forked from Green-Sky/tomato
Green Sky
84b1bb45b9
8199457a7d9 Version 1.91.0 ec9a4ef487a Clipper: accept that no item have been submitted if in indeterminate Begin(INT_MAX) mode. (#1311, #3823) 1b44e404449 Demo: re-use tree data. Fix property editor vertical alignment. Tweak recent memory allocation monitor. 1f634f1d94e Eaxmples: Android: Fix build failed issue. (#7832) ce3a8d7c79f Demo: MultiSelect: added tree demo. (#6990, #3823, #1861) c2a3d5e47b0 Comments, minor tweaks to ImGuiTextFilter. df387049268 Added SetNextItemStorageID() for tree nodes. (#7553, #6990, #3823, #1131) b847c414372 MultiSelect: BoxSelect: fixed using in frozen table. (#7821, #5143) + added Demo. 249d5caedbe Tables: storing LastFrozenHeight for frozen requests that don't have actual freezing due to zero scrolling. (#7821, #5143) c7b92560977 Selectable: added ImGuiSelectableFlags_Highlight flag to highlight items independently from the hovered state. (#7820) 96460a8a126 InputText: Added '\' and '/' as word seperator. (#7824, #7704) 79e83d65352 Docs: misc update. d42fa46dc6b Misc micro-optimizations related to hot-path of dealing with a large clipped tree. 692bee5f221 Added GetID(int) variant for consistency. (#7111) b3ba6b30952 Added io.ConfigNavSwapGamepadButtons to swap Activate/Cancel (A<>B) buttons, to match the typical "Nintendo/Japanese consoles" button layout when using Gamepad navigation. (#787, #5723) 3f9a90e2a3c Docs: added extraneous link to Getting Started section. b20f62b162e Obsoleted GetContentRegionMax(). 4227402b2fe Internals: removed GetContentRegionMaxAbs() which was only meaningfully used in place of GetContentRegionAvail(). 055b2e80fbe Moved everyone's best friend GetContentRegionAvail() to a more prominent position. aad86b8756b Obsoleted GetWindowContentRegionMin() and GetWindowContentRegionMax(). 55f54fa512f Internals: comment out obsolete g.ActiveIdUsingNavInputMask obsoleted two years ago. (#4921, #4858, #787, #1599, #323) ed356dc1812 MultiSelect: BoxSelect: fixed box-select from void setting nav id multiple times. 237165a9359 MultiSelect: fixed an issue caused by previous commit. a285835ac4a MultiSelect: add internal MultiSelectAddSetAll() helper. 79b77d91c98 MultiSelect: sequential SetRange merging not generally handled by box-select path, useful for others. e3da939b86f Groups, Tables: fixed EndGroup() failing to correctly capture current table occupied size. (#7543) b67b375ae69 Debug Log: fixed incorrect checkbox layout when partially clipped., doesn't parse 64-bits hex value as ImGuiID lookups. 97c6f4047cc CollapsingHeader: left-side outer extend matches right-side one (moved left by one pixel) 1230b4410cd Internals, TreeNode, Selectable: tweak span_all_columns paths for clarity. 4d8c56c8133 Internals, TreeNode: indent all render block into its own scope (aim is to add a is_visible test there later) fe09ebbe0a1 Backends: OpenGL3: Fixed unsupported option warning with apple clang (#7810) 605c8d71101 Demo: Property Editor: using ImGuiChildFlags_NavFlattened now that a bug is fixed. Fixed static analyzer. 97ff9bd3703 Nav: fixed c licking window decorations (e.g. resize borders) from losing focused item when within a child window using ImGuiChildFlags_NavFlattened. c3dca77a197 Demo: rework Property Editor. fd994943c2d Added a comment hinting at how to set IMGUI_API for shared librairies on e.g. Linux, macOS (#7806) da363363219 TabBar, Style: added style option for the size of the Tab-Bar Overline (#7804) eb72b5a8eee Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership change. (#7807) f9cda1fa245 Inputs: added SetItemKeyOwner(ImGuiKey key) in public API. (#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641) b6e313bc05d MultiSelect: using ImGuiMultiSelectFlags_NoRangeSelect ensure never having to interpolate between two ImGuiSelectionUserData. 168ef39984c Demo: moved menu bar code to its own function. 57eea6746e6 Demo: moved some fields inside a struct. 2546d0a0dbe Demo: moved ExampleTreeNode, ExampleMemberInfo above in the demo file. Tidying up index. d7e605d4309 Merge branch 'features/range_select' 02c31a8dd1f MultiSelect: added Changelog for the feature. Removed IMGUI_HAS_MULTI_SELECT. 2688562fd2d MultiSelect: Better document how TreeNode() is not trivially usable yet. 7814518049e MultiSelect: ImGuiSelectionBasicStorage: optimized for smaller insertion amounts in larger sets + fix caling batch select with same value. 1b635224465 MultiSelect: Box-Select: handle Esc to disable box-select. 2697cfe3546 MultiSelect: Box-Select: uses SetActiveIdUsingAllKeyboardKeys() to avoid nav interference, much like most drag operations. 7d4de84ee3c MultiSelect: added courtesy ImGuiMultiSelectFlags_NavWrapX flag so we can demo this until a nav api is designed. d411c9054ad MultiSelect: minor tidying up. 3f34c83bc6e MultiSelect: added ImGuiMultiSelectFlags_NoAutoClearOnReselect + tweak flags comments. (#7424) 529c73ba218 MultiSelect: Shift+Tab doesn't enable Shift select on landing item. a8a1f295126 MultiSelect: (breaking) renamed ImGuiMultiSelectFlags_BoxSelect -> ImGuiMultiSelectFlags_BoxSelect2d. Which include not assuming one flag imply the other. c52346850d7 MultiSelect: ImGuiSelectionBasicStorage: added PreserveOrder, maintain implicit order data in storage. df664329cb5 MultiSelect: provide RangeDirection to allow selection handler to handler backward shift+click. 3ac367ff41b MultiSelect: ImGuiSelectionBasicStorage: (breaking) rework GetNextSelectedItem() api to avoid ambiguity/failure when user uses a zero id. f472f170540 Demo: Assets Browser: added a way to disable sorting and hide sorting options. c07864f64ab MultiSelect: ImGuiSelectionBasicStorage: move function bodies to cpp file. 2af3b2ac815 MultiSelect: ImGuiSelectionBasicStorage: simplify by removing compacting code (compacting may be opt-in?). e61612a6873 MultiSelect: ImGuiSelectionBasicStorage: rework to accept massive selections requests without flinching. e1fd25051e1 MultiSelect: ImGuiSelectionBasicStorage: added GetNextSelectedItem() to abstract selection storage from user. Amend Assets Browser demo to handle drag and drop correctly. c3d7aa252b3 MultiSelect: comments, header tweaks., simplication (some of it on wiki). db4898cb913 MultiSelect: added ImGuiSelectionExternalStorage helper. Simplify bool demo. f9caf4447a6 MultiSelect: fixed ImGuiSelectionBasicStorage::Swap() helper. c94cf6f01fe MultiSelect: added ImGuiSelectionBasicStorage::GetStorageIdFromIndex() indirection to be easier on the reader. ab995d3d4f3 MultiSelect: (breaking) Added 'items_count' parameter to BeginMultiSelect(). Will enable extra features, and remove equivalent param from ImGuiSelectionBasicStorage::ApplyRequests(. 443b034895c MultiSelect: mark parent child window as navigable into, with highlight. Assume user will always submit interactive items. f6b5caf82c7 MultiSelect: (breaking) renamed ImGuiMultiSelectFlags_BoxSelect -> ImGuiMultiSelectFlags_BoxSelect1d, ImGuiMultiSelectFlags_BoxSelect2d -> ImGuiMultiSelectFlags_BoxSelect. 7bbbbea2004 MultiSelect: Box-Select: fixes for checkboxes support. Comments. 2f56df48398 MultiSelect: (breaking) renamed ImGuiSelectionBasicStorage::AdapterData to UserData. 1113f13f838 MultiSelect: Box-Select: fixed "when dragging from void" implementation messing with calling BeginMultiSelect() without a selection size. 81548cb6bf3 MultiSelect: added GetMultiSelectState() + store LastSelectionSize as provided by user, convenient for quick debugging and testing. dc0a1682e3b MultiSelect: Box-Select: when dragging from void, first hit item sets NavId by simulating a press, so navigation can resume from that spot. 65ebc0513b2 MultiSelect: Box-Select: minor refactor, tidying up. 9435a3185af RangeSelect/MultiSelect: (Breaking) Added current_selection_size to BeginMultiSelect(). 955210ae5bf MultiSelect: Demo: use Shortcut(). 0be238ec587 MultiSelect: Box-Select: fix preventing focus. amend determination of scope_hovered for decorated/non-child windows + avoid stealing NavId. (#7424) e7a734f78d1 MultiSelect: added ImGuiMultiSelectFlags_NoAutoSelect, ImGuiMultiSelectFlags_NoAutoClear features + added Checkbox Demo a639346fbaf MultiSelect: Demo: make various child windows resizable, with synched heights for the dual list box demo. 2111e3597bc MultiSelect: Comments + tweaked location for widgets to test ImGuiItemFlags_IsMultiSelect to avoid misleading into thinking doing it before ItemAdd() is necessary. dbc67bbf23f MultiSelect: Simplified ImGuiSelectionBasicStorage by using a single SetItemSelected() entry point. f36a03c317a MultiSelect: (Breaking) merge ImGuiSelectionRequestType_Clear and ImGuiSelectionRequestType_SelectAll into ImGuiSelectionRequestType_SetAll., rename ImGuiSelectionRequest::RangeSelected to Selected. b13a78e6b2d MultiSelect: Fixed ImGuiMultiSelectFlags_SelectOnClickRelease over tree node arrow. 9337151a013 MultiSelect: Box-Select: Fixed initial drag from not claiming hovered id, preventing window behind to move for a frame. 3141d87ef81 MultiSelect: Box-Select: Fixed CTRL+drag from void clearing items. 8312c75fef0 MultiSelect: Added ImGuiMultiSelectFlags_NoRangeSelect. Fixed ImGuiMultiSelectFlags_ScopeRect not querying proper window hover. d439f590ab5 MultiSelect: Comments + Assets Browser : Tweak colors. 6c4bf8e56ec MultiSelect: Fixed ImGuiSelectionBasicStorage::ApplyRequests() incorrectly maintaining selection size on SelectAll. f3d77d8e71b MultiSelect: Box-Select: Further refactor to extra mode code away from multi-select function into box-select funcitons. 907268a4305 MultiSelect: Box-Select: Fixed scrolling on high framerates. 5d9de14493c MultiSelect: Box-Select: Refactor: Renames. 75bac1aac67 MultiSelect: Box-Select: Refactor into its own structure, designed for single-instance but closer to being reusable outside Multi-Select. 15391762ddb MultiSelect: Box-Select: Added ImGuiMultiSelectFlags_BoxSelect2d support. Enabled in Asset Browser. Selectable() supports it. 1ac469b50f5 MultiSelect: Box-Select: Fixed holes when using with clipper (in 1D list.) 7546a2d345c MultiSelect: Demo: Assets Browser: track scrolling target so we can roughly land on hovered item. 750e23998f5 MultiSelect: Demo: Assets Browser: added deletion support. Store ID in selection. Moved QueueDeletion to local var to emphasis that this is a user extension. 51fe0bfcf64 MultiSelect: reworked comments in imgui.h now that we have our own section. 0f633c1d99b MultiSelect: move demo's ExampleSelection to main api as a convenient ImGuiSelectionBasicStorage for basic users. e0282347db7 MultiSelect: remove ImGuiSelectionRequest/ImGuiMultiSelectIO details from public api to reduce confusion + comments. 0af6fbb51d5 MultiSelect: added support for nested/stacked BeginMultiSelect(). b747d6fe591 MultiSelect: Demo: rework and move selection adapter inside ExampleSelection. aa4d64be925 MultiSelect: Box-Select: added scroll support. f904a6646c2 MultiSelect: Box-Select: added support for ImGuiMultiSelectFlags_BoxSelect. 90305c57e43 MultiSelect: (breaking) renamed ImGuiMultiSelectFlags_ClearOnClickWindowVoid -> ImGuiMultiSelectFlags_ClearOnClickVoid. Added ImGuiMultiSelectFlags_ScopeWindow, ImGuiMultiSelectFlags_ScopeRect. bf017954830 Demo: Assets Browser: add hit spacing, requierd for box-select patterns. 3d41994a632 MultiSelect: simplify clearing ImGuiMultiSelectTempData. 33fc61a091e MultiSelect: use a single ImGuiMultiSelectIO buffer. 5941edd9f7c MultiSelect: added support for recovery in ErrorCheckEndWindowRecover(). c527cba4700 MultiSelect: we don't need to ever write to EndIO.RangeSrcItem as this is not meant to be used. 6feff6ff051 MultiSelect: (Breaking) io contains a ImVector<ImGuiSelectionRequest> list. a6adfb2b494 MultiSelect: added missing call on Shutdown(). Better reuse selection buffer. c3998b70ccb MultiSelect: clarified purpose and use of IsItemToggledSelection(). Added assert. Moved to multi-selection section of imgui.h. 2765fdb43ea MultiSelect: removed seemingly unnecessary block in BeginMultiSelect(). 88df5901458 Demo: Assets Browser: store items, sorting, type overlay. d18e57e6732 Demo: Assets Browser: Added assets browser demo. 82de6c470b1 MultiSelect: Added ImGuiMultiSelectFlags_SelectOnClickRelease to allow dragging an unselected item without altering selection + update drag and drop demo. 5628dda5a5c MultiSelect: move shared logic to MultiSelectItemHeader(). 9da4efed2a1 MultiSelect: moved RequestClear output so it'll match request list version better. Use Storage->RangeSrcItem in EndMultiSelect(). a6f43dfadda MultiSelect: ImGuiMultiSelectIO's field are not used during loop anymore, stripping them out of comments. dce02f5c4b0 Demo: Dual List Box: Added a dual list box (6648) ba698df7bbd MultiSelect: Demo: Deletion: Various renames to clarify. Use adapter and item list in both ApplyDeletion functions. e1d21092087 MultiSelect: Demo: Deletion: Rework ApplyDeletionPreLoop to use adapter + fix PostLoop not using right value of RequestFocusItem. fa516c3d765 MultiSelect: Demo: Make ExampleSelection use ImGuiID. More self-explanatory. 530155d85aa MultiSelect: Demo: Remove UserDataToIndex from ExampleSelectionAdapter. 8c1f659b3dc MultiSelect: Demo: rework ExampleSelection with an ExampleSelectionAdapter layer, allowing to share more code accross examples using different storage systems. 8fe6b319528 MultiSelect: (Breaking) Removed RangeSrcPassedBy in favor of favoring user to call IncludeByIndex(RangeSrcItem) which is easier/simpler to honor. 6ddc5f38afa MultiSelect: Demo: added simpler demo using Clipper. Clarify RangeSrcPassedBy doc. c3753809b1d MultiSelect: Demo: rework ExampleSelection names to map better to typical user code + variety of Comments tweaks. ff95fdb668a MultiSelect: (Breaking) RequestSetRange's parameter are RangeFirstItem...RangeLastItem (which was always ordered unlike RangeSrcItem...RangeDstItme). Removed RangeDstItem. Removed RangeDirection. af83a3eea44 MultiSelect: clear selection when leaving a scope with a nav directional request. 6821401a3f0 MultiSelect: Tweak debug log to print decimal+hex values for item data. c9eb3714e8b MultiSelect: move HasSelectionData to ImGuiItemFlags to facilitate copying around in standardized fieds. e82b49d2d46 MultiSelect: (Breaking) Use ImGuiSelectionUserData (= ImS64) instead of void* for selection user data. 140a2f0565b MultiSelect: Comments, tweaks. 847b1dde8c5 MultiSelect: (Breaking) Fix + Rename ImGuiMultiSelectFlags_NoMultiSelect to ImGuiMultiSelectFlags_SingleSelect as it seems easier to grasp. 0cf376348bc MultiSelect: Cleanup unused comments/code. ab9326f4ae9 MultiSelect: Fixed right-click handling in MultiSelectItemFooter() when not focused. e3616e151ff MultiSelect: Demo: Delete items from menu. c0035705cae MultiSelect: Further simplication of user code to support Deletion. df1eeb9a20d MultiSelect: Maintain NavIdSelected for user. Simplify deletion demo. 9223ffc2552 MultiSelect: (Breaking) BeginMultiSelect() doesn't need two last params maintained by users. Moving some storage from user to core. Proper deletion demo. 564dde0ee34 MultiSelect: Demo: first-draft of user-side deletion idioms. 387fc138945 MultiSelect: Clarify and better enforce lifetime of BeginMultiSelect() value. 961b81c3628 MultiSelect: Tidying up/simpllifying MultiSelectItemFooter(). 1ea9ca748cd MultiSelect: Remove the need for using IsItemToggledSelection(). Update comments. 6ef70a97fd4 MultiSelect: Remove ImGuiMultiSelectFlags_NoUnselect because I currently can't find use for this specific design. ccf43d6a964 MultiSelect: (Breaking) Renamed 'RangeValue' -> 'RangeSelected' + amend comments. a83326bc529 MultiSelect: (Breaking) Renamed 'RangeSrc -> 'RangeSrcItem', "RangeDst' -> 'RangeDstItem' a39f9e76614 MultiSelect: Internals rename of IO fields to avoid ambiguity with io/rw concepts + memset constructors, tweaks. c61ada200f9 MultiSelect: Demo tweak. Removed multi-scope from Advanced (too messy), made it a seperate mini-demo. 35b5ebc9b55 MultiSelect: (Breaking) Rename ImGuiMultiSelectData to ImGuiMultiSelectIO. 11bcae1ebd4 MultiSelect: refactor before introducing persistant state pool and to facilitate adding recursion + debug log calls. 5d71314f712 MultiSelect: removed DragDropActive/preserve_existing_selection logic which seems unused + comments. 85954c845e3 MultiSelect: Enter can alter selection if current item is not selected. d2f208a30c4 MultiSelect: made SetNextItemSelectionData() optional to allow disjoint selection (e.g. with a CollapsingHeader between items). Amend demo. 815c61b82eb MultiSelect: Fixed needing to set RangeSrcPassedBy when not using clipper. 78cb1661cb5 MultiSelect: Shallow tweaks/refactors. a05700e3272 MultiSelect: Enter doesn't alter selection (unlike Space). 35bbadcf0c7 MultiSelect: Added ImGuiMultiSelectFlags_ClearOnClickWindowVoid. + Demo: showcase multiple selection scopes in same window. b91ae122e15 MultiSelect: Demo: Added pointer indirection and indent level. 19086c1c489 MultiSelect: Added ImGuiMultiSelectFlags_ClearOnEscape (unsure of best design), expose IsFocused for custom shortcuts. 919cac14829 MultiSelect: Demo: Add a simpler version. ad5d3c9bff8 MultiSelect: Fixed issue with Ctrl+click on TreeNode + amend demo to test drag and drop. b9721c1ed71 MultiSelect: Temporary fix/work-around for child/popup to not inherit MultiSelectEnabled flag, until we make mulit-select data stackable. 00c4b8f2a34 MultiSelect: Fix testing key mods from after the nav request (remove need to hold the mod longer) 3ba3f0d905f MultiSelect: Fix Selectable() ambiguous return value, clarify need to use IsItemToggledSelection(). 0479b188d06 MultiSelect: Comments. Tweak demo. 9aeebd24f77 MultiSelect: Fixed CTRL+A not testing focus scope id. Fixed CTRL+A not testing active id. Added demo code. 7abda179af6 MultiSelect: Fix for TreeNode following merge of 011d4755. Demo: basic test for tree nodes. 9c7183dd048 MultiSelect: Transition to use FocusScope bits merged in master. 4afbfd5e719 MultiSelect: Renamed SetNextItemMultiSelectData() to SetNextItemSelectionUserData() 17c4c2154a1 MultiSelect: Demo sharing selection helper code. Fixed static analyzer warnings. 57da88093f5 MultiSelect: Added IMGUI_HAS_MULTI_SELECT define. Fixed right-click toggling selection without clearing active id, could lead to MarkItemEdited() asserting. Fixed demo. 8947c35fa1e MultiSelect: Removed SelectableSpacing as I'm not sure it is of use for now (history insert) 554db6bc0f3 MultiSelect: WIP range-select (#1861) (rebased six millions times) git-subtree-dir: external/imgui/imgui git-subtree-split: 8199457a7d9e453f8d3d9cadc14683fb54a858b5
737 lines
35 KiB
C++
737 lines
35 KiB
C++
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN**)
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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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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807)
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// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801)
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// 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794)
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// 2024-07-02: Update for SDL3 api changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762).
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// 2024-07-01: Update for SDL3 api changes: SDL_SetTextInputRect() changed to SDL_SetTextInputArea().
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// 2024-06-26: Update for SDL3 api changes: SDL_StartTextInput()/SDL_StopTextInput()/SDL_SetTextInputRect() functions signatures.
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// 2024-06-24: Update for SDL3 api changes: SDL_EVENT_KEY_DOWN/SDL_EVENT_KEY_UP contents.
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// 2024-06-03; Update for SDL3 api changes: SDL_SYSTEM_CURSOR_ renames.
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// 2024-05-15: Update for SDL3 api changes: SDLK_ renames.
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// 2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME.
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// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
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// 2023-11-13: Updated for recent SDL3 API changes.
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// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
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// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391)
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// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
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// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
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// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
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// 2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_sdl3.h"
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// Clang warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
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#endif
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// SDL
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#include <SDL3/SDL.h>
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#if defined(__APPLE__)
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#include <TargetConditionals.h>
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#endif
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#ifdef _WIN32
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#ifndef WIN32_LEAN_AND_MEAN
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#define WIN32_LEAN_AND_MEAN
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#endif
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#include <windows.h>
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#endif
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#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
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#else
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
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#endif
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// FIXME-LEGACY: remove when SDL 3.1.3 preview is released.
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#ifndef SDLK_APOSTROPHE
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#define SDLK_APOSTROPHE SDLK_QUOTE
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#endif
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#ifndef SDLK_GRAVE
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#define SDLK_GRAVE SDLK_BACKQUOTE
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#endif
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// SDL Data
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struct ImGui_ImplSDL3_Data
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{
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SDL_Window* Window;
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SDL_Renderer* Renderer;
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Uint64 Time;
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char* ClipboardTextData;
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// IME handling
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SDL_Window* ImeWindow;
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// Mouse handling
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Uint32 MouseWindowID;
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int MouseButtonsDown;
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SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
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SDL_Cursor* MouseLastCursor;
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int MousePendingLeaveFrame;
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bool MouseCanUseGlobalState;
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// Gamepad handling
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ImVector<SDL_Gamepad*> Gamepads;
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ImGui_ImplSDL3_GamepadMode GamepadMode;
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bool WantUpdateGamepadsList;
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ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
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// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
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static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
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}
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// Functions
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static const char* ImGui_ImplSDL3_GetClipboardText(void*)
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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if (bd->ClipboardTextData)
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SDL_free(bd->ClipboardTextData);
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const char* sdl_clipboard_text = SDL_GetClipboardText();
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bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : NULL;
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return bd->ClipboardTextData;
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}
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static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text)
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{
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SDL_SetClipboardText(text);
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}
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static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data)
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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SDL_Window* window = (SDL_Window*)viewport->PlatformHandle;
|
|
if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != NULL)
|
|
{
|
|
SDL_StopTextInput(bd->ImeWindow);
|
|
bd->ImeWindow = nullptr;
|
|
}
|
|
if (data->WantVisible)
|
|
{
|
|
SDL_Rect r;
|
|
r.x = (int)data->InputPos.x;
|
|
r.y = (int)data->InputPos.y;
|
|
r.w = 1;
|
|
r.h = (int)data->InputLineHeight;
|
|
SDL_SetTextInputArea(window, &r, 0);
|
|
SDL_StartTextInput(window);
|
|
bd->ImeWindow = window;
|
|
}
|
|
}
|
|
|
|
static ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
|
|
{
|
|
// Keypad doesn't have individual key values in SDL3
|
|
switch (scancode)
|
|
{
|
|
case SDL_SCANCODE_KP_0: return ImGuiKey_Keypad0;
|
|
case SDL_SCANCODE_KP_1: return ImGuiKey_Keypad1;
|
|
case SDL_SCANCODE_KP_2: return ImGuiKey_Keypad2;
|
|
case SDL_SCANCODE_KP_3: return ImGuiKey_Keypad3;
|
|
case SDL_SCANCODE_KP_4: return ImGuiKey_Keypad4;
|
|
case SDL_SCANCODE_KP_5: return ImGuiKey_Keypad5;
|
|
case SDL_SCANCODE_KP_6: return ImGuiKey_Keypad6;
|
|
case SDL_SCANCODE_KP_7: return ImGuiKey_Keypad7;
|
|
case SDL_SCANCODE_KP_8: return ImGuiKey_Keypad8;
|
|
case SDL_SCANCODE_KP_9: return ImGuiKey_Keypad9;
|
|
case SDL_SCANCODE_KP_PERIOD: return ImGuiKey_KeypadDecimal;
|
|
case SDL_SCANCODE_KP_DIVIDE: return ImGuiKey_KeypadDivide;
|
|
case SDL_SCANCODE_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
|
case SDL_SCANCODE_KP_MINUS: return ImGuiKey_KeypadSubtract;
|
|
case SDL_SCANCODE_KP_PLUS: return ImGuiKey_KeypadAdd;
|
|
case SDL_SCANCODE_KP_ENTER: return ImGuiKey_KeypadEnter;
|
|
case SDL_SCANCODE_KP_EQUALS: return ImGuiKey_KeypadEqual;
|
|
default: break;
|
|
}
|
|
switch (keycode)
|
|
{
|
|
case SDLK_TAB: return ImGuiKey_Tab;
|
|
case SDLK_LEFT: return ImGuiKey_LeftArrow;
|
|
case SDLK_RIGHT: return ImGuiKey_RightArrow;
|
|
case SDLK_UP: return ImGuiKey_UpArrow;
|
|
case SDLK_DOWN: return ImGuiKey_DownArrow;
|
|
case SDLK_PAGEUP: return ImGuiKey_PageUp;
|
|
case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
|
|
case SDLK_HOME: return ImGuiKey_Home;
|
|
case SDLK_END: return ImGuiKey_End;
|
|
case SDLK_INSERT: return ImGuiKey_Insert;
|
|
case SDLK_DELETE: return ImGuiKey_Delete;
|
|
case SDLK_BACKSPACE: return ImGuiKey_Backspace;
|
|
case SDLK_SPACE: return ImGuiKey_Space;
|
|
case SDLK_RETURN: return ImGuiKey_Enter;
|
|
case SDLK_ESCAPE: return ImGuiKey_Escape;
|
|
case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
|
|
case SDLK_COMMA: return ImGuiKey_Comma;
|
|
case SDLK_MINUS: return ImGuiKey_Minus;
|
|
case SDLK_PERIOD: return ImGuiKey_Period;
|
|
case SDLK_SLASH: return ImGuiKey_Slash;
|
|
case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
|
|
case SDLK_EQUALS: return ImGuiKey_Equal;
|
|
case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
|
|
case SDLK_BACKSLASH: return ImGuiKey_Backslash;
|
|
case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
|
|
case SDLK_GRAVE: return ImGuiKey_GraveAccent;
|
|
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
|
|
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
|
|
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
|
|
case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
|
|
case SDLK_PAUSE: return ImGuiKey_Pause;
|
|
case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
|
|
case SDLK_LSHIFT: return ImGuiKey_LeftShift;
|
|
case SDLK_LALT: return ImGuiKey_LeftAlt;
|
|
case SDLK_LGUI: return ImGuiKey_LeftSuper;
|
|
case SDLK_RCTRL: return ImGuiKey_RightCtrl;
|
|
case SDLK_RSHIFT: return ImGuiKey_RightShift;
|
|
case SDLK_RALT: return ImGuiKey_RightAlt;
|
|
case SDLK_RGUI: return ImGuiKey_RightSuper;
|
|
case SDLK_APPLICATION: return ImGuiKey_Menu;
|
|
case SDLK_0: return ImGuiKey_0;
|
|
case SDLK_1: return ImGuiKey_1;
|
|
case SDLK_2: return ImGuiKey_2;
|
|
case SDLK_3: return ImGuiKey_3;
|
|
case SDLK_4: return ImGuiKey_4;
|
|
case SDLK_5: return ImGuiKey_5;
|
|
case SDLK_6: return ImGuiKey_6;
|
|
case SDLK_7: return ImGuiKey_7;
|
|
case SDLK_8: return ImGuiKey_8;
|
|
case SDLK_9: return ImGuiKey_9;
|
|
case SDLK_A: return ImGuiKey_A;
|
|
case SDLK_B: return ImGuiKey_B;
|
|
case SDLK_C: return ImGuiKey_C;
|
|
case SDLK_D: return ImGuiKey_D;
|
|
case SDLK_E: return ImGuiKey_E;
|
|
case SDLK_F: return ImGuiKey_F;
|
|
case SDLK_G: return ImGuiKey_G;
|
|
case SDLK_H: return ImGuiKey_H;
|
|
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;
|
|
default: break;
|
|
}
|
|
return ImGuiKey_None;
|
|
}
|
|
|
|
static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0);
|
|
io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0);
|
|
io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0);
|
|
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_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_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
|
{
|
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
switch (event->type)
|
|
{
|
|
case SDL_EVENT_MOUSE_MOTION:
|
|
{
|
|
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_EVENT_MOUSE_WHEEL:
|
|
{
|
|
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
|
|
float wheel_x = -event->wheel.x;
|
|
float wheel_y = event->wheel.y;
|
|
#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_EVENT_MOUSE_BUTTON_DOWN:
|
|
case SDL_EVENT_MOUSE_BUTTON_UP:
|
|
{
|
|
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_EVENT_MOUSE_BUTTON_DOWN));
|
|
bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
|
|
return true;
|
|
}
|
|
case SDL_EVENT_TEXT_INPUT:
|
|
{
|
|
io.AddInputCharactersUTF8(event->text.text);
|
|
return true;
|
|
}
|
|
case SDL_EVENT_KEY_DOWN:
|
|
case SDL_EVENT_KEY_UP:
|
|
{
|
|
//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%d: key=%d, scancode=%d, mod=%X\n", (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP", event->key.key, event->key.scancode, event->key.mod);
|
|
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
|
|
ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
|
|
io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
|
|
io.SetKeyEventNativeData(key, event->key.key, event->key.scancode, event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
|
|
return true;
|
|
}
|
|
case SDL_EVENT_WINDOW_MOUSE_ENTER:
|
|
{
|
|
bd->MouseWindowID = event->window.windowID;
|
|
bd->MousePendingLeaveFrame = 0;
|
|
return true;
|
|
}
|
|
// - 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.
|
|
// FIXME: Unconfirmed whether this is still needed with SDL3.
|
|
case SDL_EVENT_WINDOW_MOUSE_LEAVE:
|
|
{
|
|
bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
|
|
return true;
|
|
}
|
|
case SDL_EVENT_WINDOW_FOCUS_GAINED:
|
|
io.AddFocusEvent(true);
|
|
return true;
|
|
case SDL_EVENT_WINDOW_FOCUS_LOST:
|
|
io.AddFocusEvent(false);
|
|
return true;
|
|
case SDL_EVENT_GAMEPAD_ADDED:
|
|
case SDL_EVENT_GAMEPAD_REMOVED:
|
|
{
|
|
bd->WantUpdateGamepadsList = true;
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
|
|
{
|
|
viewport->PlatformHandle = window;
|
|
viewport->PlatformHandleRaw = nullptr;
|
|
#if defined(_WIN32) && !defined(__WINRT__)
|
|
viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
|
|
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
|
|
viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr);
|
|
#endif
|
|
}
|
|
|
|
static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IMGUI_CHECKVERSION();
|
|
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
|
IM_UNUSED(sdl_gl_context); // Unused in this branch
|
|
|
|
// Check and store if we are on a SDL backend that supports global mouse position
|
|
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
|
bool mouse_can_use_global_state = false;
|
|
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
|
const char* sdl_backend = SDL_GetCurrentVideoDriver();
|
|
const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
|
|
for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
|
|
if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
|
|
mouse_can_use_global_state = true;
|
|
#endif
|
|
|
|
// Setup backend capabilities flags
|
|
ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
|
|
io.BackendPlatformUserData = (void*)bd;
|
|
io.BackendPlatformName = "imgui_impl_sdl3";
|
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
|
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
|
|
|
bd->Window = window;
|
|
bd->Renderer = renderer;
|
|
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
|
|
|
io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
|
|
io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
|
|
io.ClipboardUserData = nullptr;
|
|
io.PlatformSetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
|
|
|
|
// Gamepad handling
|
|
bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
|
|
bd->WantUpdateGamepadsList = true;
|
|
|
|
// Load mouse cursors
|
|
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_DEFAULT);
|
|
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_TEXT);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_MOVE);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NS_RESIZE);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_EW_RESIZE);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE);
|
|
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER);
|
|
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED);
|
|
|
|
// Set platform dependent data in viewport
|
|
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
|
ImGui_ImplSDL3_SetupPlatformHandles(main_viewport, window);
|
|
|
|
// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
|
|
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
|
|
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
|
|
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
|
|
// you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
|
|
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
|
|
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
|
|
#endif
|
|
|
|
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
|
|
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
|
|
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
|
{
|
|
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
|
|
return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
|
|
}
|
|
|
|
bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
|
|
{
|
|
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
|
|
}
|
|
|
|
bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
|
|
{
|
|
#if !defined(_WIN32)
|
|
IM_ASSERT(0 && "Unsupported");
|
|
#endif
|
|
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
|
|
}
|
|
|
|
bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window)
|
|
{
|
|
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
|
|
}
|
|
|
|
bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
|
|
{
|
|
return ImGui_ImplSDL3_Init(window, renderer, nullptr);
|
|
}
|
|
|
|
bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
|
|
{
|
|
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
|
|
}
|
|
|
|
static void ImGui_ImplSDL3_CloseGamepads();
|
|
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void ImGui_ImplSDL3_Shutdown()
|
|
{
|
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
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IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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|
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if (bd->ClipboardTextData)
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|
SDL_free(bd->ClipboardTextData);
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|
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
|
SDL_DestroyCursor(bd->MouseCursors[cursor_n]);
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|
ImGui_ImplSDL3_CloseGamepads();
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|
|
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io.BackendPlatformName = nullptr;
|
|
io.BackendPlatformUserData = nullptr;
|
|
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
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IM_DELETE(bd);
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|
}
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static void ImGui_ImplSDL3_UpdateMouseData()
|
|
{
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|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
|
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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// 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);
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|
SDL_Window* focused_window = SDL_GetKeyboardFocus();
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|
const bool is_app_focused = (bd->Window == focused_window);
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#else
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SDL_Window* focused_window = bd->Window;
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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
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#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, io.MousePos.x, io.MousePos.y);
|
|
|
|
// (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
|
|
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
|
|
{
|
|
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
|
float mouse_x_global, mouse_y_global;
|
|
int window_x, window_y;
|
|
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
|
|
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
|
|
io.AddMousePosEvent(mouse_x_global - window_x, mouse_y_global - window_y);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplSDL3_UpdateMouseCursor()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
|
return;
|
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
|
|
|
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
|
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
|
|
{
|
|
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
|
SDL_HideCursor();
|
|
}
|
|
else
|
|
{
|
|
// Show OS mouse cursor
|
|
SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
|
|
if (bd->MouseLastCursor != expected_cursor)
|
|
{
|
|
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
|
|
bd->MouseLastCursor = expected_cursor;
|
|
}
|
|
SDL_ShowCursor();
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplSDL3_CloseGamepads()
|
|
{
|
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
|
if (bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
|
|
for (SDL_Gamepad* gamepad : bd->Gamepads)
|
|
SDL_CloseGamepad(gamepad);
|
|
bd->Gamepads.resize(0);
|
|
}
|
|
|
|
void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count)
|
|
{
|
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
|
ImGui_ImplSDL3_CloseGamepads();
|
|
if (mode == ImGui_ImplSDL3_GamepadMode_Manual)
|
|
{
|
|
IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
|
|
for (int n = 0; n < manual_gamepads_count; n++)
|
|
bd->Gamepads.push_back(manual_gamepads_array[n]);
|
|
}
|
|
else
|
|
{
|
|
IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
|
|
bd->WantUpdateGamepadsList = true;
|
|
}
|
|
bd->GamepadMode = mode;
|
|
}
|
|
|
|
static void ImGui_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no)
|
|
{
|
|
bool merged_value = false;
|
|
for (SDL_Gamepad* gamepad : bd->Gamepads)
|
|
merged_value |= SDL_GetGamepadButton(gamepad, button_no) != 0;
|
|
io.AddKeyEvent(key, merged_value);
|
|
}
|
|
|
|
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
|
|
static void ImGui_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1)
|
|
{
|
|
float merged_value = 0.0f;
|
|
for (SDL_Gamepad* gamepad : bd->Gamepads)
|
|
{
|
|
float vn = Saturate((float)(SDL_GetGamepadAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
|
|
if (merged_value < vn)
|
|
merged_value = vn;
|
|
}
|
|
io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
|
|
}
|
|
|
|
static void ImGui_ImplSDL3_UpdateGamepads()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
|
|
|
// Update list of gamepads to use
|
|
if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
|
|
{
|
|
ImGui_ImplSDL3_CloseGamepads();
|
|
int sdl_gamepads_count = 0;
|
|
const SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
|
|
for (int n = 0; n < sdl_gamepads_count; n++)
|
|
if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
|
|
{
|
|
bd->Gamepads.push_back(gamepad);
|
|
if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
|
|
break;
|
|
}
|
|
bd->WantUpdateGamepadsList = false;
|
|
}
|
|
|
|
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
|
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
|
return;
|
|
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
|
if (bd->Gamepads.Size == 0)
|
|
return;
|
|
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
|
|
|
// Update gamepad inputs
|
|
const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
|
}
|
|
|
|
void ImGui_ImplSDL3_NewFrame()
|
|
{
|
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// Setup display size (every frame to accommodate for window resizing)
|
|
int w, h;
|
|
int display_w, display_h;
|
|
SDL_GetWindowSize(bd->Window, &w, &h);
|
|
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
|
|
w = h = 0;
|
|
SDL_GetWindowSizeInPixels(bd->Window, &display_w, &display_h);
|
|
io.DisplaySize = ImVec2((float)w, (float)h);
|
|
if (w > 0 && h > 0)
|
|
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
|
|
|
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
|
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
|
|
static Uint64 frequency = SDL_GetPerformanceFrequency();
|
|
Uint64 current_time = SDL_GetPerformanceCounter();
|
|
if (current_time <= bd->Time)
|
|
current_time = bd->Time + 1;
|
|
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
|
|
bd->Time = current_time;
|
|
|
|
if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
|
{
|
|
bd->MouseWindowID = 0;
|
|
bd->MousePendingLeaveFrame = 0;
|
|
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
|
}
|
|
|
|
ImGui_ImplSDL3_UpdateMouseData();
|
|
ImGui_ImplSDL3_UpdateMouseCursor();
|
|
|
|
// Update game controllers (if enabled and available)
|
|
ImGui_ImplSDL3_UpdateGamepads();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#if defined(__clang__)
|
|
#pragma clang diagnostic pop
|
|
#endif
|
|
|
|
#endif // #ifndef IMGUI_DISABLE
|