feat: add glfw+opengl3 backend option to build.zig
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							| @@ -4,6 +4,8 @@ pub const Backend = enum { | ||||
|     no_backend, | ||||
|     glfw_wgpu, | ||||
|     win32_dx12, | ||||
|     glfw_opengl3, | ||||
|     sdl2_opengl3, | ||||
| }; | ||||
|  | ||||
| pub const Options = struct { | ||||
| @@ -109,6 +111,10 @@ pub fn package( | ||||
|                 thisDir() ++ "/libs/imgui/backends/imgui_impl_wgpu.cpp", | ||||
|             }, cflags); | ||||
|         }, | ||||
|         .glfw_opengl3 => { | ||||
|             zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_glfw.cpp", cflags); | ||||
|             zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_opengl3.cpp", cflags); | ||||
|         }, | ||||
|         .win32_dx12 => { | ||||
|             zgui_c_cpp.addCSourceFiles(&.{ | ||||
|                 thisDir() ++ "/libs/imgui/backends/imgui_impl_win32.cpp", | ||||
| @@ -117,6 +123,10 @@ pub fn package( | ||||
|             zgui_c_cpp.linkSystemLibraryName("d3dcompiler_47"); | ||||
|             zgui_c_cpp.linkSystemLibraryName("dwmapi"); | ||||
|         }, | ||||
|         .sdl2_opengl3 => { | ||||
|             zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_sdl.cpp", cflags); | ||||
|             zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_opengl3.cpp", cflags); | ||||
|         }, | ||||
|         .no_backend => {}, | ||||
|     } | ||||
|  | ||||
|   | ||||
							
								
								
									
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								libs/imgui/backends/imgui_impl_sdl.cpp
									
									
									
									
									
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								libs/imgui/backends/imgui_impl_sdl.cpp
									
									
									
									
									
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							| @@ -0,0 +1,571 @@ | ||||
| // 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(); | ||||
| } | ||||
							
								
								
									
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								libs/imgui/backends/imgui_impl_sdl.h
									
									
									
									
									
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							| @@ -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
	
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