboardTextData;
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}
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static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
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{
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SDL_SetClipboardText(text);
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}
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// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
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static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data)
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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_SetTextInputRect(&r);
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}
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}
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static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
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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_QUOTE: 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_BACKQUOTE: 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_KP_0: return ImGuiKey_Keypad0;
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case SDLK_KP_1: return ImGuiKey_Keypad1;
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case SDLK_KP_2: return ImGuiKey_Keypad2;
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case SDLK_KP_3: return ImGuiKey_Keypad3;
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case SDLK_KP_4: return ImGuiKey_Keypad4;
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case SDLK_KP_5: return ImGuiKey_Keypad5;
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case SDLK_KP_6: return ImGuiKey_Keypad6;
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case SDLK_KP_7: return ImGuiKey_Keypad7;
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case SDLK_KP_8: return ImGuiKey_Keypad8;
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case SDLK_KP_9: return ImGuiKey_Keypad9;
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case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
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case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
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case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
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case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
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case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
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case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
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case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
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case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
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case SDLK_LSHIFT: return ImGuiKey_LeftShift;
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case SDLK_LALT: return ImGuiKey_LeftAlt;
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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;
|
|
case SDLK_j: return ImGuiKey_J;
|
|
case SDLK_k: return ImGuiKey_K;
|
|
case SDLK_l: return ImGuiKey_L;
|
|
case SDLK_m: return ImGuiKey_M;
|
|
case SDLK_n: return ImGuiKey_N;
|
|
case SDLK_o: return ImGuiKey_O;
|
|
case SDLK_p: return ImGuiKey_P;
|
|
case SDLK_q: return ImGuiKey_Q;
|
|
case SDLK_r: return ImGuiKey_R;
|
|
case SDLK_s: return ImGuiKey_S;
|
|
case SDLK_t: return ImGuiKey_T;
|
|
case SDLK_u: return ImGuiKey_U;
|
|
case SDLK_v: return ImGuiKey_V;
|
|
case SDLK_w: return ImGuiKey_W;
|
|
case SDLK_x: return ImGuiKey_X;
|
|
case SDLK_y: return ImGuiKey_Y;
|
|
case SDLK_z: return ImGuiKey_Z;
|
|
case SDLK_F1: return ImGuiKey_F1;
|
|
case SDLK_F2: return ImGuiKey_F2;
|
|
case SDLK_F3: return ImGuiKey_F3;
|
|
case SDLK_F4: return ImGuiKey_F4;
|
|
case SDLK_F5: return ImGuiKey_F5;
|
|
case SDLK_F6: return ImGuiKey_F6;
|
|
case SDLK_F7: return ImGuiKey_F7;
|
|
case SDLK_F8: return ImGuiKey_F8;
|
|
case SDLK_F9: return ImGuiKey_F9;
|
|
case SDLK_F10: return ImGuiKey_F10;
|
|
case SDLK_F11: return ImGuiKey_F11;
|
|
case SDLK_F12: return ImGuiKey_F12;
|
|
case SDLK_F13: return ImGuiKey_F13;
|
|
case SDLK_F14: return ImGuiKey_F14;
|
|
case SDLK_F15: return ImGuiKey_F15;
|
|
case SDLK_F16: return ImGuiKey_F16;
|
|
case SDLK_F17: return ImGuiKey_F17;
|
|
case SDLK_F18: return ImGuiKey_F18;
|
|
case SDLK_F19: return ImGuiKey_F19;
|
|
case SDLK_F20: return ImGuiKey_F20;
|
|
case SDLK_F21: return ImGuiKey_F21;
|
|
case SDLK_F22: return ImGuiKey_F22;
|
|
case SDLK_F23: return ImGuiKey_F23;
|
|
case SDLK_F24: return ImGuiKey_F24;
|
|
case SDLK_AC_BACK: return ImGuiKey_AppBack;
|
|
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
|
|
}
|
|
return ImGuiKey_None;
|
|
}
|
|
|
|
static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);
|
|
io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);
|
|
io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);
|
|
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
|
|
}
|
|
|
|
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
|
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
|
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
|
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
|
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
|
|
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
|
|
|
switch (event->type)
|
|
{
|
|
case SDL_MOUSEMOTION:
|
|
{
|
|
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
|
|
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
|
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
|
|
return true;
|
|
}
|
|
case SDL_MOUSEWHEEL:
|
|
{
|
|
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
|
|
#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
|
|
float wheel_x = -event->wheel.preciseX;
|
|
float wheel_y = event->wheel.preciseY;
|
|
#else
|
|
float wheel_x = -(float)event->wheel.x;
|
|
float wheel_y = (float)event->wheel.y;
|
|
#endif
|
|
#ifdef __EMSCRIPTEN__
|
|
wheel_x /= 100.0f;
|
|
#endif
|
|
io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
|
io.AddMouseWheelEvent(wheel_x, wheel_y);
|
|
return true;
|
|
}
|
|
case SDL_MOUSEBUTTONDOWN:
|
|
case SDL_MOUSEBUTTONUP:
|
|
{
|
|
int mouse_button = -1;
|
|
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
|
|
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
|
|
if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
|
|
if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
|
|
if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
|
|
if (mouse_button == -1)
|
|
break;
|
|
io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
|
io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
|
|
bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
|
|
return true;
|
|
}
|
|
case SDL_TEXTINPUT:
|
|
{
|
|
io.AddInputCharactersUTF8(event->text.text);
|
|
return true;
|
|
}
|
|
case SDL_KEYDOWN:
|
|
case SDL_KEYUP:
|
|
{
|
|
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
|
|
ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
|
|
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
|
|
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
|
|
return true;
|
|
}
|
|
case SDL_WINDOWEVENT:
|
|
{
|
|
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
|
|
// - However we won't get a correct LEAVE event for a captured window.
|
|
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
|
|
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
|
|
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
|
|
Uint8 window_event = event->window.event;
|
|
if (window_event == SDL_WINDOWEVENT_ENTER)
|
|
{
|
|
bd->MouseWindowID = event->window.windowID;
|
|
bd->PendingMouseLeaveFrame = 0;
|
|
}
|
|
if (window_event == SDL_WINDOWEVENT_LEAVE)
|
|
bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
|
|
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
|
io.AddFocusEvent(true);
|
|
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
|
|
io.AddFocusEvent(false);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
|
|
|
// Check and store if we are on a SDL backend that supports global mouse position
|
|
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
|
bool mouse_can_use_global_state = false;
|
|
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
|
const char* sdl_backend = SDL_GetCurrentVideoDriver();
|
|
const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
|
|
for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
|
|
if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
|
|
mouse_can_use_global_state = true;
|
|
#endif
|
|
|
|
// Setup backend capabilities flags
|
|
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
|
|
io.BackendPlatformUserData = (void*)bd;
|
|
io.BackendPlatformName = "imgui_impl_sdl2";
|
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
|
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
|
|
|
bd->Window = window;
|
|
bd->Renderer = renderer;
|
|
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
|
|
|
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
|
|
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
|
|
io.ClipboardUserData = nullptr;
|
|
io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
|
|
|
|
// Load mouse cursors
|
|
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
|
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
|
|
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
|
|
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
|
|
|
|
// Set platform dependent data in viewport
|
|
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
|
main_viewport->PlatformHandleRaw = nullptr;
|
|
SDL_SysWMinfo info;
|
|
SDL_VERSION(&info.version);
|
|
if (SDL_GetWindowWMInfo(window, &info))
|
|
{
|
|
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
|
|
main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
|
|
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
|
|
main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
|
|
#endif
|
|
}
|
|
|
|
// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
|
|
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
|
|
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
|
|
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
|
|
// you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
|
|
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
|
|
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
|
|
#endif
|
|
|
|
// From 2.0.18: Enable native IME.
|
|
// IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any.
|
|
// For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow().
|
|
#ifdef SDL_HINT_IME_SHOW_UI
|
|
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
|
|
#endif
|
|
|
|
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
|
|
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
|
|
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
|
{
|
|
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
|
|
return ImGui_ImplSDL2_Init(window, nullptr);
|
|
}
|
|
|
|
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
|
{
|
|
#if !SDL_HAS_VULKAN
|
|
IM_ASSERT(0 && "Unsupported");
|
|
#endif
|
|
return ImGui_ImplSDL2_Init(window, nullptr);
|
|
}
|
|
|
|
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
|
|
{
|
|
#if !defined(_WIN32)
|
|
IM_ASSERT(0 && "Unsupported");
|
|
#endif
|
|
return ImGui_ImplSDL2_Init(window, nullptr);
|
|
}
|
|
|
|
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
|
|
{
|
|
return ImGui_ImplSDL2_Init(window, nullptr);
|
|
}
|
|
|
|
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
|
|
{
|
|
return ImGui_ImplSDL2_Init(window, renderer);
|
|
}
|
|
|
|
bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
|
|
{
|
|
return ImGui_ImplSDL2_Init(window, nullptr);
|
|
}
|
|
|
|
void ImGui_ImplSDL2_Shutdown()
|
|
{
|
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
if (bd->ClipboardTextData)
|
|
SDL_free(bd->ClipboardTextData);
|
|
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
|
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
|
|
bd->LastMouseCursor = nullptr;
|
|
|
|
io.BackendPlatformName = nullptr;
|
|
io.BackendPlatformUserData = nullptr;
|
|
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
|
|
IM_DELETE(bd);
|
|
}
|
|
|
|
static void ImGui_ImplSDL2_UpdateMouseData()
|
|
{
|
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
|
|
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
|
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
|
|
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
|
|
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
|
const bool is_app_focused = (bd->Window == focused_window);
|
|
#else
|
|
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
|
|
#endif
|
|
if (is_app_focused)
|
|
{
|
|
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
|
if (io.WantSetMousePos)
|
|
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
|
|
|
|
// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
|
|
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
|
|
{
|
|
int window_x, window_y, mouse_x_global, mouse_y_global;
|
|
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
|
|
SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
|
|
io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
|
|
}
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplSDL2_UpdateMouseCursor()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
|
return;
|
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
|
|
|
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
|
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
|
|
{
|
|
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
|
SDL_ShowCursor(SDL_FALSE);
|
|
}
|
|
else
|
|
{
|
|
// Show OS mouse cursor
|
|
SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
|
|
if (bd->LastMouseCursor != expected_cursor)
|
|
{
|
|
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
|
|
bd->LastMouseCursor = expected_cursor;
|
|
}
|
|
SDL_ShowCursor(SDL_TRUE);
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplSDL2_UpdateGamepads()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
|
return;
|
|
|
|
// Get gamepad
|
|
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
|
SDL_GameController* game_controller = SDL_GameControllerOpen(0);
|
|
if (!game_controller)
|
|
return;
|
|
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
|
|
|
// Update gamepad inputs
|
|
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
|
|
#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
|
|
#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
|
|
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
|
MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
|
|
MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
|
|
MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
|
|
MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
|
|
MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
|
|
MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
|
|
MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
|
|
MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
|
#undef MAP_BUTTON
|
|
#undef MAP_ANALOG
|
|
}
|
|
|
|
void ImGui_ImplSDL2_NewFrame()
|
|
{
|
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// Setup display size (every frame to accommodate for window resizing)
|
|
int w, h;
|
|
int display_w, display_h;
|
|
SDL_GetWindowSize(bd->Window, &w, &h);
|
|
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
|
|
w = h = 0;
|
|
if (bd->Renderer != nullptr)
|
|
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
|
|
else
|
|
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
|
|
io.DisplaySize = ImVec2((float)w, (float)h);
|
|
if (w > 0 && h > 0)
|
|
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
|
|
|
// 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->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
|
{
|
|
bd->MouseWindowID = 0;
|
|
bd->PendingMouseLeaveFrame = 0;
|
|
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
|
}
|
|
|
|
ImGui_ImplSDL2_UpdateMouseData();
|
|
ImGui_ImplSDL2_UpdateMouseCursor();
|
|
|
|
// Update game controllers (if enabled and available)
|
|
ImGui_ImplSDL2_UpdateGamepads();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#if defined(__clang__)
|
|
#pragma clang diagnostic pop
|
|
#endif
|
|
|
|
#endif // #ifndef IMGUI_DISABLE
|