chore: implement sdl2 backend support
This commit is contained in:
parent
d5e0630e81
commit
1fff275f8d
11
build.zig
11
build.zig
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@ -5,6 +5,7 @@ pub const Backend = enum {
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glfw_wgpu,
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glfw_wgpu,
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glfw_opengl3,
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glfw_opengl3,
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win32_dx12,
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win32_dx12,
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sdl2_opengl3,
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};
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};
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const default_options = struct {
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const default_options = struct {
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@ -148,6 +149,16 @@ pub fn package(
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.flags = &(cflags.* ++ .{"-DIMGUI_IMPL_OPENGL_LOADER_CUSTOM"}),
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.flags = &(cflags.* ++ .{"-DIMGUI_IMPL_OPENGL_LOADER_CUSTOM"}),
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});
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});
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},
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},
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.sdl2_opengl3 => {
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zgui_c_cpp.addCSourceFiles(.{
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.files = &.{
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thisDir() ++ "/libs/imgui/backends/imgui_impl_sdl.cpp",
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thisDir() ++ "/libs/imgui/backends/imgui_impl_opengl3.cpp",
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thisDir() ++ "/libs/imgui/backends/imgui_impl_opengl3_loader.h",
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},
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.flags = cflags,
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});
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},
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.win32_dx12 => {
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.win32_dx12 => {
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zgui_c_cpp.addCSourceFiles(.{
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zgui_c_cpp.addCSourceFiles(.{
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.files = &.{
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.files = &.{
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@ -0,0 +1,814 @@
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//-----------------------------------------------------------------------------
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// About imgui_impl_opengl3_loader.h:
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//
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// We embed our own OpenGL loader to not require user to provide their own or to have to use ours,
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// which proved to be endless problems for users.
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// Our loader is custom-generated, based on gl3w but automatically filtered to only include
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// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small.
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//
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// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.
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// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
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//
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// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):
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// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCUDING 'imgui_impl_opengl3_loader.h'
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// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.
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// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)
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// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.
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// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp
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// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT.
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//
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// Regenerate with:
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// python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
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//
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// More info:
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// https://github.com/dearimgui/gl3w_stripped
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// https://github.com/ocornut/imgui/issues/4445
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//-----------------------------------------------------------------------------
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/*
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* This file was generated with gl3w_gen.py, part of imgl3w
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* (hosted at https://github.com/dearimgui/gl3w_stripped)
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*
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* This is free and unencumbered software released into the public domain.
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*
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* Anyone is free to copy, modify, publish, use, compile, sell, or
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* distribute this software, either in source code form or as a compiled
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* binary, for any purpose, commercial or non-commercial, and by any
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* means.
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*
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* In jurisdictions that recognize copyright laws, the author or authors
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* of this software dedicate any and all copyright interest in the
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* software to the public domain. We make this dedication for the benefit
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* of the public at large and to the detriment of our heirs and
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* successors. We intend this dedication to be an overt act of
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* relinquishment in perpetuity of all present and future rights to this
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* software under copyright law.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef __gl3w_h_
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#define __gl3w_h_
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// Adapted from KHR/khrplatform.h to avoid including entire file.
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#ifndef __khrplatform_h_
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typedef float khronos_float_t;
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typedef signed char khronos_int8_t;
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typedef unsigned char khronos_uint8_t;
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typedef signed short int khronos_int16_t;
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typedef unsigned short int khronos_uint16_t;
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#ifdef _WIN64
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typedef signed long long int khronos_intptr_t;
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typedef signed long long int khronos_ssize_t;
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#else
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typedef signed long int khronos_intptr_t;
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typedef signed long int khronos_ssize_t;
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#endif
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#if defined(_MSC_VER) && !defined(__clang__)
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typedef signed __int64 khronos_int64_t;
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typedef unsigned __int64 khronos_uint64_t;
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#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
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#include <stdint.h>
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typedef int64_t khronos_int64_t;
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typedef uint64_t khronos_uint64_t;
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#else
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typedef signed long long khronos_int64_t;
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typedef unsigned long long khronos_uint64_t;
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#endif
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#endif // __khrplatform_h_
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#ifndef __gl_glcorearb_h_
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#define __gl_glcorearb_h_ 1
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#ifdef __cplusplus
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extern "C" {
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#endif
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/*
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** Copyright 2013-2020 The Khronos Group Inc.
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** SPDX-License-Identifier: MIT
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**
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** This header is generated from the Khronos OpenGL / OpenGL ES XML
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** API Registry. The current version of the Registry, generator scripts
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** used to make the header, and the header can be found at
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** https://github.com/KhronosGroup/OpenGL-Registry
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*/
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#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
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#ifndef WIN32_LEAN_AND_MEAN
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#define WIN32_LEAN_AND_MEAN 1
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#endif
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#include <windows.h>
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#endif
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#ifndef APIENTRY
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#define APIENTRY
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#endif
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#ifndef APIENTRYP
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#define APIENTRYP APIENTRY *
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#endif
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#ifndef GLAPI
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#define GLAPI extern
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#endif
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/* glcorearb.h is for use with OpenGL core profile implementations.
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** It should should be placed in the same directory as gl.h and
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** included as <GL/glcorearb.h>.
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**
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** glcorearb.h includes only APIs in the latest OpenGL core profile
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** implementation together with APIs in newer ARB extensions which
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** can be supported by the core profile. It does not, and never will
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** include functionality removed from the core profile, such as
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** fixed-function vertex and fragment processing.
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**
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** Do not #include both <GL/glcorearb.h> and either of <GL/gl.h> or
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** <GL/glext.h> in the same source file.
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*/
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/* Generated C header for:
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* API: gl
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* Profile: core
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* Versions considered: .*
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* Versions emitted: .*
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* Default extensions included: glcore
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* Additional extensions included: _nomatch_^
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* Extensions removed: _nomatch_^
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*/
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#ifndef GL_VERSION_1_0
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typedef void GLvoid;
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typedef unsigned int GLenum;
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typedef khronos_float_t GLfloat;
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typedef int GLint;
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typedef int GLsizei;
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typedef unsigned int GLbitfield;
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typedef double GLdouble;
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typedef unsigned int GLuint;
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typedef unsigned char GLboolean;
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typedef khronos_uint8_t GLubyte;
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#define GL_COLOR_BUFFER_BIT 0x00004000
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#define GL_FALSE 0
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#define GL_TRUE 1
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#define GL_TRIANGLES 0x0004
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#define GL_ONE 1
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#define GL_SRC_ALPHA 0x0302
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#define GL_ONE_MINUS_SRC_ALPHA 0x0303
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#define GL_FRONT 0x0404
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#define GL_BACK 0x0405
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#define GL_FRONT_AND_BACK 0x0408
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#define GL_POLYGON_MODE 0x0B40
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#define GL_CULL_FACE 0x0B44
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#define GL_DEPTH_TEST 0x0B71
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#define GL_STENCIL_TEST 0x0B90
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#define GL_VIEWPORT 0x0BA2
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#define GL_BLEND 0x0BE2
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#define GL_SCISSOR_BOX 0x0C10
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#define GL_SCISSOR_TEST 0x0C11
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#define GL_UNPACK_ROW_LENGTH 0x0CF2
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#define GL_PACK_ALIGNMENT 0x0D05
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#define GL_TEXTURE_2D 0x0DE1
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#define GL_UNSIGNED_BYTE 0x1401
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#define GL_UNSIGNED_SHORT 0x1403
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#define GL_UNSIGNED_INT 0x1405
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#define GL_FLOAT 0x1406
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#define GL_RGBA 0x1908
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#define GL_FILL 0x1B02
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#define GL_VENDOR 0x1F00
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#define GL_RENDERER 0x1F01
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#define GL_VERSION 0x1F02
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#define GL_EXTENSIONS 0x1F03
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#define GL_LINEAR 0x2601
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#define GL_TEXTURE_MAG_FILTER 0x2800
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#define GL_TEXTURE_MIN_FILTER 0x2801
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typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
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typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
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typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
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typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
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typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
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typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
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typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
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typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
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typedef void (APIENTRYP PFNGLFLUSHPROC) (void);
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typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
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typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
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typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
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typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
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typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
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typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
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typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
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#ifdef GL_GLEXT_PROTOTYPES
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GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);
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GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
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GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
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GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
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GLAPI void APIENTRY glClear (GLbitfield mask);
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GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
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GLAPI void APIENTRY glDisable (GLenum cap);
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GLAPI void APIENTRY glEnable (GLenum cap);
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GLAPI void APIENTRY glFlush (void);
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GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
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GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
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GLAPI GLenum APIENTRY glGetError (void);
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GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);
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GLAPI const GLubyte *APIENTRY glGetString (GLenum name);
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GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
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GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
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#endif
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#endif /* GL_VERSION_1_0 */
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#ifndef GL_VERSION_1_1
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typedef khronos_float_t GLclampf;
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typedef double GLclampd;
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#define GL_TEXTURE_BINDING_2D 0x8069
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typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
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typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
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typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
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typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
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#ifdef GL_GLEXT_PROTOTYPES
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GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
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GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
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GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
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GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
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#endif
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#endif /* GL_VERSION_1_1 */
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#ifndef GL_VERSION_1_3
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#define GL_TEXTURE0 0x84C0
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#define GL_ACTIVE_TEXTURE 0x84E0
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typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
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#ifdef GL_GLEXT_PROTOTYPES
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GLAPI void APIENTRY glActiveTexture (GLenum texture);
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#endif
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#endif /* GL_VERSION_1_3 */
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#ifndef GL_VERSION_1_4
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#define GL_BLEND_DST_RGB 0x80C8
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#define GL_BLEND_SRC_RGB 0x80C9
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#define GL_BLEND_DST_ALPHA 0x80CA
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#define GL_BLEND_SRC_ALPHA 0x80CB
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#define GL_FUNC_ADD 0x8006
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typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
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typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
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#ifdef GL_GLEXT_PROTOTYPES
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GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
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GLAPI void APIENTRY glBlendEquation (GLenum mode);
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#endif
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#endif /* GL_VERSION_1_4 */
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#ifndef GL_VERSION_1_5
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typedef khronos_ssize_t GLsizeiptr;
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typedef khronos_intptr_t GLintptr;
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#define GL_ARRAY_BUFFER 0x8892
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#define GL_ELEMENT_ARRAY_BUFFER 0x8893
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#define GL_ARRAY_BUFFER_BINDING 0x8894
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#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
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#define GL_STREAM_DRAW 0x88E0
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typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
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typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
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typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
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typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
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typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
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#ifdef GL_GLEXT_PROTOTYPES
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GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
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GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
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GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
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GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
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GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
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#endif
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#endif /* GL_VERSION_1_5 */
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#ifndef GL_VERSION_2_0
|
||||||
|
typedef char GLchar;
|
||||||
|
typedef khronos_int16_t GLshort;
|
||||||
|
typedef khronos_int8_t GLbyte;
|
||||||
|
typedef khronos_uint16_t GLushort;
|
||||||
|
#define GL_BLEND_EQUATION_RGB 0x8009
|
||||||
|
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
|
||||||
|
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
|
||||||
|
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
|
||||||
|
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
|
||||||
|
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
|
||||||
|
#define GL_BLEND_EQUATION_ALPHA 0x883D
|
||||||
|
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
|
||||||
|
#define GL_FRAGMENT_SHADER 0x8B30
|
||||||
|
#define GL_VERTEX_SHADER 0x8B31
|
||||||
|
#define GL_COMPILE_STATUS 0x8B81
|
||||||
|
#define GL_LINK_STATUS 0x8B82
|
||||||
|
#define GL_INFO_LOG_LENGTH 0x8B84
|
||||||
|
#define GL_CURRENT_PROGRAM 0x8B8D
|
||||||
|
#define GL_UPPER_LEFT 0x8CA2
|
||||||
|
typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
|
||||||
|
typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
|
||||||
|
typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
|
||||||
|
typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
|
||||||
|
typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
|
||||||
|
typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
|
||||||
|
typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
|
||||||
|
typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
|
||||||
|
typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
|
||||||
|
typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
|
||||||
|
typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
|
||||||
|
typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
|
||||||
|
typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||||
|
typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
|
||||||
|
typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||||
|
typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
|
||||||
|
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
|
||||||
|
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);
|
||||||
|
typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program);
|
||||||
|
typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
|
||||||
|
typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
|
||||||
|
typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
|
||||||
|
typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
|
||||||
|
typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
|
||||||
|
typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
|
||||||
|
#ifdef GL_GLEXT_PROTOTYPES
|
||||||
|
GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
|
||||||
|
GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);
|
||||||
|
GLAPI void APIENTRY glCompileShader (GLuint shader);
|
||||||
|
GLAPI GLuint APIENTRY glCreateProgram (void);
|
||||||
|
GLAPI GLuint APIENTRY glCreateShader (GLenum type);
|
||||||
|
GLAPI void APIENTRY glDeleteProgram (GLuint program);
|
||||||
|
GLAPI void APIENTRY glDeleteShader (GLuint shader);
|
||||||
|
GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
|
||||||
|
GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);
|
||||||
|
GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
|
||||||
|
GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
|
||||||
|
GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
|
||||||
|
GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||||
|
GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
|
||||||
|
GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||||
|
GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
|
||||||
|
GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
|
||||||
|
GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);
|
||||||
|
GLAPI GLboolean APIENTRY glIsProgram (GLuint program);
|
||||||
|
GLAPI void APIENTRY glLinkProgram (GLuint program);
|
||||||
|
GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
|
||||||
|
GLAPI void APIENTRY glUseProgram (GLuint program);
|
||||||
|
GLAPI void APIENTRY glUniform1i (GLint location, GLint v0);
|
||||||
|
GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
|
||||||
|
GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
|
||||||
|
#endif
|
||||||
|
#endif /* GL_VERSION_2_0 */
|
||||||
|
#ifndef GL_VERSION_3_0
|
||||||
|
typedef khronos_uint16_t GLhalf;
|
||||||
|
#define GL_MAJOR_VERSION 0x821B
|
||||||
|
#define GL_MINOR_VERSION 0x821C
|
||||||
|
#define GL_NUM_EXTENSIONS 0x821D
|
||||||
|
#define GL_FRAMEBUFFER_SRGB 0x8DB9
|
||||||
|
#define GL_VERTEX_ARRAY_BINDING 0x85B5
|
||||||
|
typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);
|
||||||
|
typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);
|
||||||
|
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
|
||||||
|
typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);
|
||||||
|
typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
|
||||||
|
typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
|
||||||
|
#ifdef GL_GLEXT_PROTOTYPES
|
||||||
|
GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index);
|
||||||
|
GLAPI void APIENTRY glBindVertexArray (GLuint array);
|
||||||
|
GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
|
||||||
|
GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
|
||||||
|
#endif
|
||||||
|
#endif /* GL_VERSION_3_0 */
|
||||||
|
#ifndef GL_VERSION_3_1
|
||||||
|
#define GL_VERSION_3_1 1
|
||||||
|
#define GL_PRIMITIVE_RESTART 0x8F9D
|
||||||
|
#endif /* GL_VERSION_3_1 */
|
||||||
|
#ifndef GL_VERSION_3_2
|
||||||
|
#define GL_VERSION_3_2 1
|
||||||
|
typedef struct __GLsync *GLsync;
|
||||||
|
typedef khronos_uint64_t GLuint64;
|
||||||
|
typedef khronos_int64_t GLint64;
|
||||||
|
#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
|
||||||
|
#define GL_CONTEXT_PROFILE_MASK 0x9126
|
||||||
|
typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
|
||||||
|
typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
|
||||||
|
#ifdef GL_GLEXT_PROTOTYPES
|
||||||
|
GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
|
||||||
|
#endif
|
||||||
|
#endif /* GL_VERSION_3_2 */
|
||||||
|
#ifndef GL_VERSION_3_3
|
||||||
|
#define GL_VERSION_3_3 1
|
||||||
|
#define GL_SAMPLER_BINDING 0x8919
|
||||||
|
typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
|
||||||
|
#ifdef GL_GLEXT_PROTOTYPES
|
||||||
|
GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
|
||||||
|
#endif
|
||||||
|
#endif /* GL_VERSION_3_3 */
|
||||||
|
#ifndef GL_VERSION_4_1
|
||||||
|
typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);
|
||||||
|
typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);
|
||||||
|
#endif /* GL_VERSION_4_1 */
|
||||||
|
#ifndef GL_VERSION_4_3
|
||||||
|
typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
|
||||||
|
#endif /* GL_VERSION_4_3 */
|
||||||
|
#ifndef GL_VERSION_4_5
|
||||||
|
#define GL_CLIP_ORIGIN 0x935C
|
||||||
|
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param);
|
||||||
|
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
|
||||||
|
#endif /* GL_VERSION_4_5 */
|
||||||
|
#ifndef GL_ARB_bindless_texture
|
||||||
|
typedef khronos_uint64_t GLuint64EXT;
|
||||||
|
#endif /* GL_ARB_bindless_texture */
|
||||||
|
#ifndef GL_ARB_cl_event
|
||||||
|
struct _cl_context;
|
||||||
|
struct _cl_event;
|
||||||
|
#endif /* GL_ARB_cl_event */
|
||||||
|
#ifndef GL_ARB_clip_control
|
||||||
|
#define GL_ARB_clip_control 1
|
||||||
|
#endif /* GL_ARB_clip_control */
|
||||||
|
#ifndef GL_ARB_debug_output
|
||||||
|
typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
|
||||||
|
#endif /* GL_ARB_debug_output */
|
||||||
|
#ifndef GL_EXT_EGL_image_storage
|
||||||
|
typedef void *GLeglImageOES;
|
||||||
|
#endif /* GL_EXT_EGL_image_storage */
|
||||||
|
#ifndef GL_EXT_direct_state_access
|
||||||
|
typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params);
|
||||||
|
typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params);
|
||||||
|
typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params);
|
||||||
|
typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param);
|
||||||
|
typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param);
|
||||||
|
#endif /* GL_EXT_direct_state_access */
|
||||||
|
#ifndef GL_NV_draw_vulkan_image
|
||||||
|
typedef void (APIENTRY *GLVULKANPROCNV)(void);
|
||||||
|
#endif /* GL_NV_draw_vulkan_image */
|
||||||
|
#ifndef GL_NV_gpu_shader5
|
||||||
|
typedef khronos_int64_t GLint64EXT;
|
||||||
|
#endif /* GL_NV_gpu_shader5 */
|
||||||
|
#ifndef GL_NV_vertex_buffer_unified_memory
|
||||||
|
typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result);
|
||||||
|
#endif /* GL_NV_vertex_buffer_unified_memory */
|
||||||
|
#ifdef __cplusplus
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifndef GL3W_API
|
||||||
|
#define GL3W_API
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifndef __gl_h_
|
||||||
|
#define __gl_h_
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef __cplusplus
|
||||||
|
extern "C" {
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#define GL3W_OK 0
|
||||||
|
#define GL3W_ERROR_INIT -1
|
||||||
|
#define GL3W_ERROR_LIBRARY_OPEN -2
|
||||||
|
#define GL3W_ERROR_OPENGL_VERSION -3
|
||||||
|
|
||||||
|
typedef void (*GL3WglProc)(void);
|
||||||
|
typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);
|
||||||
|
|
||||||
|
/* gl3w api */
|
||||||
|
GL3W_API int imgl3wInit(void);
|
||||||
|
GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);
|
||||||
|
GL3W_API int imgl3wIsSupported(int major, int minor);
|
||||||
|
GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
|
||||||
|
|
||||||
|
/* gl3w internal state */
|
||||||
|
union ImGL3WProcs {
|
||||||
|
GL3WglProc ptr[59];
|
||||||
|
struct {
|
||||||
|
PFNGLACTIVETEXTUREPROC ActiveTexture;
|
||||||
|
PFNGLATTACHSHADERPROC AttachShader;
|
||||||
|
PFNGLBINDBUFFERPROC BindBuffer;
|
||||||
|
PFNGLBINDSAMPLERPROC BindSampler;
|
||||||
|
PFNGLBINDTEXTUREPROC BindTexture;
|
||||||
|
PFNGLBINDVERTEXARRAYPROC BindVertexArray;
|
||||||
|
PFNGLBLENDEQUATIONPROC BlendEquation;
|
||||||
|
PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate;
|
||||||
|
PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate;
|
||||||
|
PFNGLBUFFERDATAPROC BufferData;
|
||||||
|
PFNGLBUFFERSUBDATAPROC BufferSubData;
|
||||||
|
PFNGLCLEARPROC Clear;
|
||||||
|
PFNGLCLEARCOLORPROC ClearColor;
|
||||||
|
PFNGLCOMPILESHADERPROC CompileShader;
|
||||||
|
PFNGLCREATEPROGRAMPROC CreateProgram;
|
||||||
|
PFNGLCREATESHADERPROC CreateShader;
|
||||||
|
PFNGLDELETEBUFFERSPROC DeleteBuffers;
|
||||||
|
PFNGLDELETEPROGRAMPROC DeleteProgram;
|
||||||
|
PFNGLDELETESHADERPROC DeleteShader;
|
||||||
|
PFNGLDELETETEXTURESPROC DeleteTextures;
|
||||||
|
PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
|
||||||
|
PFNGLDETACHSHADERPROC DetachShader;
|
||||||
|
PFNGLDISABLEPROC Disable;
|
||||||
|
PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;
|
||||||
|
PFNGLDRAWELEMENTSPROC DrawElements;
|
||||||
|
PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;
|
||||||
|
PFNGLENABLEPROC Enable;
|
||||||
|
PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
|
||||||
|
PFNGLFLUSHPROC Flush;
|
||||||
|
PFNGLGENBUFFERSPROC GenBuffers;
|
||||||
|
PFNGLGENTEXTURESPROC GenTextures;
|
||||||
|
PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
|
||||||
|
PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
|
||||||
|
PFNGLGETERRORPROC GetError;
|
||||||
|
PFNGLGETINTEGERVPROC GetIntegerv;
|
||||||
|
PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
|
||||||
|
PFNGLGETPROGRAMIVPROC GetProgramiv;
|
||||||
|
PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
|
||||||
|
PFNGLGETSHADERIVPROC GetShaderiv;
|
||||||
|
PFNGLGETSTRINGPROC GetString;
|
||||||
|
PFNGLGETSTRINGIPROC GetStringi;
|
||||||
|
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
|
||||||
|
PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv;
|
||||||
|
PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv;
|
||||||
|
PFNGLISENABLEDPROC IsEnabled;
|
||||||
|
PFNGLISPROGRAMPROC IsProgram;
|
||||||
|
PFNGLLINKPROGRAMPROC LinkProgram;
|
||||||
|
PFNGLPIXELSTOREIPROC PixelStorei;
|
||||||
|
PFNGLPOLYGONMODEPROC PolygonMode;
|
||||||
|
PFNGLREADPIXELSPROC ReadPixels;
|
||||||
|
PFNGLSCISSORPROC Scissor;
|
||||||
|
PFNGLSHADERSOURCEPROC ShaderSource;
|
||||||
|
PFNGLTEXIMAGE2DPROC TexImage2D;
|
||||||
|
PFNGLTEXPARAMETERIPROC TexParameteri;
|
||||||
|
PFNGLUNIFORM1IPROC Uniform1i;
|
||||||
|
PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
|
||||||
|
PFNGLUSEPROGRAMPROC UseProgram;
|
||||||
|
PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
|
||||||
|
PFNGLVIEWPORTPROC Viewport;
|
||||||
|
} gl;
|
||||||
|
};
|
||||||
|
|
||||||
|
GL3W_API extern union ImGL3WProcs imgl3wProcs;
|
||||||
|
|
||||||
|
/* OpenGL functions */
|
||||||
|
#define glActiveTexture imgl3wProcs.gl.ActiveTexture
|
||||||
|
#define glAttachShader imgl3wProcs.gl.AttachShader
|
||||||
|
#define glBindBuffer imgl3wProcs.gl.BindBuffer
|
||||||
|
#define glBindSampler imgl3wProcs.gl.BindSampler
|
||||||
|
#define glBindTexture imgl3wProcs.gl.BindTexture
|
||||||
|
#define glBindVertexArray imgl3wProcs.gl.BindVertexArray
|
||||||
|
#define glBlendEquation imgl3wProcs.gl.BlendEquation
|
||||||
|
#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate
|
||||||
|
#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate
|
||||||
|
#define glBufferData imgl3wProcs.gl.BufferData
|
||||||
|
#define glBufferSubData imgl3wProcs.gl.BufferSubData
|
||||||
|
#define glClear imgl3wProcs.gl.Clear
|
||||||
|
#define glClearColor imgl3wProcs.gl.ClearColor
|
||||||
|
#define glCompileShader imgl3wProcs.gl.CompileShader
|
||||||
|
#define glCreateProgram imgl3wProcs.gl.CreateProgram
|
||||||
|
#define glCreateShader imgl3wProcs.gl.CreateShader
|
||||||
|
#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers
|
||||||
|
#define glDeleteProgram imgl3wProcs.gl.DeleteProgram
|
||||||
|
#define glDeleteShader imgl3wProcs.gl.DeleteShader
|
||||||
|
#define glDeleteTextures imgl3wProcs.gl.DeleteTextures
|
||||||
|
#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays
|
||||||
|
#define glDetachShader imgl3wProcs.gl.DetachShader
|
||||||
|
#define glDisable imgl3wProcs.gl.Disable
|
||||||
|
#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray
|
||||||
|
#define glDrawElements imgl3wProcs.gl.DrawElements
|
||||||
|
#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex
|
||||||
|
#define glEnable imgl3wProcs.gl.Enable
|
||||||
|
#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray
|
||||||
|
#define glFlush imgl3wProcs.gl.Flush
|
||||||
|
#define glGenBuffers imgl3wProcs.gl.GenBuffers
|
||||||
|
#define glGenTextures imgl3wProcs.gl.GenTextures
|
||||||
|
#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays
|
||||||
|
#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation
|
||||||
|
#define glGetError imgl3wProcs.gl.GetError
|
||||||
|
#define glGetIntegerv imgl3wProcs.gl.GetIntegerv
|
||||||
|
#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog
|
||||||
|
#define glGetProgramiv imgl3wProcs.gl.GetProgramiv
|
||||||
|
#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog
|
||||||
|
#define glGetShaderiv imgl3wProcs.gl.GetShaderiv
|
||||||
|
#define glGetString imgl3wProcs.gl.GetString
|
||||||
|
#define glGetStringi imgl3wProcs.gl.GetStringi
|
||||||
|
#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation
|
||||||
|
#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv
|
||||||
|
#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv
|
||||||
|
#define glIsEnabled imgl3wProcs.gl.IsEnabled
|
||||||
|
#define glIsProgram imgl3wProcs.gl.IsProgram
|
||||||
|
#define glLinkProgram imgl3wProcs.gl.LinkProgram
|
||||||
|
#define glPixelStorei imgl3wProcs.gl.PixelStorei
|
||||||
|
#define glPolygonMode imgl3wProcs.gl.PolygonMode
|
||||||
|
#define glReadPixels imgl3wProcs.gl.ReadPixels
|
||||||
|
#define glScissor imgl3wProcs.gl.Scissor
|
||||||
|
#define glShaderSource imgl3wProcs.gl.ShaderSource
|
||||||
|
#define glTexImage2D imgl3wProcs.gl.TexImage2D
|
||||||
|
#define glTexParameteri imgl3wProcs.gl.TexParameteri
|
||||||
|
#define glUniform1i imgl3wProcs.gl.Uniform1i
|
||||||
|
#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv
|
||||||
|
#define glUseProgram imgl3wProcs.gl.UseProgram
|
||||||
|
#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer
|
||||||
|
#define glViewport imgl3wProcs.gl.Viewport
|
||||||
|
|
||||||
|
#ifdef __cplusplus
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef IMGL3W_IMPL
|
||||||
|
#ifdef __cplusplus
|
||||||
|
extern "C" {
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#include <stdlib.h>
|
||||||
|
|
||||||
|
#define GL3W_ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
|
||||||
|
|
||||||
|
#if defined(_WIN32)
|
||||||
|
#ifndef WIN32_LEAN_AND_MEAN
|
||||||
|
#define WIN32_LEAN_AND_MEAN 1
|
||||||
|
#endif
|
||||||
|
#include <windows.h>
|
||||||
|
|
||||||
|
static HMODULE libgl;
|
||||||
|
typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);
|
||||||
|
static GL3WglGetProcAddr wgl_get_proc_address;
|
||||||
|
|
||||||
|
static int open_libgl(void)
|
||||||
|
{
|
||||||
|
libgl = LoadLibraryA("opengl32.dll");
|
||||||
|
if (!libgl)
|
||||||
|
return GL3W_ERROR_LIBRARY_OPEN;
|
||||||
|
wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress");
|
||||||
|
return GL3W_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void close_libgl(void) { FreeLibrary(libgl); }
|
||||||
|
static GL3WglProc get_proc(const char *proc)
|
||||||
|
{
|
||||||
|
GL3WglProc res;
|
||||||
|
res = (GL3WglProc)wgl_get_proc_address(proc);
|
||||||
|
if (!res)
|
||||||
|
res = (GL3WglProc)GetProcAddress(libgl, proc);
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
#elif defined(__APPLE__)
|
||||||
|
#include <dlfcn.h>
|
||||||
|
|
||||||
|
static void *libgl;
|
||||||
|
static int open_libgl(void)
|
||||||
|
{
|
||||||
|
libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
|
||||||
|
if (!libgl)
|
||||||
|
return GL3W_ERROR_LIBRARY_OPEN;
|
||||||
|
return GL3W_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void close_libgl(void) { dlclose(libgl); }
|
||||||
|
|
||||||
|
static GL3WglProc get_proc(const char *proc)
|
||||||
|
{
|
||||||
|
GL3WglProc res;
|
||||||
|
*(void **)(&res) = dlsym(libgl, proc);
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
#else
|
||||||
|
#include <dlfcn.h>
|
||||||
|
|
||||||
|
static void *libgl;
|
||||||
|
static GL3WglProc (*glx_get_proc_address)(const GLubyte *);
|
||||||
|
|
||||||
|
static int open_libgl(void)
|
||||||
|
{
|
||||||
|
// While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983
|
||||||
|
libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL);
|
||||||
|
if (!libgl)
|
||||||
|
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
|
||||||
|
if (!libgl)
|
||||||
|
libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL);
|
||||||
|
if (!libgl)
|
||||||
|
return GL3W_ERROR_LIBRARY_OPEN;
|
||||||
|
*(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
|
||||||
|
return GL3W_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void close_libgl(void) { dlclose(libgl); }
|
||||||
|
|
||||||
|
static GL3WglProc get_proc(const char *proc)
|
||||||
|
{
|
||||||
|
GL3WglProc res;
|
||||||
|
res = glx_get_proc_address((const GLubyte *)proc);
|
||||||
|
if (!res)
|
||||||
|
*(void **)(&res) = dlsym(libgl, proc);
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
static struct { int major, minor; } version;
|
||||||
|
|
||||||
|
static int parse_version(void)
|
||||||
|
{
|
||||||
|
if (!glGetIntegerv)
|
||||||
|
return GL3W_ERROR_INIT;
|
||||||
|
glGetIntegerv(GL_MAJOR_VERSION, &version.major);
|
||||||
|
glGetIntegerv(GL_MINOR_VERSION, &version.minor);
|
||||||
|
if (version.major == 0 && version.minor == 0)
|
||||||
|
{
|
||||||
|
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
|
||||||
|
if (const char* gl_version = (const char*)glGetString(GL_VERSION))
|
||||||
|
sscanf(gl_version, "%d.%d", &version.major, &version.minor);
|
||||||
|
}
|
||||||
|
if (version.major < 2)
|
||||||
|
return GL3W_ERROR_OPENGL_VERSION;
|
||||||
|
return GL3W_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void load_procs(GL3WGetProcAddressProc proc);
|
||||||
|
|
||||||
|
int imgl3wInit(void)
|
||||||
|
{
|
||||||
|
int res = open_libgl();
|
||||||
|
if (res)
|
||||||
|
return res;
|
||||||
|
atexit(close_libgl);
|
||||||
|
return imgl3wInit2(get_proc);
|
||||||
|
}
|
||||||
|
|
||||||
|
int imgl3wInit2(GL3WGetProcAddressProc proc)
|
||||||
|
{
|
||||||
|
load_procs(proc);
|
||||||
|
return parse_version();
|
||||||
|
}
|
||||||
|
|
||||||
|
int imgl3wIsSupported(int major, int minor)
|
||||||
|
{
|
||||||
|
if (major < 2)
|
||||||
|
return 0;
|
||||||
|
if (version.major == major)
|
||||||
|
return version.minor >= minor;
|
||||||
|
return version.major >= major;
|
||||||
|
}
|
||||||
|
|
||||||
|
GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); }
|
||||||
|
|
||||||
|
static const char *proc_names[] = {
|
||||||
|
"glActiveTexture",
|
||||||
|
"glAttachShader",
|
||||||
|
"glBindBuffer",
|
||||||
|
"glBindSampler",
|
||||||
|
"glBindTexture",
|
||||||
|
"glBindVertexArray",
|
||||||
|
"glBlendEquation",
|
||||||
|
"glBlendEquationSeparate",
|
||||||
|
"glBlendFuncSeparate",
|
||||||
|
"glBufferData",
|
||||||
|
"glBufferSubData",
|
||||||
|
"glClear",
|
||||||
|
"glClearColor",
|
||||||
|
"glCompileShader",
|
||||||
|
"glCreateProgram",
|
||||||
|
"glCreateShader",
|
||||||
|
"glDeleteBuffers",
|
||||||
|
"glDeleteProgram",
|
||||||
|
"glDeleteShader",
|
||||||
|
"glDeleteTextures",
|
||||||
|
"glDeleteVertexArrays",
|
||||||
|
"glDetachShader",
|
||||||
|
"glDisable",
|
||||||
|
"glDisableVertexAttribArray",
|
||||||
|
"glDrawElements",
|
||||||
|
"glDrawElementsBaseVertex",
|
||||||
|
"glEnable",
|
||||||
|
"glEnableVertexAttribArray",
|
||||||
|
"glFlush",
|
||||||
|
"glGenBuffers",
|
||||||
|
"glGenTextures",
|
||||||
|
"glGenVertexArrays",
|
||||||
|
"glGetAttribLocation",
|
||||||
|
"glGetError",
|
||||||
|
"glGetIntegerv",
|
||||||
|
"glGetProgramInfoLog",
|
||||||
|
"glGetProgramiv",
|
||||||
|
"glGetShaderInfoLog",
|
||||||
|
"glGetShaderiv",
|
||||||
|
"glGetString",
|
||||||
|
"glGetStringi",
|
||||||
|
"glGetUniformLocation",
|
||||||
|
"glGetVertexAttribPointerv",
|
||||||
|
"glGetVertexAttribiv",
|
||||||
|
"glIsEnabled",
|
||||||
|
"glIsProgram",
|
||||||
|
"glLinkProgram",
|
||||||
|
"glPixelStorei",
|
||||||
|
"glPolygonMode",
|
||||||
|
"glReadPixels",
|
||||||
|
"glScissor",
|
||||||
|
"glShaderSource",
|
||||||
|
"glTexImage2D",
|
||||||
|
"glTexParameteri",
|
||||||
|
"glUniform1i",
|
||||||
|
"glUniformMatrix4fv",
|
||||||
|
"glUseProgram",
|
||||||
|
"glVertexAttribPointer",
|
||||||
|
"glViewport",
|
||||||
|
};
|
||||||
|
|
||||||
|
GL3W_API union ImGL3WProcs imgl3wProcs;
|
||||||
|
|
||||||
|
static void load_procs(GL3WGetProcAddressProc proc)
|
||||||
|
{
|
||||||
|
size_t i;
|
||||||
|
for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++)
|
||||||
|
imgl3wProcs.ptr[i] = proc(proc_names[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
#ifdef __cplusplus
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
#endif
|
|
@ -0,0 +1,572 @@
|
||||||
|
// dear imgui: Platform Backend for SDL2
|
||||||
|
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||||
|
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||||
|
// (Prefer SDL 2.0.5+ for full feature support.)
|
||||||
|
|
||||||
|
// Implemented features:
|
||||||
|
// [X] Platform: Clipboard support.
|
||||||
|
// [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]
|
||||||
|
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||||
|
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||||
|
// Missing features:
|
||||||
|
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
||||||
|
|
||||||
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||||
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||||
|
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||||
|
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||||
|
|
||||||
|
// CHANGELOG
|
||||||
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||||
|
// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710)
|
||||||
|
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
|
||||||
|
// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
|
||||||
|
// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
|
||||||
|
// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
|
||||||
|
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
|
||||||
|
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
|
||||||
|
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
||||||
|
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
|
||||||
|
// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
|
||||||
|
// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
|
||||||
|
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||||
|
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
|
||||||
|
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
|
||||||
|
// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
|
||||||
|
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||||
|
// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
|
||||||
|
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
|
||||||
|
// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
|
||||||
|
// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
|
||||||
|
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
|
||||||
|
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||||
|
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
||||||
|
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
||||||
|
// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
|
||||||
|
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||||
|
// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
|
||||||
|
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
|
||||||
|
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
||||||
|
// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
|
||||||
|
// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
|
||||||
|
// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
|
||||||
|
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||||
|
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
|
||||||
|
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||||
|
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||||
|
// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
|
||||||
|
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
|
||||||
|
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
||||||
|
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
|
||||||
|
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
|
||||||
|
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
|
||||||
|
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
|
||||||
|
|
||||||
|
#include "imgui.h"
|
||||||
|
#include "imgui_impl_sdl.h"
|
||||||
|
|
||||||
|
// SDL
|
||||||
|
#include <SDL.h>
|
||||||
|
#include <SDL_syswm.h>
|
||||||
|
|
||||||
|
#if defined(__APPLE__)
|
||||||
|
#include <TargetConditionals.h>
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
|
||||||
|
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
|
||||||
|
#else
|
||||||
|
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
|
||||||
|
#endif
|
||||||
|
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
|
||||||
|
|
||||||
|
// SDL Data
|
||||||
|
struct ImGui_ImplSDL2_Data
|
||||||
|
{
|
||||||
|
SDL_Window* Window;
|
||||||
|
SDL_Renderer* Renderer;
|
||||||
|
Uint64 Time;
|
||||||
|
int MouseButtonsDown;
|
||||||
|
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||||
|
int PendingMouseLeaveFrame;
|
||||||
|
char* ClipboardTextData;
|
||||||
|
bool MouseCanUseGlobalState;
|
||||||
|
|
||||||
|
ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||||
|
};
|
||||||
|
|
||||||
|
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
||||||
|
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||||
|
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
||||||
|
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
||||||
|
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
|
||||||
|
{
|
||||||
|
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Functions
|
||||||
|
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
|
||||||
|
{
|
||||||
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||||
|
if (bd->ClipboardTextData)
|
||||||
|
SDL_free(bd->ClipboardTextData);
|
||||||
|
bd->ClipboardTextData = SDL_GetClipboardText();
|
||||||
|
return bd->ClipboardTextData;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
|
||||||
|
{
|
||||||
|
SDL_SetClipboardText(text);
|
||||||
|
}
|
||||||
|
|
||||||
|
static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
|
||||||
|
{
|
||||||
|
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_QUOTE: 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_BACKQUOTE: 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_KP_0: return ImGuiKey_Keypad0;
|
||||||
|
case SDLK_KP_1: return ImGuiKey_Keypad1;
|
||||||
|
case SDLK_KP_2: return ImGuiKey_Keypad2;
|
||||||
|
case SDLK_KP_3: return ImGuiKey_Keypad3;
|
||||||
|
case SDLK_KP_4: return ImGuiKey_Keypad4;
|
||||||
|
case SDLK_KP_5: return ImGuiKey_Keypad5;
|
||||||
|
case SDLK_KP_6: return ImGuiKey_Keypad6;
|
||||||
|
case SDLK_KP_7: return ImGuiKey_Keypad7;
|
||||||
|
case SDLK_KP_8: return ImGuiKey_Keypad8;
|
||||||
|
case SDLK_KP_9: return ImGuiKey_Keypad9;
|
||||||
|
case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
|
||||||
|
case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
|
||||||
|
case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
||||||
|
case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
|
||||||
|
case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
|
||||||
|
case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
|
||||||
|
case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
return ImGuiKey_None;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);
|
||||||
|
io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);
|
||||||
|
io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);
|
||||||
|
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||||
|
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||||
|
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||||
|
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||||
|
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
|
||||||
|
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||||
|
|
||||||
|
switch (event->type)
|
||||||
|
{
|
||||||
|
case SDL_MOUSEMOTION:
|
||||||
|
{
|
||||||
|
io.AddMousePosEvent((float)event->motion.x, (float)event->motion.y);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
case SDL_MOUSEWHEEL:
|
||||||
|
{
|
||||||
|
float wheel_x = (event->wheel.x > 0) ? 1.0f : (event->wheel.x < 0) ? -1.0f : 0.0f;
|
||||||
|
float wheel_y = (event->wheel.y > 0) ? 1.0f : (event->wheel.y < 0) ? -1.0f : 0.0f;
|
||||||
|
io.AddMouseWheelEvent(wheel_x, wheel_y);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
case SDL_MOUSEBUTTONDOWN:
|
||||||
|
case SDL_MOUSEBUTTONUP:
|
||||||
|
{
|
||||||
|
int mouse_button = -1;
|
||||||
|
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
|
||||||
|
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
|
||||||
|
if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
|
||||||
|
if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
|
||||||
|
if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
|
||||||
|
if (mouse_button == -1)
|
||||||
|
break;
|
||||||
|
io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
|
||||||
|
bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
case SDL_TEXTINPUT:
|
||||||
|
{
|
||||||
|
io.AddInputCharactersUTF8(event->text.text);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
case SDL_KEYDOWN:
|
||||||
|
case SDL_KEYUP:
|
||||||
|
{
|
||||||
|
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
|
||||||
|
ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
|
||||||
|
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
|
||||||
|
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
case SDL_WINDOWEVENT:
|
||||||
|
{
|
||||||
|
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
|
||||||
|
// - However we won't get a correct LEAVE event for a captured window.
|
||||||
|
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
|
||||||
|
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
|
||||||
|
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
|
||||||
|
Uint8 window_event = event->window.event;
|
||||||
|
if (window_event == SDL_WINDOWEVENT_ENTER)
|
||||||
|
bd->PendingMouseLeaveFrame = 0;
|
||||||
|
if (window_event == SDL_WINDOWEVENT_LEAVE)
|
||||||
|
bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||||
|
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||||
|
io.AddFocusEvent(true);
|
||||||
|
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||||
|
io.AddFocusEvent(false);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||||
|
|
||||||
|
// Check and store if we are on a SDL backend that supports global mouse position
|
||||||
|
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
||||||
|
bool mouse_can_use_global_state = false;
|
||||||
|
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||||
|
const char* sdl_backend = SDL_GetCurrentVideoDriver();
|
||||||
|
const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
|
||||||
|
for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
|
||||||
|
if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
|
||||||
|
mouse_can_use_global_state = true;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Setup backend capabilities flags
|
||||||
|
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
|
||||||
|
io.BackendPlatformUserData = (void*)bd;
|
||||||
|
io.BackendPlatformName = "imgui_impl_sdl";
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||||
|
|
||||||
|
bd->Window = window;
|
||||||
|
bd->Renderer = renderer;
|
||||||
|
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
||||||
|
|
||||||
|
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
|
||||||
|
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
|
||||||
|
io.ClipboardUserData = nullptr;
|
||||||
|
|
||||||
|
// Load mouse cursors
|
||||||
|
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
||||||
|
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
|
||||||
|
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
|
||||||
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
|
||||||
|
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
|
||||||
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
|
||||||
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
|
||||||
|
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
|
||||||
|
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
|
||||||
|
|
||||||
|
// Set platform dependent data in viewport
|
||||||
|
#ifdef _WIN32
|
||||||
|
SDL_SysWMinfo info;
|
||||||
|
SDL_VERSION(&info.version);
|
||||||
|
if (SDL_GetWindowWMInfo(window, &info))
|
||||||
|
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)info.info.win.window;
|
||||||
|
#else
|
||||||
|
(void)window;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
|
||||||
|
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
|
||||||
|
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
|
||||||
|
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
|
||||||
|
// you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||||
|
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
|
||||||
|
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
|
||||||
|
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
|
||||||
|
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
||||||
|
{
|
||||||
|
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
|
||||||
|
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
||||||
|
{
|
||||||
|
#if !SDL_HAS_VULKAN
|
||||||
|
IM_ASSERT(0 && "Unsupported");
|
||||||
|
#endif
|
||||||
|
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
|
||||||
|
{
|
||||||
|
#if !defined(_WIN32)
|
||||||
|
IM_ASSERT(0 && "Unsupported");
|
||||||
|
#endif
|
||||||
|
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
|
||||||
|
{
|
||||||
|
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
|
||||||
|
{
|
||||||
|
return ImGui_ImplSDL2_Init(window, renderer);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplSDL2_Shutdown()
|
||||||
|
{
|
||||||
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||||
|
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
|
||||||
|
if (bd->ClipboardTextData)
|
||||||
|
SDL_free(bd->ClipboardTextData);
|
||||||
|
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||||
|
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
|
||||||
|
|
||||||
|
io.BackendPlatformName = nullptr;
|
||||||
|
io.BackendPlatformUserData = nullptr;
|
||||||
|
IM_DELETE(bd);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void ImGui_ImplSDL2_UpdateMouseData()
|
||||||
|
{
|
||||||
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
|
||||||
|
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
|
||||||
|
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||||
|
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
|
||||||
|
SDL_CaptureMouse((bd->MouseButtonsDown != 0 && ImGui::GetDragDropPayload() == nullptr) ? SDL_TRUE : SDL_FALSE);
|
||||||
|
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
||||||
|
const bool is_app_focused = (bd->Window == focused_window);
|
||||||
|
#else
|
||||||
|
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
|
||||||
|
#endif
|
||||||
|
if (is_app_focused)
|
||||||
|
{
|
||||||
|
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||||
|
if (io.WantSetMousePos)
|
||||||
|
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
|
||||||
|
|
||||||
|
// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
|
||||||
|
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
|
||||||
|
{
|
||||||
|
int window_x, window_y, mouse_x_global, mouse_y_global;
|
||||||
|
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
|
||||||
|
SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
|
||||||
|
io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static void ImGui_ImplSDL2_UpdateMouseCursor()
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||||
|
return;
|
||||||
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||||
|
|
||||||
|
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||||
|
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
|
||||||
|
{
|
||||||
|
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||||
|
SDL_ShowCursor(SDL_FALSE);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Show OS mouse cursor
|
||||||
|
SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||||
|
SDL_ShowCursor(SDL_TRUE);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static void ImGui_ImplSDL2_UpdateGamepads()
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Get gamepad
|
||||||
|
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||||
|
SDL_GameController* game_controller = SDL_GameControllerOpen(0);
|
||||||
|
if (!game_controller)
|
||||||
|
return;
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||||
|
|
||||||
|
// Update gamepad inputs
|
||||||
|
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
|
||||||
|
#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
|
||||||
|
#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
|
||||||
|
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
||||||
|
MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
|
||||||
|
MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
|
||||||
|
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
|
||||||
|
MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
|
||||||
|
MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
|
||||||
|
MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
|
||||||
|
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
|
||||||
|
MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
|
||||||
|
MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
|
||||||
|
MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
|
||||||
|
MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
|
||||||
|
MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
|
||||||
|
MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
|
||||||
|
MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
|
||||||
|
MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
|
||||||
|
MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
|
||||||
|
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||||||
|
MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||||||
|
MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
||||||
|
MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||||||
|
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
||||||
|
MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
||||||
|
MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
||||||
|
MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
||||||
|
#undef MAP_BUTTON
|
||||||
|
#undef MAP_ANALOG
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplSDL2_NewFrame()
|
||||||
|
{
|
||||||
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||||
|
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?");
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
|
||||||
|
// Setup display size (every frame to accommodate for window resizing)
|
||||||
|
int w, h;
|
||||||
|
int display_w, display_h;
|
||||||
|
SDL_GetWindowSize(bd->Window, &w, &h);
|
||||||
|
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
|
||||||
|
w = h = 0;
|
||||||
|
if (bd->Renderer != nullptr)
|
||||||
|
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
|
||||||
|
else
|
||||||
|
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
|
||||||
|
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||||
|
if (w > 0 && h > 0)
|
||||||
|
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||||
|
|
||||||
|
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
||||||
|
static Uint64 frequency = SDL_GetPerformanceFrequency();
|
||||||
|
Uint64 current_time = SDL_GetPerformanceCounter();
|
||||||
|
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
|
||||||
|
bd->Time = current_time;
|
||||||
|
|
||||||
|
if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
||||||
|
{
|
||||||
|
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||||
|
bd->PendingMouseLeaveFrame = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
ImGui_ImplSDL2_UpdateMouseData();
|
||||||
|
ImGui_ImplSDL2_UpdateMouseCursor();
|
||||||
|
|
||||||
|
// Update game controllers (if enabled and available)
|
||||||
|
ImGui_ImplSDL2_UpdateGamepads();
|
||||||
|
}
|
|
@ -0,0 +1,38 @@
|
||||||
|
// dear imgui: Platform Backend for SDL2
|
||||||
|
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||||
|
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||||
|
|
||||||
|
// Implemented features:
|
||||||
|
// [X] Platform: Clipboard support.
|
||||||
|
// [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]
|
||||||
|
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||||
|
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||||
|
// Missing features:
|
||||||
|
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
||||||
|
|
||||||
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||||
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||||
|
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||||
|
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
#include "imgui.h" // IMGUI_IMPL_API
|
||||||
|
|
||||||
|
struct SDL_Window;
|
||||||
|
struct SDL_Renderer;
|
||||||
|
typedef union SDL_Event SDL_Event;
|
||||||
|
|
||||||
|
extern "C" {
|
||||||
|
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
|
||||||
|
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
|
||||||
|
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
|
||||||
|
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
|
||||||
|
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
|
||||||
|
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
|
||||||
|
}
|
||||||
|
|
||||||
|
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||||
|
static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
|
||||||
|
#endif
|
|
@ -0,0 +1,42 @@
|
||||||
|
const zgui = @import("gui.zig");
|
||||||
|
|
||||||
|
const SDL_GL_Context = *anyopaque;
|
||||||
|
|
||||||
|
pub fn init(window: *anyopaque, context: SDL_GL_Context, glsl_version: []const u8) void {
|
||||||
|
if (!ImGui_ImplSDL2_InitForOpenGL(window, context)) unreachable;
|
||||||
|
if (!ImGui_ImplOpenGL3_Init(glsl_version.ptr)) unreachable;
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn deinit() void {
|
||||||
|
ImGui_ImplOpenGL3_Shutdown();
|
||||||
|
ImGui_ImplSDL2_Shutdown();
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn newFrame(width: f32, height: f32) void {
|
||||||
|
ImGui_ImplOpenGL3_NewFrame();
|
||||||
|
ImGui_ImplSDL2_NewFrame();
|
||||||
|
|
||||||
|
zgui.io.setDisplaySize(width, height);
|
||||||
|
zgui.io.setDisplayFramebufferScale(1.0, 1.0);
|
||||||
|
|
||||||
|
zgui.newFrame();
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn draw() void {
|
||||||
|
zgui.render();
|
||||||
|
ImGui_ImplOpenGL3_RenderDrawData(zgui.getDrawData());
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn processEvent(event: *anyopaque) bool {
|
||||||
|
return ImGui_ImplSDL2_ProcessEvent(event);
|
||||||
|
}
|
||||||
|
|
||||||
|
extern fn ImGui_ImplSDL2_InitForOpenGL(window: *anyopaque, sdl_gl_context: SDL_GL_Context) bool;
|
||||||
|
extern fn ImGui_ImplSDL2_Shutdown() void;
|
||||||
|
extern fn ImGui_ImplSDL2_NewFrame() void;
|
||||||
|
extern fn ImGui_ImplSDL2_ProcessEvent(event: *anyopaque) bool;
|
||||||
|
|
||||||
|
extern fn ImGui_ImplOpenGL3_Init(glsl_version: [*]const u8) bool;
|
||||||
|
extern fn ImGui_ImplOpenGL3_Shutdown() void;
|
||||||
|
extern fn ImGui_ImplOpenGL3_NewFrame() void;
|
||||||
|
extern fn ImGui_ImplOpenGL3_RenderDrawData(draw_data: *anyopaque) void;
|
|
@ -8,6 +8,7 @@ pub const plot = @import("plot.zig");
|
||||||
pub const backend = switch (@import("zgui_options").backend) {
|
pub const backend = switch (@import("zgui_options").backend) {
|
||||||
.glfw_wgpu => @import("backend_glfw_wgpu.zig"),
|
.glfw_wgpu => @import("backend_glfw_wgpu.zig"),
|
||||||
.glfw_opengl3 => @import("backend_glfw_opengl.zig"),
|
.glfw_opengl3 => @import("backend_glfw_opengl.zig"),
|
||||||
|
.sdl2_opengl3 => @import("backend_sdl2_opengl.zig"),
|
||||||
.win32_dx12 => .{}, // TODO:
|
.win32_dx12 => .{}, // TODO:
|
||||||
.no_backend => .{},
|
.no_backend => .{},
|
||||||
};
|
};
|
||||||
|
|
|
@ -10,6 +10,7 @@ pub usingnamespace @import("gui.zig");
|
||||||
pub const plot = @import("plot.zig");
|
pub const plot = @import("plot.zig");
|
||||||
pub const backend = switch (@import("zgui_options").backend) {
|
pub const backend = switch (@import("zgui_options").backend) {
|
||||||
.glfw_wgpu => @import("backend_glfw_wgpu.zig"),
|
.glfw_wgpu => @import("backend_glfw_wgpu.zig"),
|
||||||
|
.sdl2_opengl3 => @import("backend_sdl2_opengl.zig"),
|
||||||
.win32_dx12 => .{}, // TODO:
|
.win32_dx12 => .{}, // TODO:
|
||||||
.no_backend => .{},
|
.no_backend => .{},
|
||||||
};
|
};
|
||||||
|
|
Loading…
Reference in New Issue