forked from Green-Sky/tomato
Green Sky
8de4c4b301
cb16568fca5 Version 1.91.3 8db126188df Fixed static analyser warning. Amend b3c8747 3d399bcecab Docs: amend docs to explain case of using multiple overlayed ButtonBehavior(). (#8030, #7961, #7669) b3c87475a5a Drags, Slider: added ImGuiSliderFlags_ClampOnInput, ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76) 5109a77f697 Tooltips: Tooltips triggered from touch inputs are positionned above the item. (#8036) 014b722963f Tooltips, Drag and Drop: Stabilized name of drag and drop tooltip window. (#8036) f0575411c01 Tooltips, Drag and Drop: Fixed an issue where the fallback drag and drop payload tooltip appeared during drag and drop release. 004f03945f3 TabBar: added TabBarQueueFocus() by name for non-docking tab bars. (#8029, #6681) 655fcf82870 TabBar: added TabBarQueueFocus() by name for non-docking tab bars. (#8029, #6681) 03f007d4cd1 Comments (#1651) 29cff2be068 Silence PVS Studio static analyzer false positives. ba14c70b020 Comments. Fixed warnings. 199a44e31e2 Error Handling: fixed not rewinding to recorded tree and id stack size (#1651) 30c29d291fb Error Handling: enabled experimental recovery systems. (#1651, #5654) 8776678a462 Error Handling: replaced log callback in recovery functions with calls to IM_ASSERT_USER_ERROR(). (#1651, #5654) 718a594b1e1 Error Handling: rewired asserts in PopID(), PopFont(), PopItemFlag(), EndDisabled(), PopTextWrapPos(), PopFocusScope(), PopItemWidth() to use IM_ASSERT_USER_ERROR(). (#1651, #5654) 2360061520e Error Handling, Debug Log: added IMGUI_DEBUG_LOG_ERROR() with special handling. (#5855, #1651, #5654) 26785fd8731 Internals: NewFrame: move the window reset loop higher up, namely before UpdateHoveredWindowAndCaptureFlags() -> FindHoveredWindowEx(). 797101a882b Windows: BeginChild(): made it possible to call SetNextWindowSize() on a child window using ImGuiChildFlags_ResizeX/ImGuiChildFlags_ResizeY. (#1710, #8020) 9644c511835 Error handling: rework error tooltip logic (will be reused by upcoming feature). (#7961, #7669, #1651) d0107f5da23 Internals: misc tweaks to facilitate branch merging. 726aad8e088 Refactor: moved ImGuiContext contructor to imgui.cpp 44a73be6eaf TestEngine: log calls don't need testing hook active. bc77041b578 Error Handling: fixed an issue ErrorCheckEndWindowRecover() when aborting in a child inside a tab bar. (#1651) 7f81fbc5426 Backends: WGPU: Fix new WGPUStringView breaks shader compilation. (#8009, #8010) fb410463e6a Scrollbar: added io.ConfigScrollbarScrollByPage setting. (#8002, #7328) a727332e772 Scrollbar: Shift+Click always use absolute positionning scroll. (#8002, #7328) 4aeae5d7189 Error check: fixed build when using IMGUI_DISABLE_DEBUG_TOOLS. d0750ee4e7d Error check: clarified that carriage returns are emitted by our code. Added helper default callback. Comments. (#1651) 0af2c4ef765 Backends: SDL3: Update for API changes: SDL_bool removal. SDL_INIT_TIMER removal. (#7999) faca859043c Version 1.91.3 WIP a9f72ab6818 Version 1.91.2 cfae5ac71b9 Backends: make ImGui_ImplSDL2_KeyEventToImGuiKey(), ImGui_ImplSDL3_KeyEventToImGuiKey(), ImGui_ImplGlfw_KeyToImGuiKey(), ImGui_ImplWin32_KeyEventToImGuiKey(), ImGui_ImplAllegro5_KeyCodeToImGuiKey(), ImGui_ImplOSX_KeyCodeToImGuiKey(), non-static. (#7997) f7ba6453980 InputText: fixed not filling callback's SelectionEnd. (#7925) e648dbb59d2 Tables: fixed auto-width columns when using synced-instances of same table. (#7218) 6aade6912a1 Inputs: SetNextItemShortcut() with ImGuiInputFlags_Tooltip doesn't show tooltip when item is active. dad9f45e3ed Windows: fixed an issue where double-click to collapse could be triggered even while another item is active. (#7841, #7369) 71714eab536 Tables: fixed assertion related to inconsistent outer clipping when sizes are not rounded. (#7957) 11fba027e50 Tables: using table->InnerClipRect more consistently. Fixes an assertion with tables with borders when clipped by parent. (#6765, #3752, #7428) 6ce26ef11d5 AddFont: added assert to better detect uninitialized struct. (#7993) 08b1496b7e5 Backends: Win32: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971) 1ac162f2b08 Backends: WGPU: add IMGUI_IMPL_WEBGPU_BACKEND_DAWN/IMGUI_IMPL_WEBGPU_BACKEND_WGPU to support more targets. (#7977, #7969, #6602, #6188, #7523) 4925695ae88 InputText: optimize InputTextCalcTextLenAndLineCount() for inactive multiline path. (#7925) 7ac50bf77d0 InputText: more tidying up of selection search loop. aef07aea274 InputText: minor tidying up of selection search loop (no need to imply it runs in single line mode) b53d91a4c40 InputText: optimization for large text: using memchr() instead of strchr() shaves 0.2 ms on 865k multi-line text case. Approximately 20%. (#7925) 510b6adc9bb CI: disable month-long PVS Studio warning about expiring licence. dab63231d88 Misc: Made it accepted to call SetMouseCursor() with any out-of-bound value, as a way to allow hacking in custom cursors if desirable. 4d00bf8add4 MultiSelect+Tables: fixed an issue where box-select would skip items while drag-scrolling in a table with outer borders. (#7970, #7821). 6dcb7be35f8 CI: amend build tests for emscripten (#7965) ac2ad79812e Backends: GLFW+Emscripten: use OSX behaviors automatically when using contrib glfw port. (#7965, #7915) 52a6ab44b1f Doc: Fix typo. (#7974) dc6346b763e Fonts: fixed ellipsis "..." rendering width miscalculation bug introduced in 1.91.0. (#7976) 8807b01b288 InputText: amends: now can use memchr()/strchr() for line counting. Much faster! (#7925) 19accb14a9e InputText: amends: fixed undo-stack reconcile. fixed metrics crash. fixes character filtering. (#7925) 3d1e593b5b1 InputText: amends: fixed next/prev word implementation. (#7925) e240bc151a3 InputText: amends: add note about STB_TEXTEDIT_GETCHAR. tweak InputTextCalcTextSize() to use similar debug-friendly logic as ImFont:CalcTextSizeA(). misc small tidying up. (#7925) 1674fe96ff5 InputText: amends: add stb_textedit_text() api. (#7925) d1b78179592 InputText: amends: renames, coding style. (#7925) abd07f6d307 InputText: added native support for UTF-8 text editing and god rid of the wchar buffer. (#7925) 67cd4ead650 Added io.ConfigDebugHighlightIdConflicts debug feature! (#7961, #7669) a8eec244056 Demo: fix some id conflicts. (#7961) 4236bc088fd Backends: SDL2: use SDL_Vulkan_GetDrawableSize with Vulkan instead of SDL_GL_GetDrawableSize. (#7967, #3190) 15cb7d61f98 InputText: moved imstb_textedit.h include to imgui_widgets.cpp ca5701d4580 InputText: moved all ImGuiInputTextState functions to not be inline. 21d03edcb0c InputText: renamed namespace from stb_texture structure and added an indirection. a2366f90224 TextLinkOpenURL: display a verb in front the link. Update Gallery & other links. (#7885, #7660) a5cf4fe374d InputText: added CJK double-width punctuation to list of separators considered for CTRL+Arrow. d16cb171c66 Nav: pressing any keyboard key while holding Alt disable toggling nav layer on Alt release. (#4439, extend #370, #369) 193c1e23668 Version 1.91.2 WIP d0b742efdee CI: build with Clang C++26 on Linux. (#7954) 4a1a38f7ed0 CI: Amend 943fd21. 943fd216eca CI: Amend e3cb016. e3cb0163284 CI: upgrade Ubuntu version to get newer Clang. Add C++26 build test. (#7954) 41eebc87a06 Fixed C++26 invalid enum operation (#7954) 1dfbb100d6c Version 1.91.1 f75cf62d2f3 Tables: fixed resizing columns when using multiple synched instances that are layed out at different X positions. (#7933) 8dd33839f02 Tables: fixed an issue detecting hovering column/row when using multiple synched instances layed out at different X positions. (#7933) 722a2a12fb2 Tables: comments. (#7937) 776813416b5 PlotHistogram, PlotLines: use ButtonBehavior() to be idiomatic. (#7935, #3072) afb15e97958 PlotHistogram, PlotLines: register item ID in a more idiomatic manner. (#7935, #3072) f99febfd6fa Made BeginItemTooltip() and IsItemHovered() with delay flag infer an implicit ID using Pos only. (#7945, #1485, #143) a93f7db875c Misc merge/small stuff from docking to reduce drift. 30dcdcbe736 Backends: GLFW: Emscripten: use OpenURL() when available and using EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3. Fixes popup blocked in some browsers. (#7915, #7660) 07be01767af Demo: added emscripten version. (#7915) 4832027eb6a Examples: SDL3: Update for API changes: SDL_Init() returns 0 on failure. 6a7319543c4 Backends: SDL3: following SDL3 reverting their change, result of SDL_GetGamepads must be freed. (#7918, #7898, #7807) ee9e3a2ed66 Tabs: avoid queuing a refocus when tab is already focused, which would have the side-effect of e.g. closing popup on a mouse release. (#7914) 4a06fe59b4d Update FONTS.md (#7944) 28caa223567 Fix minor typo (#7943) 1d88609043f Changed call from cosf to ImCos (#7939) 864a2bf6b82 Tables: another attempt at making contents not overlap the bottom and right border in a scrolling table. (#6765, #3752, #7428) a131c3e6111 Tables: revert a34071876 extending outer bottom/right border by 1, this is not the right solution. (#6765, #3752) 0b9adc2c799 BeginChild: (BREAKING) renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders. 1e939fcc32a Tooltips, Drag and Drop: made it possible to override BeginTooltip() position while inside a drag and drop source or target. (#6973) 088e6fc0471 Examples: Win32+OpenGL3: added batch. file for msys2/mingw build. (#6544) 438f9e1a3e7 InputText: amend d474ed7 for static analysis. (#7913) ce484301c0f CI: Add manual trigger for 'workflow_run' builds (#7865) d474ed7f78c InputText: Internals: store Scroll.y as it seems sane to (internally) expose it in a way that's agnostic of our use of a child window (#7913, #383) d15da2c47d9 Backends: GLFW: undo accidentally not committing use of Platform_SetClipboardTextFn as I was testing the legacy path (amend 214977e). 5de7f69cbb9 (BREAKING) Commented out obsolete ImageButton(). (#5533, #4471, #2464, #1390) 214977e5fd1 IO: (BREAKING) moved io.GetClipboardTextFn, io.SetClipboardTextFn to platform_io.Platform_GetClipboardTextFn, platform_io.Platform_SetClipboardTextFn. e54f240ea0a IO: (BREAKING) moved io.PlatformLocaleDecimalPoint to platform_io.Platform_LocaleDecimalPoint. (#7389, #6719, #2278) 9ff60ae31d5 IO: (BREAKING) moved GetIO().PlatformSetImeDataFn to GetPlatformIO(.Platform_SetImeDataFn. (#7660) ba2f4a2cd56 IO: (BREAKING) moved GetIO().PlatformOpenInShellFn to GetPlatformIO(.Platform_OpenInShellFn. (#7660) e6460722ea1 IO: Added GetPlatformIO(), ImGuiPlatformIO, currently empty. 8e401047952 Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString(). bf75504d7a4 Style: added PushStyleVarX(), PushStyleVarY() helpers to modify only one component of a ImVec2 var. 521f84a3a9f InputText: fixed an issue programmatically refocusing a multi-line input which was just active. (#4761, #7870) 8a946b69e98 InputText: allow callback to update buffer while in read-only mode (fix for imgui_memory_editor 0.54 in read-only mode). 59e69dc6df7 ImGuiSelectionBasicStorage constructor needs visibility (#7906) e471206b088 Windows: adjust default ClipRect to better match rendering of thick borders. (#7887, #7888 + #3312, #7540, #3756, #6170, #6365) eb7201b9026 Fonts: Made it possible to use PushFont()/PopFont() calls accross Begin() calls. (#3224, #3875, #6398, #7903) ecb1962013d IO, InputText: missing changelog entry (amend 092c88d) + readme note on missing features. 092c88dc7bd IO: rework interleaved keys<>char trickling: only trickle for keys known to be likely to input characters. (#7889, #4921, #4858) fabceaf0369 Internals: renamed IsModKey() -> IsLRModKey() and GetModForModKey() -> GetModForLRModKey() to be more explicit. 61313a75891 Docs: better promote IMGUI_DEFINE_MATH_OPERATORS. (#6164, #6137, #5966, #2832) 2d99052d1d4 Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. (#7853) 1b61d55079a Backends: SDL2, SDL3: ignore events of other SDL windows, amends + wrapping into a function as it'll be convenient for multi-viewport check. (#7853) 591a18a9c4b Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) 29fadad1939 TextLink(), TextLinkOpenURL(): change mouse cursor to Hand shape when hovered. (#7885, #7660) 45e7f7827a5 Examples: SDL2+SDLRenderer: fixed return value. (#7876) 3232070d3ab Demo: Fixed truncation warning. (#7857) 4b654db9040 CI: Build example_sdl2_sdlrenderer2 with msbuild (#7864) 8cc6eee2958 Fonts: amend assert when glyph range data seems incorrect. (#7856) 6864a7f839c Window refresh policy: extend tests to any window in the begin stack. (#7797) 531364d7289 Window refresh policy: fixed child window of skiprefresh windows not displaying. (#7797) 9f8f5e11455 MultiSelect+TreeNode: default open behavior is OpenOnDoubleClick + OpenOnArrow when used in a multi-select context without any OpenOnXXX flags set. (#7850) 2981a10c537 MultiSelect, TreeNode, Drag and Drop: fixed an issue where carrying a drag and drop payload over an already open tree node would select it. (#7850) 5e7dc72c926 Examples: SDL3: Update readme to use SDL3_DIR (#7846) fd57b252ac1 Examples: Fix for Emscripten. GLFW+WGPU: rework examples main loop to handle minimization. (#7844) 71ee2ce3673 Examples: GLFW: rework examples main loop to handle minimization without burning CPU or GPU by running unthrottled code. (#7844) 887478793b8 Examples: SDL2 (all), SDL3 (all), Win32+OpenGL3: Rework examples main loop to handle minimization without burning CPU or GPU by running unthrottled code. (#7844) dcf54782d4b Version 1.91.WIP git-subtree-dir: external/imgui/imgui git-subtree-split: cb16568fca5297512ff6a8f3b877f461c4323fbe
772 lines
37 KiB
C++
772 lines
37 KiB
C++
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values 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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// 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807)
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// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
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// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
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// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
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// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
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// 2024-08-19: Storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
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// 2024-08-19: ImGui_ImplSDL3_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
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// 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807)
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// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801)
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// 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794)
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// 2024-07-02: Update for SDL3 api changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762).
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// 2024-07-01: Update for SDL3 api changes: SDL_SetTextInputRect() changed to SDL_SetTextInputArea().
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// 2024-06-26: Update for SDL3 api changes: SDL_StartTextInput()/SDL_StopTextInput()/SDL_SetTextInputRect() functions signatures.
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// 2024-06-24: Update for SDL3 api changes: SDL_EVENT_KEY_DOWN/SDL_EVENT_KEY_UP contents.
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// 2024-06-03; Update for SDL3 api changes: SDL_SYSTEM_CURSOR_ renames.
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// 2024-05-15: Update for SDL3 api changes: SDLK_ renames.
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// 2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME.
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// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
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// 2023-11-13: Updated for recent SDL3 API changes.
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// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
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// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391)
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// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
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// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
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// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
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// 2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_sdl3.h"
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// Clang warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
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#endif
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// SDL
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#include <SDL3/SDL.h>
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#if defined(__APPLE__)
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#include <TargetConditionals.h>
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#endif
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#ifdef _WIN32
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#ifndef WIN32_LEAN_AND_MEAN
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#define WIN32_LEAN_AND_MEAN
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#endif
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#include <windows.h>
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#endif
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#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
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#else
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
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#endif
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// FIXME-LEGACY: remove when SDL 3.1.3 preview is released.
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#ifndef SDLK_APOSTROPHE
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#define SDLK_APOSTROPHE SDLK_QUOTE
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#endif
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#ifndef SDLK_GRAVE
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#define SDLK_GRAVE SDLK_BACKQUOTE
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#endif
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// SDL Data
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struct ImGui_ImplSDL3_Data
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{
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SDL_Window* Window;
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SDL_WindowID WindowID;
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SDL_Renderer* Renderer;
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Uint64 Time;
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char* ClipboardTextData;
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// IME handling
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SDL_Window* ImeWindow;
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// Mouse handling
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Uint32 MouseWindowID;
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int MouseButtonsDown;
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SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
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SDL_Cursor* MouseLastCursor;
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int MousePendingLeaveFrame;
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bool MouseCanUseGlobalState;
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// Gamepad handling
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ImVector<SDL_Gamepad*> Gamepads;
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ImGui_ImplSDL3_GamepadMode GamepadMode;
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bool WantUpdateGamepadsList;
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ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
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// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
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static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
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}
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// Functions
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static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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if (bd->ClipboardTextData)
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SDL_free(bd->ClipboardTextData);
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const char* sdl_clipboard_text = SDL_GetClipboardText();
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bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : NULL;
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return bd->ClipboardTextData;
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}
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static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text)
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{
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SDL_SetClipboardText(text);
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}
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static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data)
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
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SDL_Window* window = SDL_GetWindowFromID(window_id);
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if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != NULL)
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{
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SDL_StopTextInput(bd->ImeWindow);
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bd->ImeWindow = nullptr;
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}
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if (data->WantVisible)
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{
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SDL_Rect r;
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r.x = (int)data->InputPos.x;
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r.y = (int)data->InputPos.y;
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r.w = 1;
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r.h = (int)data->InputLineHeight;
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SDL_SetTextInputArea(window, &r, 0);
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SDL_StartTextInput(window);
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bd->ImeWindow = window;
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}
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}
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// Not static to allow third-party code to use that if they want to (but undocumented)
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ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
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{
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// Keypad doesn't have individual key values in SDL3
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switch (scancode)
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{
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case SDL_SCANCODE_KP_0: return ImGuiKey_Keypad0;
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case SDL_SCANCODE_KP_1: return ImGuiKey_Keypad1;
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case SDL_SCANCODE_KP_2: return ImGuiKey_Keypad2;
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case SDL_SCANCODE_KP_3: return ImGuiKey_Keypad3;
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case SDL_SCANCODE_KP_4: return ImGuiKey_Keypad4;
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|
case SDL_SCANCODE_KP_5: return ImGuiKey_Keypad5;
|
|
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);
|
|
}
|
|
|
|
|
|
static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
|
|
{
|
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
|
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
|
|
}
|
|
|
|
// 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:
|
|
{
|
|
if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == NULL)
|
|
return false;
|
|
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:
|
|
{
|
|
if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == NULL)
|
|
return false;
|
|
//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:
|
|
{
|
|
if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == NULL)
|
|
return false;
|
|
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:
|
|
{
|
|
if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == NULL)
|
|
return false;
|
|
io.AddInputCharactersUTF8(event->text.text);
|
|
return true;
|
|
}
|
|
case SDL_EVENT_KEY_DOWN:
|
|
case SDL_EVENT_KEY_UP:
|
|
{
|
|
if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == NULL)
|
|
return false;
|
|
//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:
|
|
{
|
|
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
|
|
return false;
|
|
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:
|
|
{
|
|
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
|
|
return false;
|
|
bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
|
|
return true;
|
|
}
|
|
case SDL_EVENT_WINDOW_FOCUS_GAINED:
|
|
case SDL_EVENT_WINDOW_FOCUS_LOST:
|
|
{
|
|
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
|
|
return false;
|
|
io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
|
|
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 = (void*)(intptr_t)SDL_GetWindowID(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->WindowID = SDL_GetWindowID(window);
|
|
bd->Renderer = renderer;
|
|
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
|
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
|
|
platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
|
|
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
|
|
|
|
// Gamepad handling
|
|
bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
|
|
bd->WantUpdateGamepadsList = true;
|
|
|
|
// Load mouse cursors
|
|
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_DEFAULT);
|
|
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_TEXT);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_MOVE);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NS_RESIZE);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_EW_RESIZE);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE);
|
|
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER);
|
|
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED);
|
|
|
|
// Set platform dependent data in viewport
|
|
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
|
ImGui_ImplSDL3_SetupPlatformHandles(main_viewport, window);
|
|
|
|
// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
|
|
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
|
|
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
|
|
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
|
|
// you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
|
|
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
|
|
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
|
|
#endif
|
|
|
|
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
|
|
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
|
|
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
|
{
|
|
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
|
|
return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
|
|
}
|
|
|
|
bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
|
|
{
|
|
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
|
|
}
|
|
|
|
bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
|
|
{
|
|
#if !defined(_WIN32)
|
|
IM_ASSERT(0 && "Unsupported");
|
|
#endif
|
|
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
|
|
}
|
|
|
|
bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window)
|
|
{
|
|
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
|
|
}
|
|
|
|
bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
|
|
{
|
|
return ImGui_ImplSDL3_Init(window, renderer, nullptr);
|
|
}
|
|
|
|
bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
|
|
{
|
|
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
|
|
}
|
|
|
|
static void ImGui_ImplSDL3_CloseGamepads();
|
|
|
|
void ImGui_ImplSDL3_Shutdown()
|
|
{
|
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
if (bd->ClipboardTextData)
|
|
SDL_free(bd->ClipboardTextData);
|
|
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
|
SDL_DestroyCursor(bd->MouseCursors[cursor_n]);
|
|
ImGui_ImplSDL3_CloseGamepads();
|
|
|
|
io.BackendPlatformName = nullptr;
|
|
io.BackendPlatformUserData = nullptr;
|
|
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
|
|
IM_DELETE(bd);
|
|
}
|
|
|
|
static void ImGui_ImplSDL3_UpdateMouseData()
|
|
{
|
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
|
|
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
|
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
|
|
SDL_CaptureMouse(bd->MouseButtonsDown != 0);
|
|
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
|
const bool is_app_focused = (bd->Window == focused_window);
|
|
#else
|
|
SDL_Window* focused_window = bd->Window;
|
|
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
|
|
#endif
|
|
if (is_app_focused)
|
|
{
|
|
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when 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;
|
|
SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
|
|
for (int n = 0; n < sdl_gamepads_count; n++)
|
|
if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
|
|
{
|
|
bd->Gamepads.push_back(gamepad);
|
|
if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
|
|
break;
|
|
}
|
|
bd->WantUpdateGamepadsList = false;
|
|
SDL_free(sdl_gamepads);
|
|
}
|
|
|
|
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
|
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
|
return;
|
|
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
|
if (bd->Gamepads.Size == 0)
|
|
return;
|
|
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
|
|
|
// Update gamepad inputs
|
|
const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
|
|
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
|
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
|
}
|
|
|
|
void ImGui_ImplSDL3_NewFrame()
|
|
{
|
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// Setup display size (every frame to accommodate for window resizing)
|
|
int w, h;
|
|
int display_w, display_h;
|
|
SDL_GetWindowSize(bd->Window, &w, &h);
|
|
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
|
|
w = h = 0;
|
|
SDL_GetWindowSizeInPixels(bd->Window, &display_w, &display_h);
|
|
io.DisplaySize = ImVec2((float)w, (float)h);
|
|
if (w > 0 && h > 0)
|
|
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
|
|
|
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
|
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
|
|
static Uint64 frequency = SDL_GetPerformanceFrequency();
|
|
Uint64 current_time = SDL_GetPerformanceCounter();
|
|
if (current_time <= bd->Time)
|
|
current_time = bd->Time + 1;
|
|
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
|
|
bd->Time = current_time;
|
|
|
|
if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
|
{
|
|
bd->MouseWindowID = 0;
|
|
bd->MousePendingLeaveFrame = 0;
|
|
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
|
}
|
|
|
|
ImGui_ImplSDL3_UpdateMouseData();
|
|
ImGui_ImplSDL3_UpdateMouseCursor();
|
|
|
|
// Update game controllers (if enabled and available)
|
|
ImGui_ImplSDL3_UpdateGamepads();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#if defined(__clang__)
|
|
#pragma clang diagnostic pop
|
|
#endif
|
|
|
|
#endif // #ifndef IMGUI_DISABLE
|