chore: implement sdl2 backend support
This commit is contained in:
		
							
								
								
									
										814
									
								
								libs/imgui/backends/imgui_impl_opengl3_loader.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										814
									
								
								libs/imgui/backends/imgui_impl_opengl3_loader.h
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,814 @@
 | 
			
		||||
//-----------------------------------------------------------------------------
 | 
			
		||||
// 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 INCUDING '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:
 | 
			
		||||
//   python 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_3_0
 | 
			
		||||
typedef khronos_uint16_t GLhalf;
 | 
			
		||||
#define GL_MAJOR_VERSION                  0x821B
 | 
			
		||||
#define GL_MINOR_VERSION                  0x821C
 | 
			
		||||
#define GL_NUM_EXTENSIONS                 0x821D
 | 
			
		||||
#define GL_FRAMEBUFFER_SRGB               0x8DB9
 | 
			
		||||
#define GL_VERTEX_ARRAY_BINDING           0x85B5
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);
 | 
			
		||||
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
 | 
			
		||||
typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);
 | 
			
		||||
typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
 | 
			
		||||
#ifdef GL_GLEXT_PROTOTYPES
 | 
			
		||||
GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index);
 | 
			
		||||
GLAPI void APIENTRY glBindVertexArray (GLuint array);
 | 
			
		||||
GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
 | 
			
		||||
GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
 | 
			
		||||
#endif
 | 
			
		||||
#endif /* GL_VERSION_3_0 */
 | 
			
		||||
#ifndef GL_VERSION_3_1
 | 
			
		||||
#define GL_VERSION_3_1 1
 | 
			
		||||
#define GL_PRIMITIVE_RESTART              0x8F9D
 | 
			
		||||
#endif /* GL_VERSION_3_1 */
 | 
			
		||||
#ifndef GL_VERSION_3_2
 | 
			
		||||
#define GL_VERSION_3_2 1
 | 
			
		||||
typedef struct __GLsync *GLsync;
 | 
			
		||||
typedef khronos_uint64_t GLuint64;
 | 
			
		||||
typedef khronos_int64_t GLint64;
 | 
			
		||||
#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
 | 
			
		||||
#define GL_CONTEXT_PROFILE_MASK           0x9126
 | 
			
		||||
typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
 | 
			
		||||
#ifdef GL_GLEXT_PROTOTYPES
 | 
			
		||||
GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
 | 
			
		||||
#endif
 | 
			
		||||
#endif /* GL_VERSION_3_2 */
 | 
			
		||||
#ifndef GL_VERSION_3_3
 | 
			
		||||
#define GL_VERSION_3_3 1
 | 
			
		||||
#define GL_SAMPLER_BINDING                0x8919
 | 
			
		||||
typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
 | 
			
		||||
#ifdef GL_GLEXT_PROTOTYPES
 | 
			
		||||
GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
 | 
			
		||||
#endif
 | 
			
		||||
#endif /* GL_VERSION_3_3 */
 | 
			
		||||
#ifndef GL_VERSION_4_1
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);
 | 
			
		||||
#endif /* GL_VERSION_4_1 */
 | 
			
		||||
#ifndef GL_VERSION_4_3
 | 
			
		||||
typedef void (APIENTRY  *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
 | 
			
		||||
#endif /* GL_VERSION_4_3 */
 | 
			
		||||
#ifndef GL_VERSION_4_5
 | 
			
		||||
#define GL_CLIP_ORIGIN                    0x935C
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
 | 
			
		||||
#endif /* GL_VERSION_4_5 */
 | 
			
		||||
#ifndef GL_ARB_bindless_texture
 | 
			
		||||
typedef khronos_uint64_t GLuint64EXT;
 | 
			
		||||
#endif /* GL_ARB_bindless_texture */
 | 
			
		||||
#ifndef GL_ARB_cl_event
 | 
			
		||||
struct _cl_context;
 | 
			
		||||
struct _cl_event;
 | 
			
		||||
#endif /* GL_ARB_cl_event */
 | 
			
		||||
#ifndef GL_ARB_clip_control
 | 
			
		||||
#define GL_ARB_clip_control 1
 | 
			
		||||
#endif /* GL_ARB_clip_control */
 | 
			
		||||
#ifndef GL_ARB_debug_output
 | 
			
		||||
typedef void (APIENTRY  *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
 | 
			
		||||
#endif /* GL_ARB_debug_output */
 | 
			
		||||
#ifndef GL_EXT_EGL_image_storage
 | 
			
		||||
typedef void *GLeglImageOES;
 | 
			
		||||
#endif /* GL_EXT_EGL_image_storage */
 | 
			
		||||
#ifndef GL_EXT_direct_state_access
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param);
 | 
			
		||||
#endif /* GL_EXT_direct_state_access */
 | 
			
		||||
#ifndef GL_NV_draw_vulkan_image
 | 
			
		||||
typedef void (APIENTRY  *GLVULKANPROCNV)(void);
 | 
			
		||||
#endif /* GL_NV_draw_vulkan_image */
 | 
			
		||||
#ifndef GL_NV_gpu_shader5
 | 
			
		||||
typedef khronos_int64_t GLint64EXT;
 | 
			
		||||
#endif /* GL_NV_gpu_shader5 */
 | 
			
		||||
#ifndef GL_NV_vertex_buffer_unified_memory
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result);
 | 
			
		||||
#endif /* GL_NV_vertex_buffer_unified_memory */
 | 
			
		||||
#ifdef __cplusplus
 | 
			
		||||
}
 | 
			
		||||
#endif
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifndef GL3W_API
 | 
			
		||||
#define GL3W_API
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifndef __gl_h_
 | 
			
		||||
#define __gl_h_
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifdef __cplusplus
 | 
			
		||||
extern "C" {
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#define GL3W_OK 0
 | 
			
		||||
#define GL3W_ERROR_INIT -1
 | 
			
		||||
#define GL3W_ERROR_LIBRARY_OPEN -2
 | 
			
		||||
#define GL3W_ERROR_OPENGL_VERSION -3
 | 
			
		||||
 | 
			
		||||
typedef void (*GL3WglProc)(void);
 | 
			
		||||
typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);
 | 
			
		||||
 | 
			
		||||
/* gl3w api */
 | 
			
		||||
GL3W_API int imgl3wInit(void);
 | 
			
		||||
GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);
 | 
			
		||||
GL3W_API int imgl3wIsSupported(int major, int minor);
 | 
			
		||||
GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
 | 
			
		||||
 | 
			
		||||
/* gl3w internal state */
 | 
			
		||||
union ImGL3WProcs {
 | 
			
		||||
    GL3WglProc ptr[59];
 | 
			
		||||
    struct {
 | 
			
		||||
        PFNGLACTIVETEXTUREPROC            ActiveTexture;
 | 
			
		||||
        PFNGLATTACHSHADERPROC             AttachShader;
 | 
			
		||||
        PFNGLBINDBUFFERPROC               BindBuffer;
 | 
			
		||||
        PFNGLBINDSAMPLERPROC              BindSampler;
 | 
			
		||||
        PFNGLBINDTEXTUREPROC              BindTexture;
 | 
			
		||||
        PFNGLBINDVERTEXARRAYPROC          BindVertexArray;
 | 
			
		||||
        PFNGLBLENDEQUATIONPROC            BlendEquation;
 | 
			
		||||
        PFNGLBLENDEQUATIONSEPARATEPROC    BlendEquationSeparate;
 | 
			
		||||
        PFNGLBLENDFUNCSEPARATEPROC        BlendFuncSeparate;
 | 
			
		||||
        PFNGLBUFFERDATAPROC               BufferData;
 | 
			
		||||
        PFNGLBUFFERSUBDATAPROC            BufferSubData;
 | 
			
		||||
        PFNGLCLEARPROC                    Clear;
 | 
			
		||||
        PFNGLCLEARCOLORPROC               ClearColor;
 | 
			
		||||
        PFNGLCOMPILESHADERPROC            CompileShader;
 | 
			
		||||
        PFNGLCREATEPROGRAMPROC            CreateProgram;
 | 
			
		||||
        PFNGLCREATESHADERPROC             CreateShader;
 | 
			
		||||
        PFNGLDELETEBUFFERSPROC            DeleteBuffers;
 | 
			
		||||
        PFNGLDELETEPROGRAMPROC            DeleteProgram;
 | 
			
		||||
        PFNGLDELETESHADERPROC             DeleteShader;
 | 
			
		||||
        PFNGLDELETETEXTURESPROC           DeleteTextures;
 | 
			
		||||
        PFNGLDELETEVERTEXARRAYSPROC       DeleteVertexArrays;
 | 
			
		||||
        PFNGLDETACHSHADERPROC             DetachShader;
 | 
			
		||||
        PFNGLDISABLEPROC                  Disable;
 | 
			
		||||
        PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;
 | 
			
		||||
        PFNGLDRAWELEMENTSPROC             DrawElements;
 | 
			
		||||
        PFNGLDRAWELEMENTSBASEVERTEXPROC   DrawElementsBaseVertex;
 | 
			
		||||
        PFNGLENABLEPROC                   Enable;
 | 
			
		||||
        PFNGLENABLEVERTEXATTRIBARRAYPROC  EnableVertexAttribArray;
 | 
			
		||||
        PFNGLFLUSHPROC                    Flush;
 | 
			
		||||
        PFNGLGENBUFFERSPROC               GenBuffers;
 | 
			
		||||
        PFNGLGENTEXTURESPROC              GenTextures;
 | 
			
		||||
        PFNGLGENVERTEXARRAYSPROC          GenVertexArrays;
 | 
			
		||||
        PFNGLGETATTRIBLOCATIONPROC        GetAttribLocation;
 | 
			
		||||
        PFNGLGETERRORPROC                 GetError;
 | 
			
		||||
        PFNGLGETINTEGERVPROC              GetIntegerv;
 | 
			
		||||
        PFNGLGETPROGRAMINFOLOGPROC        GetProgramInfoLog;
 | 
			
		||||
        PFNGLGETPROGRAMIVPROC             GetProgramiv;
 | 
			
		||||
        PFNGLGETSHADERINFOLOGPROC         GetShaderInfoLog;
 | 
			
		||||
        PFNGLGETSHADERIVPROC              GetShaderiv;
 | 
			
		||||
        PFNGLGETSTRINGPROC                GetString;
 | 
			
		||||
        PFNGLGETSTRINGIPROC               GetStringi;
 | 
			
		||||
        PFNGLGETUNIFORMLOCATIONPROC       GetUniformLocation;
 | 
			
		||||
        PFNGLGETVERTEXATTRIBPOINTERVPROC  GetVertexAttribPointerv;
 | 
			
		||||
        PFNGLGETVERTEXATTRIBIVPROC        GetVertexAttribiv;
 | 
			
		||||
        PFNGLISENABLEDPROC                IsEnabled;
 | 
			
		||||
        PFNGLISPROGRAMPROC                IsProgram;
 | 
			
		||||
        PFNGLLINKPROGRAMPROC              LinkProgram;
 | 
			
		||||
        PFNGLPIXELSTOREIPROC              PixelStorei;
 | 
			
		||||
        PFNGLPOLYGONMODEPROC              PolygonMode;
 | 
			
		||||
        PFNGLREADPIXELSPROC               ReadPixels;
 | 
			
		||||
        PFNGLSCISSORPROC                  Scissor;
 | 
			
		||||
        PFNGLSHADERSOURCEPROC             ShaderSource;
 | 
			
		||||
        PFNGLTEXIMAGE2DPROC               TexImage2D;
 | 
			
		||||
        PFNGLTEXPARAMETERIPROC            TexParameteri;
 | 
			
		||||
        PFNGLUNIFORM1IPROC                Uniform1i;
 | 
			
		||||
        PFNGLUNIFORMMATRIX4FVPROC         UniformMatrix4fv;
 | 
			
		||||
        PFNGLUSEPROGRAMPROC               UseProgram;
 | 
			
		||||
        PFNGLVERTEXATTRIBPOINTERPROC      VertexAttribPointer;
 | 
			
		||||
        PFNGLVIEWPORTPROC                 Viewport;
 | 
			
		||||
    } gl;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
GL3W_API extern union ImGL3WProcs imgl3wProcs;
 | 
			
		||||
 | 
			
		||||
/* OpenGL functions */
 | 
			
		||||
#define glActiveTexture                   imgl3wProcs.gl.ActiveTexture
 | 
			
		||||
#define glAttachShader                    imgl3wProcs.gl.AttachShader
 | 
			
		||||
#define glBindBuffer                      imgl3wProcs.gl.BindBuffer
 | 
			
		||||
#define glBindSampler                     imgl3wProcs.gl.BindSampler
 | 
			
		||||
#define glBindTexture                     imgl3wProcs.gl.BindTexture
 | 
			
		||||
#define glBindVertexArray                 imgl3wProcs.gl.BindVertexArray
 | 
			
		||||
#define glBlendEquation                   imgl3wProcs.gl.BlendEquation
 | 
			
		||||
#define glBlendEquationSeparate           imgl3wProcs.gl.BlendEquationSeparate
 | 
			
		||||
#define glBlendFuncSeparate               imgl3wProcs.gl.BlendFuncSeparate
 | 
			
		||||
#define glBufferData                      imgl3wProcs.gl.BufferData
 | 
			
		||||
#define glBufferSubData                   imgl3wProcs.gl.BufferSubData
 | 
			
		||||
#define glClear                           imgl3wProcs.gl.Clear
 | 
			
		||||
#define glClearColor                      imgl3wProcs.gl.ClearColor
 | 
			
		||||
#define glCompileShader                   imgl3wProcs.gl.CompileShader
 | 
			
		||||
#define glCreateProgram                   imgl3wProcs.gl.CreateProgram
 | 
			
		||||
#define glCreateShader                    imgl3wProcs.gl.CreateShader
 | 
			
		||||
#define glDeleteBuffers                   imgl3wProcs.gl.DeleteBuffers
 | 
			
		||||
#define glDeleteProgram                   imgl3wProcs.gl.DeleteProgram
 | 
			
		||||
#define glDeleteShader                    imgl3wProcs.gl.DeleteShader
 | 
			
		||||
#define glDeleteTextures                  imgl3wProcs.gl.DeleteTextures
 | 
			
		||||
#define glDeleteVertexArrays              imgl3wProcs.gl.DeleteVertexArrays
 | 
			
		||||
#define glDetachShader                    imgl3wProcs.gl.DetachShader
 | 
			
		||||
#define glDisable                         imgl3wProcs.gl.Disable
 | 
			
		||||
#define glDisableVertexAttribArray        imgl3wProcs.gl.DisableVertexAttribArray
 | 
			
		||||
#define glDrawElements                    imgl3wProcs.gl.DrawElements
 | 
			
		||||
#define glDrawElementsBaseVertex          imgl3wProcs.gl.DrawElementsBaseVertex
 | 
			
		||||
#define glEnable                          imgl3wProcs.gl.Enable
 | 
			
		||||
#define glEnableVertexAttribArray         imgl3wProcs.gl.EnableVertexAttribArray
 | 
			
		||||
#define glFlush                           imgl3wProcs.gl.Flush
 | 
			
		||||
#define glGenBuffers                      imgl3wProcs.gl.GenBuffers
 | 
			
		||||
#define glGenTextures                     imgl3wProcs.gl.GenTextures
 | 
			
		||||
#define glGenVertexArrays                 imgl3wProcs.gl.GenVertexArrays
 | 
			
		||||
#define glGetAttribLocation               imgl3wProcs.gl.GetAttribLocation
 | 
			
		||||
#define glGetError                        imgl3wProcs.gl.GetError
 | 
			
		||||
#define glGetIntegerv                     imgl3wProcs.gl.GetIntegerv
 | 
			
		||||
#define glGetProgramInfoLog               imgl3wProcs.gl.GetProgramInfoLog
 | 
			
		||||
#define glGetProgramiv                    imgl3wProcs.gl.GetProgramiv
 | 
			
		||||
#define glGetShaderInfoLog                imgl3wProcs.gl.GetShaderInfoLog
 | 
			
		||||
#define glGetShaderiv                     imgl3wProcs.gl.GetShaderiv
 | 
			
		||||
#define glGetString                       imgl3wProcs.gl.GetString
 | 
			
		||||
#define glGetStringi                      imgl3wProcs.gl.GetStringi
 | 
			
		||||
#define glGetUniformLocation              imgl3wProcs.gl.GetUniformLocation
 | 
			
		||||
#define glGetVertexAttribPointerv         imgl3wProcs.gl.GetVertexAttribPointerv
 | 
			
		||||
#define glGetVertexAttribiv               imgl3wProcs.gl.GetVertexAttribiv
 | 
			
		||||
#define glIsEnabled                       imgl3wProcs.gl.IsEnabled
 | 
			
		||||
#define glIsProgram                       imgl3wProcs.gl.IsProgram
 | 
			
		||||
#define glLinkProgram                     imgl3wProcs.gl.LinkProgram
 | 
			
		||||
#define glPixelStorei                     imgl3wProcs.gl.PixelStorei
 | 
			
		||||
#define glPolygonMode                     imgl3wProcs.gl.PolygonMode
 | 
			
		||||
#define glReadPixels                      imgl3wProcs.gl.ReadPixels
 | 
			
		||||
#define glScissor                         imgl3wProcs.gl.Scissor
 | 
			
		||||
#define glShaderSource                    imgl3wProcs.gl.ShaderSource
 | 
			
		||||
#define glTexImage2D                      imgl3wProcs.gl.TexImage2D
 | 
			
		||||
#define glTexParameteri                   imgl3wProcs.gl.TexParameteri
 | 
			
		||||
#define glUniform1i                       imgl3wProcs.gl.Uniform1i
 | 
			
		||||
#define glUniformMatrix4fv                imgl3wProcs.gl.UniformMatrix4fv
 | 
			
		||||
#define glUseProgram                      imgl3wProcs.gl.UseProgram
 | 
			
		||||
#define glVertexAttribPointer             imgl3wProcs.gl.VertexAttribPointer
 | 
			
		||||
#define glViewport                        imgl3wProcs.gl.Viewport
 | 
			
		||||
 | 
			
		||||
#ifdef __cplusplus
 | 
			
		||||
}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifdef IMGL3W_IMPL
 | 
			
		||||
#ifdef __cplusplus
 | 
			
		||||
extern "C" {
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#include <stdlib.h>
 | 
			
		||||
 | 
			
		||||
#define GL3W_ARRAY_SIZE(x)  (sizeof(x) / sizeof((x)[0]))
 | 
			
		||||
 | 
			
		||||
#if defined(_WIN32)
 | 
			
		||||
#ifndef WIN32_LEAN_AND_MEAN
 | 
			
		||||
#define WIN32_LEAN_AND_MEAN 1
 | 
			
		||||
#endif
 | 
			
		||||
#include <windows.h>
 | 
			
		||||
 | 
			
		||||
static HMODULE libgl;
 | 
			
		||||
typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);
 | 
			
		||||
static GL3WglGetProcAddr wgl_get_proc_address;
 | 
			
		||||
 | 
			
		||||
static int open_libgl(void)
 | 
			
		||||
{
 | 
			
		||||
    libgl = LoadLibraryA("opengl32.dll");
 | 
			
		||||
    if (!libgl)
 | 
			
		||||
        return GL3W_ERROR_LIBRARY_OPEN;
 | 
			
		||||
    wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress");
 | 
			
		||||
    return GL3W_OK;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void close_libgl(void) { FreeLibrary(libgl); }
 | 
			
		||||
static GL3WglProc get_proc(const char *proc)
 | 
			
		||||
{
 | 
			
		||||
    GL3WglProc res;
 | 
			
		||||
    res = (GL3WglProc)wgl_get_proc_address(proc);
 | 
			
		||||
    if (!res)
 | 
			
		||||
        res = (GL3WglProc)GetProcAddress(libgl, proc);
 | 
			
		||||
    return res;
 | 
			
		||||
}
 | 
			
		||||
#elif defined(__APPLE__)
 | 
			
		||||
#include <dlfcn.h>
 | 
			
		||||
 | 
			
		||||
static void *libgl;
 | 
			
		||||
static int open_libgl(void)
 | 
			
		||||
{
 | 
			
		||||
    libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
 | 
			
		||||
    if (!libgl)
 | 
			
		||||
        return GL3W_ERROR_LIBRARY_OPEN;
 | 
			
		||||
    return GL3W_OK;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void close_libgl(void) { dlclose(libgl); }
 | 
			
		||||
 | 
			
		||||
static GL3WglProc get_proc(const char *proc)
 | 
			
		||||
{
 | 
			
		||||
    GL3WglProc res;
 | 
			
		||||
    *(void **)(&res) = dlsym(libgl, proc);
 | 
			
		||||
    return res;
 | 
			
		||||
}
 | 
			
		||||
#else
 | 
			
		||||
#include <dlfcn.h>
 | 
			
		||||
 | 
			
		||||
static void *libgl;
 | 
			
		||||
static GL3WglProc (*glx_get_proc_address)(const GLubyte *);
 | 
			
		||||
 | 
			
		||||
static int open_libgl(void)
 | 
			
		||||
{
 | 
			
		||||
    // While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983
 | 
			
		||||
    libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL);
 | 
			
		||||
    if (!libgl)
 | 
			
		||||
        libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
 | 
			
		||||
    if (!libgl)
 | 
			
		||||
        libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL);
 | 
			
		||||
    if (!libgl)
 | 
			
		||||
        return GL3W_ERROR_LIBRARY_OPEN;
 | 
			
		||||
    *(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
 | 
			
		||||
    return GL3W_OK;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void close_libgl(void) { dlclose(libgl); }
 | 
			
		||||
 | 
			
		||||
static GL3WglProc get_proc(const char *proc)
 | 
			
		||||
{
 | 
			
		||||
    GL3WglProc res;
 | 
			
		||||
    res = glx_get_proc_address((const GLubyte *)proc);
 | 
			
		||||
    if (!res)
 | 
			
		||||
        *(void **)(&res) = dlsym(libgl, proc);
 | 
			
		||||
    return res;
 | 
			
		||||
}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
static struct { int major, minor; } version;
 | 
			
		||||
 | 
			
		||||
static int parse_version(void)
 | 
			
		||||
{
 | 
			
		||||
    if (!glGetIntegerv)
 | 
			
		||||
        return GL3W_ERROR_INIT;
 | 
			
		||||
    glGetIntegerv(GL_MAJOR_VERSION, &version.major);
 | 
			
		||||
    glGetIntegerv(GL_MINOR_VERSION, &version.minor);
 | 
			
		||||
    if (version.major == 0 && version.minor == 0)
 | 
			
		||||
    {
 | 
			
		||||
        // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
 | 
			
		||||
        if (const char* gl_version = (const char*)glGetString(GL_VERSION))
 | 
			
		||||
            sscanf(gl_version, "%d.%d", &version.major, &version.minor);
 | 
			
		||||
    }
 | 
			
		||||
    if (version.major < 2)
 | 
			
		||||
        return GL3W_ERROR_OPENGL_VERSION;
 | 
			
		||||
    return GL3W_OK;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void load_procs(GL3WGetProcAddressProc proc);
 | 
			
		||||
 | 
			
		||||
int imgl3wInit(void)
 | 
			
		||||
{
 | 
			
		||||
    int res = open_libgl();
 | 
			
		||||
    if (res)
 | 
			
		||||
        return res;
 | 
			
		||||
    atexit(close_libgl);
 | 
			
		||||
    return imgl3wInit2(get_proc);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int imgl3wInit2(GL3WGetProcAddressProc proc)
 | 
			
		||||
{
 | 
			
		||||
    load_procs(proc);
 | 
			
		||||
    return parse_version();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int imgl3wIsSupported(int major, int minor)
 | 
			
		||||
{
 | 
			
		||||
    if (major < 2)
 | 
			
		||||
        return 0;
 | 
			
		||||
    if (version.major == major)
 | 
			
		||||
        return version.minor >= minor;
 | 
			
		||||
    return version.major >= major;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); }
 | 
			
		||||
 | 
			
		||||
static const char *proc_names[] = {
 | 
			
		||||
    "glActiveTexture",
 | 
			
		||||
    "glAttachShader",
 | 
			
		||||
    "glBindBuffer",
 | 
			
		||||
    "glBindSampler",
 | 
			
		||||
    "glBindTexture",
 | 
			
		||||
    "glBindVertexArray",
 | 
			
		||||
    "glBlendEquation",
 | 
			
		||||
    "glBlendEquationSeparate",
 | 
			
		||||
    "glBlendFuncSeparate",
 | 
			
		||||
    "glBufferData",
 | 
			
		||||
    "glBufferSubData",
 | 
			
		||||
    "glClear",
 | 
			
		||||
    "glClearColor",
 | 
			
		||||
    "glCompileShader",
 | 
			
		||||
    "glCreateProgram",
 | 
			
		||||
    "glCreateShader",
 | 
			
		||||
    "glDeleteBuffers",
 | 
			
		||||
    "glDeleteProgram",
 | 
			
		||||
    "glDeleteShader",
 | 
			
		||||
    "glDeleteTextures",
 | 
			
		||||
    "glDeleteVertexArrays",
 | 
			
		||||
    "glDetachShader",
 | 
			
		||||
    "glDisable",
 | 
			
		||||
    "glDisableVertexAttribArray",
 | 
			
		||||
    "glDrawElements",
 | 
			
		||||
    "glDrawElementsBaseVertex",
 | 
			
		||||
    "glEnable",
 | 
			
		||||
    "glEnableVertexAttribArray",
 | 
			
		||||
    "glFlush",
 | 
			
		||||
    "glGenBuffers",
 | 
			
		||||
    "glGenTextures",
 | 
			
		||||
    "glGenVertexArrays",
 | 
			
		||||
    "glGetAttribLocation",
 | 
			
		||||
    "glGetError",
 | 
			
		||||
    "glGetIntegerv",
 | 
			
		||||
    "glGetProgramInfoLog",
 | 
			
		||||
    "glGetProgramiv",
 | 
			
		||||
    "glGetShaderInfoLog",
 | 
			
		||||
    "glGetShaderiv",
 | 
			
		||||
    "glGetString",
 | 
			
		||||
    "glGetStringi",
 | 
			
		||||
    "glGetUniformLocation",
 | 
			
		||||
    "glGetVertexAttribPointerv",
 | 
			
		||||
    "glGetVertexAttribiv",
 | 
			
		||||
    "glIsEnabled",
 | 
			
		||||
    "glIsProgram",
 | 
			
		||||
    "glLinkProgram",
 | 
			
		||||
    "glPixelStorei",
 | 
			
		||||
    "glPolygonMode",
 | 
			
		||||
    "glReadPixels",
 | 
			
		||||
    "glScissor",
 | 
			
		||||
    "glShaderSource",
 | 
			
		||||
    "glTexImage2D",
 | 
			
		||||
    "glTexParameteri",
 | 
			
		||||
    "glUniform1i",
 | 
			
		||||
    "glUniformMatrix4fv",
 | 
			
		||||
    "glUseProgram",
 | 
			
		||||
    "glVertexAttribPointer",
 | 
			
		||||
    "glViewport",
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
GL3W_API union ImGL3WProcs imgl3wProcs;
 | 
			
		||||
 | 
			
		||||
static void load_procs(GL3WGetProcAddressProc proc)
 | 
			
		||||
{
 | 
			
		||||
    size_t i;
 | 
			
		||||
    for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++)
 | 
			
		||||
        imgl3wProcs.ptr[i] = proc(proc_names[i]);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#ifdef __cplusplus
 | 
			
		||||
}
 | 
			
		||||
#endif
 | 
			
		||||
#endif
 | 
			
		||||
							
								
								
									
										572
									
								
								libs/imgui/backends/imgui_impl_sdl.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										572
									
								
								libs/imgui/backends/imgui_impl_sdl.cpp
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,572 @@
 | 
			
		||||
// dear imgui: Platform Backend for SDL2
 | 
			
		||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
 | 
			
		||||
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
 | 
			
		||||
// (Prefer SDL 2.0.5+ for full feature support.)
 | 
			
		||||
 | 
			
		||||
// Implemented features:
 | 
			
		||||
//  [X] Platform: Clipboard support.
 | 
			
		||||
//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
 | 
			
		||||
//  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
 | 
			
		||||
//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
 | 
			
		||||
// Missing features:
 | 
			
		||||
//  [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
 | 
			
		||||
 | 
			
		||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 | 
			
		||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 | 
			
		||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 | 
			
		||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
 | 
			
		||||
 | 
			
		||||
// CHANGELOG
 | 
			
		||||
// (minor and older changes stripped away, please see git history for details)
 | 
			
		||||
//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
 | 
			
		||||
//  2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710)
 | 
			
		||||
//  2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
 | 
			
		||||
//  2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
 | 
			
		||||
//  2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
 | 
			
		||||
//  2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
 | 
			
		||||
//  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
 | 
			
		||||
//  2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
 | 
			
		||||
//  2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
 | 
			
		||||
//  2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
 | 
			
		||||
//  2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
 | 
			
		||||
//  2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
 | 
			
		||||
//  2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
 | 
			
		||||
//  2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
 | 
			
		||||
//  2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
 | 
			
		||||
//  2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
 | 
			
		||||
//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
 | 
			
		||||
//  2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
 | 
			
		||||
//  2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
 | 
			
		||||
//  2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
 | 
			
		||||
//  2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
 | 
			
		||||
//  2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
 | 
			
		||||
//  2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
 | 
			
		||||
//  2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
 | 
			
		||||
//  2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
 | 
			
		||||
//  2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
 | 
			
		||||
//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
 | 
			
		||||
//  2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
 | 
			
		||||
//  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
 | 
			
		||||
//  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
 | 
			
		||||
//  2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
 | 
			
		||||
//  2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
 | 
			
		||||
//  2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
 | 
			
		||||
//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
 | 
			
		||||
//  2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
 | 
			
		||||
//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
 | 
			
		||||
//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
 | 
			
		||||
//  2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
 | 
			
		||||
//  2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
 | 
			
		||||
//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
 | 
			
		||||
//  2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
 | 
			
		||||
//  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
 | 
			
		||||
//  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
 | 
			
		||||
//  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
 | 
			
		||||
 | 
			
		||||
#include "imgui.h"
 | 
			
		||||
#include "imgui_impl_sdl.h"
 | 
			
		||||
 | 
			
		||||
// SDL
 | 
			
		||||
#include <SDL.h>
 | 
			
		||||
#include <SDL_syswm.h>
 | 
			
		||||
 | 
			
		||||
#if defined(__APPLE__)
 | 
			
		||||
#include <TargetConditionals.h>
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
 | 
			
		||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    1
 | 
			
		||||
#else
 | 
			
		||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    0
 | 
			
		||||
#endif
 | 
			
		||||
#define SDL_HAS_VULKAN                      SDL_VERSION_ATLEAST(2,0,6)
 | 
			
		||||
 | 
			
		||||
// SDL Data
 | 
			
		||||
struct ImGui_ImplSDL2_Data
 | 
			
		||||
{
 | 
			
		||||
    SDL_Window*     Window;
 | 
			
		||||
    SDL_Renderer*   Renderer;
 | 
			
		||||
    Uint64          Time;
 | 
			
		||||
    int             MouseButtonsDown;
 | 
			
		||||
    SDL_Cursor*     MouseCursors[ImGuiMouseCursor_COUNT];
 | 
			
		||||
    int             PendingMouseLeaveFrame;
 | 
			
		||||
    char*           ClipboardTextData;
 | 
			
		||||
    bool            MouseCanUseGlobalState;
 | 
			
		||||
 | 
			
		||||
    ImGui_ImplSDL2_Data()   { memset((void*)this, 0, sizeof(*this)); }
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
 | 
			
		||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
 | 
			
		||||
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
 | 
			
		||||
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
 | 
			
		||||
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
 | 
			
		||||
{
 | 
			
		||||
    return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Functions
 | 
			
		||||
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
 | 
			
		||||
    if (bd->ClipboardTextData)
 | 
			
		||||
        SDL_free(bd->ClipboardTextData);
 | 
			
		||||
    bd->ClipboardTextData = SDL_GetClipboardText();
 | 
			
		||||
    return bd->ClipboardTextData;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
 | 
			
		||||
{
 | 
			
		||||
    SDL_SetClipboardText(text);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
 | 
			
		||||
{
 | 
			
		||||
    switch (keycode)
 | 
			
		||||
    {
 | 
			
		||||
        case SDLK_TAB: return ImGuiKey_Tab;
 | 
			
		||||
        case SDLK_LEFT: return ImGuiKey_LeftArrow;
 | 
			
		||||
        case SDLK_RIGHT: return ImGuiKey_RightArrow;
 | 
			
		||||
        case SDLK_UP: return ImGuiKey_UpArrow;
 | 
			
		||||
        case SDLK_DOWN: return ImGuiKey_DownArrow;
 | 
			
		||||
        case SDLK_PAGEUP: return ImGuiKey_PageUp;
 | 
			
		||||
        case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
 | 
			
		||||
        case SDLK_HOME: return ImGuiKey_Home;
 | 
			
		||||
        case SDLK_END: return ImGuiKey_End;
 | 
			
		||||
        case SDLK_INSERT: return ImGuiKey_Insert;
 | 
			
		||||
        case SDLK_DELETE: return ImGuiKey_Delete;
 | 
			
		||||
        case SDLK_BACKSPACE: return ImGuiKey_Backspace;
 | 
			
		||||
        case SDLK_SPACE: return ImGuiKey_Space;
 | 
			
		||||
        case SDLK_RETURN: return ImGuiKey_Enter;
 | 
			
		||||
        case SDLK_ESCAPE: return ImGuiKey_Escape;
 | 
			
		||||
        case SDLK_QUOTE: return ImGuiKey_Apostrophe;
 | 
			
		||||
        case SDLK_COMMA: return ImGuiKey_Comma;
 | 
			
		||||
        case SDLK_MINUS: return ImGuiKey_Minus;
 | 
			
		||||
        case SDLK_PERIOD: return ImGuiKey_Period;
 | 
			
		||||
        case SDLK_SLASH: return ImGuiKey_Slash;
 | 
			
		||||
        case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
 | 
			
		||||
        case SDLK_EQUALS: return ImGuiKey_Equal;
 | 
			
		||||
        case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
 | 
			
		||||
        case SDLK_BACKSLASH: return ImGuiKey_Backslash;
 | 
			
		||||
        case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
 | 
			
		||||
        case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
 | 
			
		||||
        case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
 | 
			
		||||
        case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
 | 
			
		||||
        case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
 | 
			
		||||
        case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
 | 
			
		||||
        case SDLK_PAUSE: return ImGuiKey_Pause;
 | 
			
		||||
        case SDLK_KP_0: return ImGuiKey_Keypad0;
 | 
			
		||||
        case SDLK_KP_1: return ImGuiKey_Keypad1;
 | 
			
		||||
        case SDLK_KP_2: return ImGuiKey_Keypad2;
 | 
			
		||||
        case SDLK_KP_3: return ImGuiKey_Keypad3;
 | 
			
		||||
        case SDLK_KP_4: return ImGuiKey_Keypad4;
 | 
			
		||||
        case SDLK_KP_5: return ImGuiKey_Keypad5;
 | 
			
		||||
        case SDLK_KP_6: return ImGuiKey_Keypad6;
 | 
			
		||||
        case SDLK_KP_7: return ImGuiKey_Keypad7;
 | 
			
		||||
        case SDLK_KP_8: return ImGuiKey_Keypad8;
 | 
			
		||||
        case SDLK_KP_9: return ImGuiKey_Keypad9;
 | 
			
		||||
        case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
 | 
			
		||||
        case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
 | 
			
		||||
        case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
 | 
			
		||||
        case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
 | 
			
		||||
        case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
 | 
			
		||||
        case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
 | 
			
		||||
        case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
 | 
			
		||||
        case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
 | 
			
		||||
        case SDLK_LSHIFT: return ImGuiKey_LeftShift;
 | 
			
		||||
        case SDLK_LALT: return ImGuiKey_LeftAlt;
 | 
			
		||||
        case SDLK_LGUI: return ImGuiKey_LeftSuper;
 | 
			
		||||
        case SDLK_RCTRL: return ImGuiKey_RightCtrl;
 | 
			
		||||
        case SDLK_RSHIFT: return ImGuiKey_RightShift;
 | 
			
		||||
        case SDLK_RALT: return ImGuiKey_RightAlt;
 | 
			
		||||
        case SDLK_RGUI: return ImGuiKey_RightSuper;
 | 
			
		||||
        case SDLK_APPLICATION: return ImGuiKey_Menu;
 | 
			
		||||
        case SDLK_0: return ImGuiKey_0;
 | 
			
		||||
        case SDLK_1: return ImGuiKey_1;
 | 
			
		||||
        case SDLK_2: return ImGuiKey_2;
 | 
			
		||||
        case SDLK_3: return ImGuiKey_3;
 | 
			
		||||
        case SDLK_4: return ImGuiKey_4;
 | 
			
		||||
        case SDLK_5: return ImGuiKey_5;
 | 
			
		||||
        case SDLK_6: return ImGuiKey_6;
 | 
			
		||||
        case SDLK_7: return ImGuiKey_7;
 | 
			
		||||
        case SDLK_8: return ImGuiKey_8;
 | 
			
		||||
        case SDLK_9: return ImGuiKey_9;
 | 
			
		||||
        case SDLK_a: return ImGuiKey_A;
 | 
			
		||||
        case SDLK_b: return ImGuiKey_B;
 | 
			
		||||
        case SDLK_c: return ImGuiKey_C;
 | 
			
		||||
        case SDLK_d: return ImGuiKey_D;
 | 
			
		||||
        case SDLK_e: return ImGuiKey_E;
 | 
			
		||||
        case SDLK_f: return ImGuiKey_F;
 | 
			
		||||
        case SDLK_g: return ImGuiKey_G;
 | 
			
		||||
        case SDLK_h: return ImGuiKey_H;
 | 
			
		||||
        case SDLK_i: return ImGuiKey_I;
 | 
			
		||||
        case SDLK_j: return ImGuiKey_J;
 | 
			
		||||
        case SDLK_k: return ImGuiKey_K;
 | 
			
		||||
        case SDLK_l: return ImGuiKey_L;
 | 
			
		||||
        case SDLK_m: return ImGuiKey_M;
 | 
			
		||||
        case SDLK_n: return ImGuiKey_N;
 | 
			
		||||
        case SDLK_o: return ImGuiKey_O;
 | 
			
		||||
        case SDLK_p: return ImGuiKey_P;
 | 
			
		||||
        case SDLK_q: return ImGuiKey_Q;
 | 
			
		||||
        case SDLK_r: return ImGuiKey_R;
 | 
			
		||||
        case SDLK_s: return ImGuiKey_S;
 | 
			
		||||
        case SDLK_t: return ImGuiKey_T;
 | 
			
		||||
        case SDLK_u: return ImGuiKey_U;
 | 
			
		||||
        case SDLK_v: return ImGuiKey_V;
 | 
			
		||||
        case SDLK_w: return ImGuiKey_W;
 | 
			
		||||
        case SDLK_x: return ImGuiKey_X;
 | 
			
		||||
        case SDLK_y: return ImGuiKey_Y;
 | 
			
		||||
        case SDLK_z: return ImGuiKey_Z;
 | 
			
		||||
        case SDLK_F1: return ImGuiKey_F1;
 | 
			
		||||
        case SDLK_F2: return ImGuiKey_F2;
 | 
			
		||||
        case SDLK_F3: return ImGuiKey_F3;
 | 
			
		||||
        case SDLK_F4: return ImGuiKey_F4;
 | 
			
		||||
        case SDLK_F5: return ImGuiKey_F5;
 | 
			
		||||
        case SDLK_F6: return ImGuiKey_F6;
 | 
			
		||||
        case SDLK_F7: return ImGuiKey_F7;
 | 
			
		||||
        case SDLK_F8: return ImGuiKey_F8;
 | 
			
		||||
        case SDLK_F9: return ImGuiKey_F9;
 | 
			
		||||
        case SDLK_F10: return ImGuiKey_F10;
 | 
			
		||||
        case SDLK_F11: return ImGuiKey_F11;
 | 
			
		||||
        case SDLK_F12: return ImGuiKey_F12;
 | 
			
		||||
    }
 | 
			
		||||
    return ImGuiKey_None;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
 | 
			
		||||
{
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
    io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);
 | 
			
		||||
    io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);
 | 
			
		||||
    io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);
 | 
			
		||||
    io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
 | 
			
		||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
 | 
			
		||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
 | 
			
		||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
 | 
			
		||||
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
 | 
			
		||||
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
 | 
			
		||||
{
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
 | 
			
		||||
 | 
			
		||||
    switch (event->type)
 | 
			
		||||
    {
 | 
			
		||||
        case SDL_MOUSEMOTION:
 | 
			
		||||
        {
 | 
			
		||||
            io.AddMousePosEvent((float)event->motion.x, (float)event->motion.y);
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
        case SDL_MOUSEWHEEL:
 | 
			
		||||
        {
 | 
			
		||||
            float wheel_x = (event->wheel.x > 0) ? 1.0f : (event->wheel.x < 0) ? -1.0f : 0.0f;
 | 
			
		||||
            float wheel_y = (event->wheel.y > 0) ? 1.0f : (event->wheel.y < 0) ? -1.0f : 0.0f;
 | 
			
		||||
            io.AddMouseWheelEvent(wheel_x, wheel_y);
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
        case SDL_MOUSEBUTTONDOWN:
 | 
			
		||||
        case SDL_MOUSEBUTTONUP:
 | 
			
		||||
        {
 | 
			
		||||
            int mouse_button = -1;
 | 
			
		||||
            if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
 | 
			
		||||
            if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
 | 
			
		||||
            if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
 | 
			
		||||
            if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
 | 
			
		||||
            if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
 | 
			
		||||
            if (mouse_button == -1)
 | 
			
		||||
                break;
 | 
			
		||||
            io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
 | 
			
		||||
            bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
        case SDL_TEXTINPUT:
 | 
			
		||||
        {
 | 
			
		||||
            io.AddInputCharactersUTF8(event->text.text);
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
        case SDL_KEYDOWN:
 | 
			
		||||
        case SDL_KEYUP:
 | 
			
		||||
        {
 | 
			
		||||
            ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
 | 
			
		||||
            ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
 | 
			
		||||
            io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
 | 
			
		||||
            io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
        case SDL_WINDOWEVENT:
 | 
			
		||||
        {
 | 
			
		||||
            // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
 | 
			
		||||
            // - However we won't get a correct LEAVE event for a captured window.
 | 
			
		||||
            // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
 | 
			
		||||
            //   causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
 | 
			
		||||
            //   we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
 | 
			
		||||
            Uint8 window_event = event->window.event;
 | 
			
		||||
            if (window_event == SDL_WINDOWEVENT_ENTER)
 | 
			
		||||
                bd->PendingMouseLeaveFrame = 0;
 | 
			
		||||
            if (window_event == SDL_WINDOWEVENT_LEAVE)
 | 
			
		||||
                bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
 | 
			
		||||
            if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
 | 
			
		||||
                io.AddFocusEvent(true);
 | 
			
		||||
            else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
 | 
			
		||||
                io.AddFocusEvent(false);
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
 | 
			
		||||
{
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
    IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
 | 
			
		||||
 | 
			
		||||
    // Check and store if we are on a SDL backend that supports global mouse position
 | 
			
		||||
    // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
 | 
			
		||||
    bool mouse_can_use_global_state = false;
 | 
			
		||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
 | 
			
		||||
    const char* sdl_backend = SDL_GetCurrentVideoDriver();
 | 
			
		||||
    const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
 | 
			
		||||
    for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
 | 
			
		||||
        if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
 | 
			
		||||
            mouse_can_use_global_state = true;
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    // Setup backend capabilities flags
 | 
			
		||||
    ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
 | 
			
		||||
    io.BackendPlatformUserData = (void*)bd;
 | 
			
		||||
    io.BackendPlatformName = "imgui_impl_sdl";
 | 
			
		||||
    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;       // We can honor GetMouseCursor() values (optional)
 | 
			
		||||
    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;        // We can honor io.WantSetMousePos requests (optional, rarely used)
 | 
			
		||||
 | 
			
		||||
    bd->Window = window;
 | 
			
		||||
    bd->Renderer = renderer;
 | 
			
		||||
    bd->MouseCanUseGlobalState = mouse_can_use_global_state;
 | 
			
		||||
 | 
			
		||||
    io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
 | 
			
		||||
    io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
 | 
			
		||||
    io.ClipboardUserData = nullptr;
 | 
			
		||||
 | 
			
		||||
    // Load mouse cursors
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
 | 
			
		||||
 | 
			
		||||
    // Set platform dependent data in viewport
 | 
			
		||||
#ifdef _WIN32
 | 
			
		||||
    SDL_SysWMinfo info;
 | 
			
		||||
    SDL_VERSION(&info.version);
 | 
			
		||||
    if (SDL_GetWindowWMInfo(window, &info))
 | 
			
		||||
        ImGui::GetMainViewport()->PlatformHandleRaw = (void*)info.info.win.window;
 | 
			
		||||
#else
 | 
			
		||||
    (void)window;
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
 | 
			
		||||
    // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
 | 
			
		||||
    // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
 | 
			
		||||
    // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
 | 
			
		||||
    // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
 | 
			
		||||
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
 | 
			
		||||
    SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
 | 
			
		||||
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
 | 
			
		||||
    SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
 | 
			
		||||
{
 | 
			
		||||
    IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
 | 
			
		||||
    return ImGui_ImplSDL2_Init(window, nullptr);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
 | 
			
		||||
{
 | 
			
		||||
#if !SDL_HAS_VULKAN
 | 
			
		||||
    IM_ASSERT(0 && "Unsupported");
 | 
			
		||||
#endif
 | 
			
		||||
    return ImGui_ImplSDL2_Init(window, nullptr);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
 | 
			
		||||
{
 | 
			
		||||
#if !defined(_WIN32)
 | 
			
		||||
    IM_ASSERT(0 && "Unsupported");
 | 
			
		||||
#endif
 | 
			
		||||
    return ImGui_ImplSDL2_Init(window, nullptr);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
 | 
			
		||||
{
 | 
			
		||||
    return ImGui_ImplSDL2_Init(window, nullptr);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
 | 
			
		||||
{
 | 
			
		||||
    return ImGui_ImplSDL2_Init(window, renderer);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ImGui_ImplSDL2_Shutdown()
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
 | 
			
		||||
    IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
 | 
			
		||||
    if (bd->ClipboardTextData)
 | 
			
		||||
        SDL_free(bd->ClipboardTextData);
 | 
			
		||||
    for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
 | 
			
		||||
        SDL_FreeCursor(bd->MouseCursors[cursor_n]);
 | 
			
		||||
 | 
			
		||||
    io.BackendPlatformName = nullptr;
 | 
			
		||||
    io.BackendPlatformUserData = nullptr;
 | 
			
		||||
    IM_DELETE(bd);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void ImGui_ImplSDL2_UpdateMouseData()
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
 | 
			
		||||
    // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
 | 
			
		||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
 | 
			
		||||
    // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
 | 
			
		||||
    SDL_CaptureMouse((bd->MouseButtonsDown != 0 && ImGui::GetDragDropPayload() == nullptr) ? SDL_TRUE : SDL_FALSE);
 | 
			
		||||
    SDL_Window* focused_window = SDL_GetKeyboardFocus();
 | 
			
		||||
    const bool is_app_focused = (bd->Window == focused_window);
 | 
			
		||||
#else
 | 
			
		||||
    const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
 | 
			
		||||
#endif
 | 
			
		||||
    if (is_app_focused)
 | 
			
		||||
    {
 | 
			
		||||
        // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
 | 
			
		||||
        if (io.WantSetMousePos)
 | 
			
		||||
            SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
 | 
			
		||||
 | 
			
		||||
        // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
 | 
			
		||||
        if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
 | 
			
		||||
        {
 | 
			
		||||
            int window_x, window_y, mouse_x_global, mouse_y_global;
 | 
			
		||||
            SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
 | 
			
		||||
            SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
 | 
			
		||||
            io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void ImGui_ImplSDL2_UpdateMouseCursor()
 | 
			
		||||
{
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
    if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
 | 
			
		||||
        return;
 | 
			
		||||
    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
 | 
			
		||||
 | 
			
		||||
    ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
 | 
			
		||||
    if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
 | 
			
		||||
    {
 | 
			
		||||
        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
 | 
			
		||||
        SDL_ShowCursor(SDL_FALSE);
 | 
			
		||||
    }
 | 
			
		||||
    else
 | 
			
		||||
    {
 | 
			
		||||
        // Show OS mouse cursor
 | 
			
		||||
        SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
 | 
			
		||||
        SDL_ShowCursor(SDL_TRUE);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void ImGui_ImplSDL2_UpdateGamepads()
 | 
			
		||||
{
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
    if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
 | 
			
		||||
        return;
 | 
			
		||||
 | 
			
		||||
    // Get gamepad
 | 
			
		||||
    io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
 | 
			
		||||
    SDL_GameController* game_controller = SDL_GameControllerOpen(0);
 | 
			
		||||
    if (!game_controller)
 | 
			
		||||
        return;
 | 
			
		||||
    io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
 | 
			
		||||
 | 
			
		||||
    // Update gamepad inputs
 | 
			
		||||
    #define IM_SATURATE(V)                      (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
 | 
			
		||||
    #define MAP_BUTTON(KEY_NO, BUTTON_NO)       { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
 | 
			
		||||
    #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
 | 
			
		||||
    const int thumb_dead_zone = 8000;           // SDL_gamecontroller.h suggests using this value.
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadStart,           SDL_CONTROLLER_BUTTON_START);
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadBack,            SDL_CONTROLLER_BUTTON_BACK);
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadFaceLeft,        SDL_CONTROLLER_BUTTON_X);              // Xbox X, PS Square
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadFaceRight,       SDL_CONTROLLER_BUTTON_B);              // Xbox B, PS Circle
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadFaceUp,          SDL_CONTROLLER_BUTTON_Y);              // Xbox Y, PS Triangle
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadFaceDown,        SDL_CONTROLLER_BUTTON_A);              // Xbox A, PS Cross
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadDpadLeft,        SDL_CONTROLLER_BUTTON_DPAD_LEFT);
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadDpadRight,       SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadDpadUp,          SDL_CONTROLLER_BUTTON_DPAD_UP);
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadDpadDown,        SDL_CONTROLLER_BUTTON_DPAD_DOWN);
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadL1,              SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadR1,              SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
 | 
			
		||||
    MAP_ANALOG(ImGuiKey_GamepadL2,              SDL_CONTROLLER_AXIS_TRIGGERLEFT,  0.0f, 32767);
 | 
			
		||||
    MAP_ANALOG(ImGuiKey_GamepadR2,              SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadL3,              SDL_CONTROLLER_BUTTON_LEFTSTICK);
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadR3,              SDL_CONTROLLER_BUTTON_RIGHTSTICK);
 | 
			
		||||
    MAP_ANALOG(ImGuiKey_GamepadLStickLeft,      SDL_CONTROLLER_AXIS_LEFTX,  -thumb_dead_zone, -32768);
 | 
			
		||||
    MAP_ANALOG(ImGuiKey_GamepadLStickRight,     SDL_CONTROLLER_AXIS_LEFTX,  +thumb_dead_zone, +32767);
 | 
			
		||||
    MAP_ANALOG(ImGuiKey_GamepadLStickUp,        SDL_CONTROLLER_AXIS_LEFTY,  -thumb_dead_zone, -32768);
 | 
			
		||||
    MAP_ANALOG(ImGuiKey_GamepadLStickDown,      SDL_CONTROLLER_AXIS_LEFTY,  +thumb_dead_zone, +32767);
 | 
			
		||||
    MAP_ANALOG(ImGuiKey_GamepadRStickLeft,      SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
 | 
			
		||||
    MAP_ANALOG(ImGuiKey_GamepadRStickRight,     SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
 | 
			
		||||
    MAP_ANALOG(ImGuiKey_GamepadRStickUp,        SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
 | 
			
		||||
    MAP_ANALOG(ImGuiKey_GamepadRStickDown,      SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
 | 
			
		||||
    #undef MAP_BUTTON
 | 
			
		||||
    #undef MAP_ANALOG
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ImGui_ImplSDL2_NewFrame()
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
 | 
			
		||||
    IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?");
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
 | 
			
		||||
    // Setup display size (every frame to accommodate for window resizing)
 | 
			
		||||
    int w, h;
 | 
			
		||||
    int display_w, display_h;
 | 
			
		||||
    SDL_GetWindowSize(bd->Window, &w, &h);
 | 
			
		||||
    if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
 | 
			
		||||
        w = h = 0;
 | 
			
		||||
    if (bd->Renderer != nullptr)
 | 
			
		||||
        SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
 | 
			
		||||
    else
 | 
			
		||||
        SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
 | 
			
		||||
    io.DisplaySize = ImVec2((float)w, (float)h);
 | 
			
		||||
    if (w > 0 && h > 0)
 | 
			
		||||
        io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
 | 
			
		||||
 | 
			
		||||
    // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
 | 
			
		||||
    static Uint64 frequency = SDL_GetPerformanceFrequency();
 | 
			
		||||
    Uint64 current_time = SDL_GetPerformanceCounter();
 | 
			
		||||
    io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
 | 
			
		||||
    bd->Time = current_time;
 | 
			
		||||
 | 
			
		||||
    if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
 | 
			
		||||
    {
 | 
			
		||||
        io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
 | 
			
		||||
        bd->PendingMouseLeaveFrame = 0;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    ImGui_ImplSDL2_UpdateMouseData();
 | 
			
		||||
    ImGui_ImplSDL2_UpdateMouseCursor();
 | 
			
		||||
 | 
			
		||||
    // Update game controllers (if enabled and available)
 | 
			
		||||
    ImGui_ImplSDL2_UpdateGamepads();
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										38
									
								
								libs/imgui/backends/imgui_impl_sdl.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										38
									
								
								libs/imgui/backends/imgui_impl_sdl.h
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,38 @@
 | 
			
		||||
// dear imgui: Platform Backend for SDL2
 | 
			
		||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
 | 
			
		||||
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
 | 
			
		||||
 | 
			
		||||
// Implemented features:
 | 
			
		||||
//  [X] Platform: Clipboard support.
 | 
			
		||||
//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
 | 
			
		||||
//  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
 | 
			
		||||
//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
 | 
			
		||||
// Missing features:
 | 
			
		||||
//  [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
 | 
			
		||||
 | 
			
		||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 | 
			
		||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 | 
			
		||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 | 
			
		||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
 | 
			
		||||
 | 
			
		||||
#pragma once
 | 
			
		||||
#include "imgui.h"      // IMGUI_IMPL_API
 | 
			
		||||
 | 
			
		||||
struct SDL_Window;
 | 
			
		||||
struct SDL_Renderer;
 | 
			
		||||
typedef union SDL_Event SDL_Event;
 | 
			
		||||
 | 
			
		||||
extern "C" {
 | 
			
		||||
  IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
 | 
			
		||||
  IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
 | 
			
		||||
  IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
 | 
			
		||||
  IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
 | 
			
		||||
  IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
 | 
			
		||||
  IMGUI_IMPL_API void     ImGui_ImplSDL2_Shutdown();
 | 
			
		||||
  IMGUI_IMPL_API void     ImGui_ImplSDL2_NewFrame();
 | 
			
		||||
  IMGUI_IMPL_API bool     ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
 | 
			
		||||
static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
 | 
			
		||||
#endif
 | 
			
		||||
		Reference in New Issue
	
	Block a user