feat: implement SDL2 Support
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								libs/imgui/backends/imgui_impl_opengl3_loader.h
									
									
									
									
									
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								libs/imgui/backends/imgui_impl_opengl3_loader.h
									
									
									
									
									
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							| @@ -0,0 +1,910 @@ | ||||
| //----------------------------------------------------------------------------- | ||||
| // About imgui_impl_opengl3_loader.h: | ||||
| // | ||||
| // We embed our own OpenGL loader to not require user to provide their own or to have to use ours, | ||||
| // which proved to be endless problems for users. | ||||
| // Our loader is custom-generated, based on gl3w but automatically filtered to only include | ||||
| // enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small. | ||||
| // | ||||
| // YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY. | ||||
| // THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE. | ||||
| // | ||||
| // IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions): | ||||
| // IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCLUDING 'imgui_impl_opengl3_loader.h' | ||||
| // IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER. | ||||
| // (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS) | ||||
| // YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT. | ||||
| // BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp | ||||
| // WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT. | ||||
| // | ||||
| // Regenerate with: | ||||
| //   python3 gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt | ||||
| // | ||||
| // More info: | ||||
| //   https://github.com/dearimgui/gl3w_stripped | ||||
| //   https://github.com/ocornut/imgui/issues/4445 | ||||
| //----------------------------------------------------------------------------- | ||||
|  | ||||
| /* | ||||
|  * This file was generated with gl3w_gen.py, part of imgl3w | ||||
|  * (hosted at https://github.com/dearimgui/gl3w_stripped) | ||||
|  * | ||||
|  * This is free and unencumbered software released into the public domain. | ||||
|  * | ||||
|  * Anyone is free to copy, modify, publish, use, compile, sell, or | ||||
|  * distribute this software, either in source code form or as a compiled | ||||
|  * binary, for any purpose, commercial or non-commercial, and by any | ||||
|  * means. | ||||
|  * | ||||
|  * In jurisdictions that recognize copyright laws, the author or authors | ||||
|  * of this software dedicate any and all copyright interest in the | ||||
|  * software to the public domain. We make this dedication for the benefit | ||||
|  * of the public at large and to the detriment of our heirs and | ||||
|  * successors. We intend this dedication to be an overt act of | ||||
|  * relinquishment in perpetuity of all present and future rights to this | ||||
|  * software under copyright law. | ||||
|  * | ||||
|  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, | ||||
|  * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF | ||||
|  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. | ||||
|  * IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR | ||||
|  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, | ||||
|  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR | ||||
|  * OTHER DEALINGS IN THE SOFTWARE. | ||||
|  */ | ||||
|  | ||||
| #ifndef __gl3w_h_ | ||||
| #define __gl3w_h_ | ||||
|  | ||||
| // Adapted from KHR/khrplatform.h to avoid including entire file. | ||||
| #ifndef __khrplatform_h_ | ||||
| typedef          float         khronos_float_t; | ||||
| typedef signed   char          khronos_int8_t; | ||||
| typedef unsigned char          khronos_uint8_t; | ||||
| typedef signed   short int     khronos_int16_t; | ||||
| typedef unsigned short int     khronos_uint16_t; | ||||
| #ifdef _WIN64 | ||||
| typedef signed   long long int khronos_intptr_t; | ||||
| typedef signed   long long int khronos_ssize_t; | ||||
| #else | ||||
| typedef signed   long  int     khronos_intptr_t; | ||||
| typedef signed   long  int     khronos_ssize_t; | ||||
| #endif | ||||
|  | ||||
| #if defined(_MSC_VER) && !defined(__clang__) | ||||
| typedef signed   __int64       khronos_int64_t; | ||||
| typedef unsigned __int64       khronos_uint64_t; | ||||
| #elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100) | ||||
| #include <stdint.h> | ||||
| typedef          int64_t       khronos_int64_t; | ||||
| typedef          uint64_t      khronos_uint64_t; | ||||
| #else | ||||
| typedef signed   long long     khronos_int64_t; | ||||
| typedef unsigned long long     khronos_uint64_t; | ||||
| #endif | ||||
| #endif  // __khrplatform_h_ | ||||
|  | ||||
| #ifndef __gl_glcorearb_h_ | ||||
| #define __gl_glcorearb_h_ 1 | ||||
| #ifdef __cplusplus | ||||
| extern "C" { | ||||
| #endif | ||||
| /* | ||||
| ** Copyright 2013-2020 The Khronos Group Inc. | ||||
| ** SPDX-License-Identifier: MIT | ||||
| ** | ||||
| ** This header is generated from the Khronos OpenGL / OpenGL ES XML | ||||
| ** API Registry. The current version of the Registry, generator scripts | ||||
| ** used to make the header, and the header can be found at | ||||
| **   https://github.com/KhronosGroup/OpenGL-Registry | ||||
| */ | ||||
| #if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) | ||||
| #ifndef WIN32_LEAN_AND_MEAN | ||||
| #define WIN32_LEAN_AND_MEAN 1 | ||||
| #endif | ||||
| #include <windows.h> | ||||
| #endif | ||||
| #ifndef APIENTRY | ||||
| #define APIENTRY | ||||
| #endif | ||||
| #ifndef APIENTRYP | ||||
| #define APIENTRYP APIENTRY * | ||||
| #endif | ||||
| #ifndef GLAPI | ||||
| #define GLAPI extern | ||||
| #endif | ||||
| /* glcorearb.h is for use with OpenGL core profile implementations. | ||||
| ** It should should be placed in the same directory as gl.h and | ||||
| ** included as <GL/glcorearb.h>. | ||||
| ** | ||||
| ** glcorearb.h includes only APIs in the latest OpenGL core profile | ||||
| ** implementation together with APIs in newer ARB extensions which  | ||||
| ** can be supported by the core profile. It does not, and never will | ||||
| ** include functionality removed from the core profile, such as | ||||
| ** fixed-function vertex and fragment processing. | ||||
| ** | ||||
| ** Do not #include both <GL/glcorearb.h> and either of <GL/gl.h> or | ||||
| ** <GL/glext.h> in the same source file. | ||||
| */ | ||||
| /* Generated C header for: | ||||
|  * API: gl | ||||
|  * Profile: core | ||||
|  * Versions considered: .* | ||||
|  * Versions emitted: .* | ||||
|  * Default extensions included: glcore | ||||
|  * Additional extensions included: _nomatch_^ | ||||
|  * Extensions removed: _nomatch_^ | ||||
|  */ | ||||
| #ifndef GL_VERSION_1_0 | ||||
| typedef void GLvoid; | ||||
| typedef unsigned int GLenum; | ||||
|  | ||||
| typedef khronos_float_t GLfloat; | ||||
| typedef int GLint; | ||||
| typedef int GLsizei; | ||||
| typedef unsigned int GLbitfield; | ||||
| typedef double GLdouble; | ||||
| typedef unsigned int GLuint; | ||||
| typedef unsigned char GLboolean; | ||||
| typedef khronos_uint8_t GLubyte; | ||||
| #define GL_COLOR_BUFFER_BIT               0x00004000 | ||||
| #define GL_FALSE                          0 | ||||
| #define GL_TRUE                           1 | ||||
| #define GL_TRIANGLES                      0x0004 | ||||
| #define GL_ONE                            1 | ||||
| #define GL_SRC_ALPHA                      0x0302 | ||||
| #define GL_ONE_MINUS_SRC_ALPHA            0x0303 | ||||
| #define GL_FRONT                          0x0404 | ||||
| #define GL_BACK                           0x0405 | ||||
| #define GL_FRONT_AND_BACK                 0x0408 | ||||
| #define GL_POLYGON_MODE                   0x0B40 | ||||
| #define GL_CULL_FACE                      0x0B44 | ||||
| #define GL_DEPTH_TEST                     0x0B71 | ||||
| #define GL_STENCIL_TEST                   0x0B90 | ||||
| #define GL_VIEWPORT                       0x0BA2 | ||||
| #define GL_BLEND                          0x0BE2 | ||||
| #define GL_SCISSOR_BOX                    0x0C10 | ||||
| #define GL_SCISSOR_TEST                   0x0C11 | ||||
| #define GL_UNPACK_ROW_LENGTH              0x0CF2 | ||||
| #define GL_PACK_ALIGNMENT                 0x0D05 | ||||
| #define GL_TEXTURE_2D                     0x0DE1 | ||||
| #define GL_UNSIGNED_BYTE                  0x1401 | ||||
| #define GL_UNSIGNED_SHORT                 0x1403 | ||||
| #define GL_UNSIGNED_INT                   0x1405 | ||||
| #define GL_FLOAT                          0x1406 | ||||
| #define GL_RGBA                           0x1908 | ||||
| #define GL_FILL                           0x1B02 | ||||
| #define GL_VENDOR                         0x1F00 | ||||
| #define GL_RENDERER                       0x1F01 | ||||
| #define GL_VERSION                        0x1F02 | ||||
| #define GL_EXTENSIONS                     0x1F03 | ||||
| #define GL_LINEAR                         0x2601 | ||||
| #define GL_TEXTURE_MAG_FILTER             0x2800 | ||||
| #define GL_TEXTURE_MIN_FILTER             0x2801 | ||||
| typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode); | ||||
| typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height); | ||||
| typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); | ||||
| typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); | ||||
| typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask); | ||||
| typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); | ||||
| typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap); | ||||
| typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap); | ||||
| typedef void (APIENTRYP PFNGLFLUSHPROC) (void); | ||||
| typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param); | ||||
| typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); | ||||
| typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void); | ||||
| typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data); | ||||
| typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name); | ||||
| typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap); | ||||
| typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height); | ||||
| #ifdef GL_GLEXT_PROTOTYPES | ||||
| GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode); | ||||
| GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height); | ||||
| GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param); | ||||
| GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); | ||||
| GLAPI void APIENTRY glClear (GLbitfield mask); | ||||
| GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); | ||||
| GLAPI void APIENTRY glDisable (GLenum cap); | ||||
| GLAPI void APIENTRY glEnable (GLenum cap); | ||||
| GLAPI void APIENTRY glFlush (void); | ||||
| GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param); | ||||
| GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); | ||||
| GLAPI GLenum APIENTRY glGetError (void); | ||||
| GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data); | ||||
| GLAPI const GLubyte *APIENTRY glGetString (GLenum name); | ||||
| GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap); | ||||
| GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height); | ||||
| #endif | ||||
| #endif /* GL_VERSION_1_0 */ | ||||
| #ifndef GL_VERSION_1_1 | ||||
| typedef khronos_float_t GLclampf; | ||||
| typedef double GLclampd; | ||||
| #define GL_TEXTURE_BINDING_2D             0x8069 | ||||
| typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices); | ||||
| typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture); | ||||
| typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures); | ||||
| typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures); | ||||
| #ifdef GL_GLEXT_PROTOTYPES | ||||
| GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices); | ||||
| GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture); | ||||
| GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures); | ||||
| GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures); | ||||
| #endif | ||||
| #endif /* GL_VERSION_1_1 */ | ||||
| #ifndef GL_VERSION_1_3 | ||||
| #define GL_TEXTURE0                       0x84C0 | ||||
| #define GL_ACTIVE_TEXTURE                 0x84E0 | ||||
| typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); | ||||
| #ifdef GL_GLEXT_PROTOTYPES | ||||
| GLAPI void APIENTRY glActiveTexture (GLenum texture); | ||||
| #endif | ||||
| #endif /* GL_VERSION_1_3 */ | ||||
| #ifndef GL_VERSION_1_4 | ||||
| #define GL_BLEND_DST_RGB                  0x80C8 | ||||
| #define GL_BLEND_SRC_RGB                  0x80C9 | ||||
| #define GL_BLEND_DST_ALPHA                0x80CA | ||||
| #define GL_BLEND_SRC_ALPHA                0x80CB | ||||
| #define GL_FUNC_ADD                       0x8006 | ||||
| typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); | ||||
| typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode); | ||||
| #ifdef GL_GLEXT_PROTOTYPES | ||||
| GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); | ||||
| GLAPI void APIENTRY glBlendEquation (GLenum mode); | ||||
| #endif | ||||
| #endif /* GL_VERSION_1_4 */ | ||||
| #ifndef GL_VERSION_1_5 | ||||
| typedef khronos_ssize_t GLsizeiptr; | ||||
| typedef khronos_intptr_t GLintptr; | ||||
| #define GL_ARRAY_BUFFER                   0x8892 | ||||
| #define GL_ELEMENT_ARRAY_BUFFER           0x8893 | ||||
| #define GL_ARRAY_BUFFER_BINDING           0x8894 | ||||
| #define GL_ELEMENT_ARRAY_BUFFER_BINDING   0x8895 | ||||
| #define GL_STREAM_DRAW                    0x88E0 | ||||
| typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); | ||||
| typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); | ||||
| typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); | ||||
| typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage); | ||||
| typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); | ||||
| #ifdef GL_GLEXT_PROTOTYPES | ||||
| GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer); | ||||
| GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers); | ||||
| GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers); | ||||
| GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage); | ||||
| GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); | ||||
| #endif | ||||
| #endif /* GL_VERSION_1_5 */ | ||||
| #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_2_1 | ||||
| #define GL_PIXEL_UNPACK_BUFFER            0x88EC | ||||
| #define GL_PIXEL_UNPACK_BUFFER_BINDING    0x88EF | ||||
| #endif /* GL_VERSION_2_1 */ | ||||
| #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;  // OpenGL library | ||||
| static void* libglx;  // GLX library | ||||
| static void* libegl;  // EGL library | ||||
| static GL3WGetProcAddressProc gl_get_proc_address; | ||||
|  | ||||
| static void close_libgl(void) | ||||
| { | ||||
|     if (libgl) { | ||||
|         dlclose(libgl); | ||||
|         libgl = NULL; | ||||
|     } | ||||
|     if (libegl) { | ||||
|         dlclose(libegl); | ||||
|         libegl = NULL; | ||||
|     } | ||||
|     if (libglx) { | ||||
|         dlclose(libglx); | ||||
|         libglx = NULL; | ||||
|     } | ||||
| } | ||||
|  | ||||
| static int is_library_loaded(const char* name, void** lib) | ||||
| { | ||||
|     *lib = dlopen(name, RTLD_LAZY | RTLD_LOCAL | RTLD_NOLOAD); | ||||
|     return *lib != NULL; | ||||
| } | ||||
|  | ||||
| static int open_libs(void) | ||||
| { | ||||
|     // On Linux we have two APIs to get process addresses: EGL and GLX. | ||||
|     // EGL is supported under both X11 and Wayland, whereas GLX is X11-specific. | ||||
|  | ||||
|     libgl = NULL; | ||||
|     libegl = NULL; | ||||
|     libglx = NULL; | ||||
|  | ||||
|     // First check what's already loaded, the windowing library might have | ||||
|     // already loaded either EGL or GLX and we want to use the same one. | ||||
|  | ||||
|     if (is_library_loaded("libEGL.so.1", &libegl) || | ||||
|         is_library_loaded("libGLX.so.0", &libglx)) { | ||||
|         libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL); | ||||
|         if (libgl) | ||||
|             return GL3W_OK; | ||||
|         else | ||||
|             close_libgl(); | ||||
|     } | ||||
|  | ||||
|     if (is_library_loaded("libGL.so", &libgl)) | ||||
|         return GL3W_OK; | ||||
|     if (is_library_loaded("libGL.so.1", &libgl)) | ||||
|         return GL3W_OK; | ||||
|     if (is_library_loaded("libGL.so.3", &libgl)) | ||||
|         return GL3W_OK; | ||||
|  | ||||
|     // Neither is already loaded, so we have to load one.  Try EGL first | ||||
|     // because it is supported under both X11 and Wayland. | ||||
|  | ||||
|     // Load OpenGL + EGL | ||||
|     libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL); | ||||
|     libegl = dlopen("libEGL.so.1", RTLD_LAZY | RTLD_LOCAL); | ||||
|     if (libgl && libegl) | ||||
|         return GL3W_OK; | ||||
|     else | ||||
|         close_libgl(); | ||||
|  | ||||
|     // Fall back to legacy libGL, which includes GLX | ||||
|     // 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_OK; | ||||
|  | ||||
|     return GL3W_ERROR_LIBRARY_OPEN; | ||||
| } | ||||
|  | ||||
| static int open_libgl(void) | ||||
| { | ||||
|     int res = open_libs(); | ||||
|     if (res) | ||||
|         return res; | ||||
|  | ||||
|     if (libegl) | ||||
|         *(void**)(&gl_get_proc_address) = dlsym(libegl, "eglGetProcAddress"); | ||||
|     else if (libglx) | ||||
|         *(void**)(&gl_get_proc_address) = dlsym(libglx, "glXGetProcAddressARB"); | ||||
|     else | ||||
|         *(void**)(&gl_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB"); | ||||
|  | ||||
|     if (!gl_get_proc_address) { | ||||
|         close_libgl(); | ||||
|         return GL3W_ERROR_LIBRARY_OPEN; | ||||
|     } | ||||
|  | ||||
|     return GL3W_OK; | ||||
| } | ||||
|  | ||||
| static GL3WglProc get_proc(const char* proc) | ||||
| { | ||||
|     GL3WglProc res = NULL; | ||||
|  | ||||
|     // Before EGL version 1.5, eglGetProcAddress doesn't support querying core | ||||
|     // functions and may return a dummy function if we try, so try to load the | ||||
|     // function from the GL library directly first. | ||||
|     if (libegl) | ||||
|         *(void**)(&res) = dlsym(libgl, proc); | ||||
|  | ||||
|     if (!res) | ||||
|         res = gl_get_proc_address(proc); | ||||
|  | ||||
|     if (!libegl && !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 | ||||
							
								
								
									
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								libs/imgui/backends/imgui_impl_sdl2.cpp
									
									
									
									
									
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								libs/imgui/backends/imgui_impl_sdl2.cpp
									
									
									
									
									
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							| @@ -0,0 +1,770 @@ | ||||
| // 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: Mouse support. Can discriminate Mouse/TouchScreen. | ||||
| //  [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'. | ||||
| //  [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. | ||||
|  | ||||
| // 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. | ||||
| // Learn about Dear ImGui: | ||||
| // - FAQ                  https://dearimgui.com/faq | ||||
| // - Getting Started      https://dearimgui.com/getting-started | ||||
| // - Documentation        https://dearimgui.com/docs (same as your local docs/ folder). | ||||
| // - Introduction, links and more at the top of imgui.cpp | ||||
|  | ||||
| // CHANGELOG | ||||
| // (minor and older changes stripped away, please see git history for details) | ||||
| //  2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions. | ||||
| //  2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library. | ||||
| //  2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode(). | ||||
| //  2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. | ||||
| //  2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306) | ||||
| //  2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702) | ||||
| //  2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644) | ||||
| //  2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()). | ||||
| //  2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3. | ||||
| //  2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version). | ||||
| //  2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096) | ||||
| //  2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019) | ||||
| //  2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) | ||||
| //  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" | ||||
| #ifndef IMGUI_DISABLE | ||||
| #include "imgui_impl_sdl2.h" | ||||
|  | ||||
| // Clang warnings with -Weverything | ||||
| #if defined(__clang__) | ||||
| #pragma clang diagnostic push | ||||
| #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision | ||||
| #endif | ||||
|  | ||||
| // SDL | ||||
| #include <SDL.h> | ||||
| #include <SDL_syswm.h> | ||||
| #ifdef __APPLE__ | ||||
| #include <TargetConditionals.h> | ||||
| #endif | ||||
| #ifdef __EMSCRIPTEN__ | ||||
| #include <emscripten/em_js.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; | ||||
|     char*                   ClipboardTextData; | ||||
|  | ||||
|     // Mouse handling | ||||
|     Uint32                  MouseWindowID; | ||||
|     int                     MouseButtonsDown; | ||||
|     SDL_Cursor*             MouseCursors[ImGuiMouseCursor_COUNT]; | ||||
|     SDL_Cursor*             MouseLastCursor; | ||||
|     int                     MouseLastLeaveFrame; | ||||
|     bool                    MouseCanUseGlobalState; | ||||
|  | ||||
|     // Gamepad handling | ||||
|     ImVector<SDL_GameController*> Gamepads; | ||||
|     ImGui_ImplSDL2_GamepadMode    GamepadMode; | ||||
|     bool                          WantUpdateGamepadsList; | ||||
|  | ||||
|     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); | ||||
| } | ||||
|  | ||||
| // Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow(). | ||||
| static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data) | ||||
| { | ||||
|     if (data->WantVisible) | ||||
|     { | ||||
|         SDL_Rect r; | ||||
|         r.x = (int)data->InputPos.x; | ||||
|         r.y = (int)data->InputPos.y; | ||||
|         r.w = 1; | ||||
|         r.h = (int)data->InputLineHeight; | ||||
|         SDL_SetTextInputRect(&r); | ||||
|     } | ||||
| } | ||||
|  | ||||
| static ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode) | ||||
| { | ||||
|     IM_UNUSED(scancode); | ||||
|     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; | ||||
|         case SDLK_F13: return ImGuiKey_F13; | ||||
|         case SDLK_F14: return ImGuiKey_F14; | ||||
|         case SDLK_F15: return ImGuiKey_F15; | ||||
|         case SDLK_F16: return ImGuiKey_F16; | ||||
|         case SDLK_F17: return ImGuiKey_F17; | ||||
|         case SDLK_F18: return ImGuiKey_F18; | ||||
|         case SDLK_F19: return ImGuiKey_F19; | ||||
|         case SDLK_F20: return ImGuiKey_F20; | ||||
|         case SDLK_F21: return ImGuiKey_F21; | ||||
|         case SDLK_F22: return ImGuiKey_F22; | ||||
|         case SDLK_F23: return ImGuiKey_F23; | ||||
|         case SDLK_F24: return ImGuiKey_F24; | ||||
|         case SDLK_AC_BACK: return ImGuiKey_AppBack; | ||||
|         case SDLK_AC_FORWARD: return ImGuiKey_AppForward; | ||||
|         default: break; | ||||
|     } | ||||
|     return ImGuiKey_None; | ||||
| } | ||||
|  | ||||
| static void ImGui_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) | ||||
| { | ||||
|     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); | ||||
|     IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?"); | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|  | ||||
|     switch (event->type) | ||||
|     { | ||||
|         case SDL_MOUSEMOTION: | ||||
|         { | ||||
|             ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); | ||||
|             io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); | ||||
|             io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); | ||||
|             return true; | ||||
|         } | ||||
|         case SDL_MOUSEWHEEL: | ||||
|         { | ||||
|             //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); | ||||
| #if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten! | ||||
|             float wheel_x = -event->wheel.preciseX; | ||||
|             float wheel_y = event->wheel.preciseY; | ||||
| #else | ||||
|             float wheel_x = -(float)event->wheel.x; | ||||
|             float wheel_y = (float)event->wheel.y; | ||||
| #endif | ||||
| #ifdef __EMSCRIPTEN__ | ||||
|             wheel_x /= 100.0f; | ||||
| #endif | ||||
|             io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); | ||||
|             io.AddMouseWheelEvent(wheel_x, wheel_y); | ||||
|             return true; | ||||
|         } | ||||
|         case SDL_MOUSEBUTTONDOWN: | ||||
|         case SDL_MOUSEBUTTONUP: | ||||
|         { | ||||
|             int mouse_button = -1; | ||||
|             if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } | ||||
|             if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } | ||||
|             if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; } | ||||
|             if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; } | ||||
|             if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; } | ||||
|             if (mouse_button == -1) | ||||
|                 break; | ||||
|             io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); | ||||
|             io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN)); | ||||
|             bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); | ||||
|             return true; | ||||
|         } | ||||
|         case SDL_TEXTINPUT: | ||||
|         { | ||||
|             io.AddInputCharactersUTF8(event->text.text); | ||||
|             return true; | ||||
|         } | ||||
|         case SDL_KEYDOWN: | ||||
|         case SDL_KEYUP: | ||||
|         { | ||||
|             ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); | ||||
|             ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode); | ||||
|             io.AddKeyEvent(key, (event->type == SDL_KEYDOWN)); | ||||
|             io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. | ||||
|             return true; | ||||
|         } | ||||
|         case SDL_WINDOWEVENT: | ||||
|         { | ||||
|             // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right. | ||||
|             // - However we won't get a correct LEAVE event for a captured window. | ||||
|             // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, | ||||
|             //   causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why | ||||
|             //   we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details. | ||||
|             Uint8 window_event = event->window.event; | ||||
|             if (window_event == SDL_WINDOWEVENT_ENTER) | ||||
|             { | ||||
|                 bd->MouseWindowID = event->window.windowID; | ||||
|                 bd->MouseLastLeaveFrame = 0; | ||||
|             } | ||||
|             if (window_event == SDL_WINDOWEVENT_LEAVE) | ||||
|                 bd->MouseLastLeaveFrame = 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; | ||||
|         } | ||||
|         case SDL_CONTROLLERDEVICEADDED: | ||||
|         case SDL_CONTROLLERDEVICEREMOVED: | ||||
|         { | ||||
|             bd->WantUpdateGamepadsList = true; | ||||
|             return true; | ||||
|         } | ||||
|     } | ||||
|     return false; | ||||
| } | ||||
|  | ||||
| #ifdef __EMSCRIPTEN__ | ||||
| EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); }); | ||||
| #endif | ||||
|  | ||||
| static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context) | ||||
| { | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|     IMGUI_CHECKVERSION(); | ||||
|     IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); | ||||
|  | ||||
|     // Check and store if we are on a SDL backend that supports global mouse position | ||||
|     // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) | ||||
|     bool mouse_can_use_global_state = false; | ||||
| #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE | ||||
|     const char* sdl_backend = SDL_GetCurrentVideoDriver(); | ||||
|     const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; | ||||
|     for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) | ||||
|         if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) | ||||
|             mouse_can_use_global_state = true; | ||||
| #endif | ||||
|  | ||||
|     // Setup backend capabilities flags | ||||
|     ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); | ||||
|     io.BackendPlatformUserData = (void*)bd; | ||||
|     io.BackendPlatformName = "imgui_impl_sdl2"; | ||||
|     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;       // We can honor GetMouseCursor() values (optional) | ||||
|     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;        // We can honor io.WantSetMousePos requests (optional, rarely used) | ||||
|  | ||||
|     bd->Window = window; | ||||
|     bd->Renderer = renderer; | ||||
|     bd->MouseCanUseGlobalState = mouse_can_use_global_state; | ||||
|  | ||||
|     io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; | ||||
|     io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; | ||||
|     io.ClipboardUserData = nullptr; | ||||
|     io.PlatformSetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData; | ||||
| #ifdef __EMSCRIPTEN__ | ||||
|     io.PlatformOpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; }; | ||||
| #endif | ||||
|  | ||||
|     // Gamepad handling | ||||
|     bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst; | ||||
|     bd->WantUpdateGamepadsList = true; | ||||
|  | ||||
|     // Load mouse cursors | ||||
|     bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); | ||||
|     bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); | ||||
|     bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); | ||||
|     bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); | ||||
|     bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); | ||||
|     bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); | ||||
|     bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); | ||||
|     bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); | ||||
|     bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); | ||||
|  | ||||
|     // Set platform dependent data in viewport | ||||
|     // Our mouse update function expect PlatformHandle to be filled for the main viewport | ||||
|     ImGuiViewport* main_viewport = ImGui::GetMainViewport(); | ||||
|     main_viewport->PlatformHandle = (void*)window; | ||||
|     main_viewport->PlatformHandleRaw = nullptr; | ||||
|     SDL_SysWMinfo info; | ||||
|     SDL_VERSION(&info.version); | ||||
|     if (SDL_GetWindowWMInfo(window, &info)) | ||||
|     { | ||||
| #if defined(SDL_VIDEO_DRIVER_WINDOWS) | ||||
|         main_viewport->PlatformHandleRaw = (void*)info.info.win.window; | ||||
| #elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) | ||||
|         main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; | ||||
| #endif | ||||
|     } | ||||
|  | ||||
|     // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. | ||||
|     // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. | ||||
|     // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. | ||||
|     // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: | ||||
|     // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) | ||||
| #ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH | ||||
|     SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); | ||||
| #endif | ||||
|  | ||||
|     // From 2.0.18: Enable native IME. | ||||
|     // IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any. | ||||
|     // For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow(). | ||||
| #ifdef SDL_HINT_IME_SHOW_UI | ||||
|     SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); | ||||
| #endif | ||||
|  | ||||
|     // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710) | ||||
| #ifdef SDL_HINT_MOUSE_AUTO_CAPTURE | ||||
|     SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); | ||||
| #endif | ||||
|  | ||||
|     (void)sdl_gl_context; // Unused in 'master' branch. | ||||
|     return true; | ||||
| } | ||||
|  | ||||
| bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) | ||||
| { | ||||
|     return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context); | ||||
| } | ||||
|  | ||||
| bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) | ||||
| { | ||||
| #if !SDL_HAS_VULKAN | ||||
|     IM_ASSERT(0 && "Unsupported"); | ||||
| #endif | ||||
|     return ImGui_ImplSDL2_Init(window, nullptr, nullptr); | ||||
| } | ||||
|  | ||||
| bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) | ||||
| { | ||||
| #if !defined(_WIN32) | ||||
|     IM_ASSERT(0 && "Unsupported"); | ||||
| #endif | ||||
|     return ImGui_ImplSDL2_Init(window, nullptr, nullptr); | ||||
| } | ||||
|  | ||||
| bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) | ||||
| { | ||||
|     return ImGui_ImplSDL2_Init(window, nullptr, nullptr); | ||||
| } | ||||
|  | ||||
| bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) | ||||
| { | ||||
|     return ImGui_ImplSDL2_Init(window, renderer, nullptr); | ||||
| } | ||||
|  | ||||
| bool ImGui_ImplSDL2_InitForOther(SDL_Window* window) | ||||
| { | ||||
|     return ImGui_ImplSDL2_Init(window, nullptr, nullptr); | ||||
| } | ||||
|  | ||||
| static void ImGui_ImplSDL2_CloseGamepads(); | ||||
|  | ||||
| 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]); | ||||
|     ImGui_ImplSDL2_CloseGamepads(); | ||||
|  | ||||
|     io.BackendPlatformName = nullptr; | ||||
|     io.BackendPlatformUserData = nullptr; | ||||
|     io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); | ||||
|     IM_DELETE(bd); | ||||
| } | ||||
|  | ||||
| static void ImGui_ImplSDL2_UpdateMouseData() | ||||
| { | ||||
|     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|  | ||||
|     // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) | ||||
| #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE | ||||
|     // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside | ||||
|     SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE); | ||||
|     SDL_Window* focused_window = SDL_GetKeyboardFocus(); | ||||
|     const bool is_app_focused = (bd->Window == focused_window); | ||||
| #else | ||||
|     const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only | ||||
| #endif | ||||
|     if (is_app_focused) | ||||
|     { | ||||
|         // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) | ||||
|         if (io.WantSetMousePos) | ||||
|             SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y); | ||||
|  | ||||
|         // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured) | ||||
|         if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) | ||||
|         { | ||||
|             int window_x, window_y, mouse_x_global, mouse_y_global; | ||||
|             SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); | ||||
|             SDL_GetWindowPosition(bd->Window, &window_x, &window_y); | ||||
|             io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y)); | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | ||||
| static void ImGui_ImplSDL2_UpdateMouseCursor() | ||||
| { | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|     if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) | ||||
|         return; | ||||
|     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); | ||||
|  | ||||
|     ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); | ||||
|     if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) | ||||
|     { | ||||
|         // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor | ||||
|         SDL_ShowCursor(SDL_FALSE); | ||||
|     } | ||||
|     else | ||||
|     { | ||||
|         // Show OS mouse cursor | ||||
|         SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; | ||||
|         if (bd->MouseLastCursor != expected_cursor) | ||||
|         { | ||||
|             SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) | ||||
|             bd->MouseLastCursor = expected_cursor; | ||||
|         } | ||||
|         SDL_ShowCursor(SDL_TRUE); | ||||
|     } | ||||
| } | ||||
|  | ||||
| static void ImGui_ImplSDL2_CloseGamepads() | ||||
| { | ||||
|     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); | ||||
|     if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual) | ||||
|         for (SDL_GameController* gamepad : bd->Gamepads) | ||||
|             SDL_GameControllerClose(gamepad); | ||||
|     bd->Gamepads.resize(0); | ||||
| } | ||||
|  | ||||
| void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count) | ||||
| { | ||||
|     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); | ||||
|     ImGui_ImplSDL2_CloseGamepads(); | ||||
|     if (mode == ImGui_ImplSDL2_GamepadMode_Manual) | ||||
|     { | ||||
|         IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0); | ||||
|         for (int n = 0; n < manual_gamepads_count; n++) | ||||
|             bd->Gamepads.push_back(manual_gamepads_array[n]); | ||||
|     } | ||||
|     else | ||||
|     { | ||||
|         IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0); | ||||
|         bd->WantUpdateGamepadsList = true; | ||||
|     } | ||||
|     bd->GamepadMode = mode; | ||||
| } | ||||
|  | ||||
| static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no) | ||||
| { | ||||
|     bool merged_value = false; | ||||
|     for (SDL_GameController* gamepad : bd->Gamepads) | ||||
|         merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0; | ||||
|     io.AddKeyEvent(key, merged_value); | ||||
| } | ||||
|  | ||||
| static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v  > 1.0f ? 1.0f : v; } | ||||
| static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1) | ||||
| { | ||||
|     float merged_value = 0.0f; | ||||
|     for (SDL_GameController* gamepad : bd->Gamepads) | ||||
|     { | ||||
|         float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0)); | ||||
|         if (merged_value < vn) | ||||
|             merged_value = vn; | ||||
|     } | ||||
|     io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value); | ||||
| } | ||||
|  | ||||
| static void ImGui_ImplSDL2_UpdateGamepads() | ||||
| { | ||||
|     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|  | ||||
|     // Update list of controller(s) to use | ||||
|     if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual) | ||||
|     { | ||||
|         ImGui_ImplSDL2_CloseGamepads(); | ||||
|         int joystick_count = SDL_NumJoysticks(); | ||||
|         for (int n = 0; n < joystick_count; n++) | ||||
|             if (SDL_IsGameController(n)) | ||||
|                 if (SDL_GameController* gamepad = SDL_GameControllerOpen(n)) | ||||
|                 { | ||||
|                     bd->Gamepads.push_back(gamepad); | ||||
|                     if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst) | ||||
|                         break; | ||||
|                 } | ||||
|         bd->WantUpdateGamepadsList = false; | ||||
|     } | ||||
|  | ||||
|     // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. | ||||
|     if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) | ||||
|         return; | ||||
|     io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; | ||||
|     if (bd->Gamepads.Size == 0) | ||||
|         return; | ||||
|     io.BackendFlags |= ImGuiBackendFlags_HasGamepad; | ||||
|  | ||||
|     // Update gamepad inputs | ||||
|     const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. | ||||
|     ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart,       SDL_CONTROLLER_BUTTON_START); | ||||
|     ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack,        SDL_CONTROLLER_BUTTON_BACK); | ||||
|     ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft,    SDL_CONTROLLER_BUTTON_X);              // Xbox X, PS Square | ||||
|     ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight,   SDL_CONTROLLER_BUTTON_B);              // Xbox B, PS Circle | ||||
|     ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp,      SDL_CONTROLLER_BUTTON_Y);              // Xbox Y, PS Triangle | ||||
|     ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown,    SDL_CONTROLLER_BUTTON_A);              // Xbox A, PS Cross | ||||
|     ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft,    SDL_CONTROLLER_BUTTON_DPAD_LEFT); | ||||
|     ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight,   SDL_CONTROLLER_BUTTON_DPAD_RIGHT); | ||||
|     ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp,      SDL_CONTROLLER_BUTTON_DPAD_UP); | ||||
|     ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown,    SDL_CONTROLLER_BUTTON_DPAD_DOWN); | ||||
|     ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1,          SDL_CONTROLLER_BUTTON_LEFTSHOULDER); | ||||
|     ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1,          SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); | ||||
|     ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2,          SDL_CONTROLLER_AXIS_TRIGGERLEFT,  0.0f, 32767); | ||||
|     ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2,          SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); | ||||
|     ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3,          SDL_CONTROLLER_BUTTON_LEFTSTICK); | ||||
|     ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3,          SDL_CONTROLLER_BUTTON_RIGHTSTICK); | ||||
|     ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft,  SDL_CONTROLLER_AXIS_LEFTX,  -thumb_dead_zone, -32768); | ||||
|     ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX,  +thumb_dead_zone, +32767); | ||||
|     ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp,    SDL_CONTROLLER_AXIS_LEFTY,  -thumb_dead_zone, -32768); | ||||
|     ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown,  SDL_CONTROLLER_AXIS_LEFTY,  +thumb_dead_zone, +32767); | ||||
|     ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft,  SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); | ||||
|     ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767); | ||||
|     ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp,    SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768); | ||||
|     ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown,  SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); | ||||
| } | ||||
|  | ||||
| void ImGui_ImplSDL2_NewFrame() | ||||
| { | ||||
|     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); | ||||
|     IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?"); | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|  | ||||
|     // Setup display size (every frame to accommodate for window resizing) | ||||
|     int w, h; | ||||
|     int display_w, display_h; | ||||
|     SDL_GetWindowSize(bd->Window, &w, &h); | ||||
|     if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) | ||||
|         w = h = 0; | ||||
|     if (bd->Renderer != nullptr) | ||||
|         SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h); | ||||
|     else | ||||
|         SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h); | ||||
|     io.DisplaySize = ImVec2((float)w, (float)h); | ||||
|     if (w > 0 && h > 0) | ||||
|         io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); | ||||
|  | ||||
|     // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) | ||||
|     // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644) | ||||
|     static Uint64 frequency = SDL_GetPerformanceFrequency(); | ||||
|     Uint64 current_time = SDL_GetPerformanceCounter(); | ||||
|     if (current_time <= bd->Time) | ||||
|         current_time = bd->Time + 1; | ||||
|     io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); | ||||
|     bd->Time = current_time; | ||||
|  | ||||
|     if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) | ||||
|     { | ||||
|         bd->MouseWindowID = 0; | ||||
|         bd->MouseLastLeaveFrame = 0; | ||||
|         io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); | ||||
|     } | ||||
|  | ||||
|     ImGui_ImplSDL2_UpdateMouseData(); | ||||
|     ImGui_ImplSDL2_UpdateMouseCursor(); | ||||
|  | ||||
|     // Update game controllers (if enabled and available) | ||||
|     ImGui_ImplSDL2_UpdateGamepads(); | ||||
| } | ||||
|  | ||||
| //----------------------------------------------------------------------------- | ||||
|  | ||||
| #if defined(__clang__) | ||||
| #pragma clang diagnostic pop | ||||
| #endif | ||||
|  | ||||
| #endif // #ifndef IMGUI_DISABLE | ||||
							
								
								
									
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							| @@ -0,0 +1,46 @@ | ||||
| // 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: Mouse support. Can discriminate Mouse/TouchScreen. | ||||
| //  [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'. | ||||
| //  [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. | ||||
|  | ||||
| // 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. | ||||
| // Learn about Dear ImGui: | ||||
| // - FAQ                  https://dearimgui.com/faq | ||||
| // - Getting Started      https://dearimgui.com/getting-started | ||||
| // - Documentation        https://dearimgui.com/docs (same as your local docs/ folder). | ||||
| // - Introduction, links and more at the top of imgui.cpp | ||||
|  | ||||
| #pragma once | ||||
| #include "imgui.h"      // IMGUI_IMPL_API | ||||
| #ifndef IMGUI_DISABLE | ||||
|  | ||||
| struct SDL_Window; | ||||
| struct SDL_Renderer; | ||||
| struct _SDL_GameController; | ||||
| typedef union SDL_Event SDL_Event; | ||||
|  | ||||
| // Follow "Getting Started" link and check examples/ folder to learn about using backends! | ||||
| 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 bool     ImGui_ImplSDL2_InitForOther(SDL_Window* window); | ||||
| 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); | ||||
|  | ||||
| // Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. | ||||
| // When using manual mode, caller is responsible for opening/closing gamepad. | ||||
| enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual }; | ||||
| IMGUI_IMPL_API void     ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1); | ||||
|  | ||||
| #endif // #ifndef IMGUI_DISABLE | ||||
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