From 432f24319319fe040e142059eb83279c53f90ab8 Mon Sep 17 00:00:00 2001 From: Aldrik Ramaekers Date: Sat, 9 Aug 2025 08:35:03 +0200 Subject: refactor 2 --- imgui-1.92.1/backends/imgui_impl_sdl2.cpp | 894 ------------------------------ 1 file changed, 894 deletions(-) delete mode 100644 imgui-1.92.1/backends/imgui_impl_sdl2.cpp (limited to 'imgui-1.92.1/backends/imgui_impl_sdl2.cpp') diff --git a/imgui-1.92.1/backends/imgui_impl_sdl2.cpp b/imgui-1.92.1/backends/imgui_impl_sdl2.cpp deleted file mode 100644 index 291edb8..0000000 --- a/imgui-1.92.1/backends/imgui_impl_sdl2.cpp +++ /dev/null @@ -1,894 +0,0 @@ -// dear imgui: Platform Backend for SDL2 -// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) -// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) -// (Prefer SDL 2.0.5+ for full feature support.) - -// Implemented features: -// [X] Platform: Clipboard support. -// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. -// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5] -// [X] Platform: Gamepad support. -// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. - -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. -// Learn about Dear ImGui: -// - FAQ https://dearimgui.com/faq -// - Getting Started https://dearimgui.com/getting-started -// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). -// - Introduction, links and more at the top of imgui.cpp - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2025-07-08: Made ImGui_ImplSDL2_GetContentScaleForWindow(), ImGui_ImplSDL2_GetContentScaleForDisplay() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733) -// 2025-06-11: Added ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window) and ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index) helper to facilitate making DPI-aware apps. -// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561) -// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set. -// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) -// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650) -// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode. -// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. -// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler. -// 2025-01-20: Made ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_Manual) accept an empty array. -// 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f. -// 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190) -// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: -// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn -// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn -// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn -// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn -// 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. -// 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853) -// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions. -// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library. -// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode(). -// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. -// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306) -// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702) -// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644) -// 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()). -// 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3. -// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version). -// 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096) -// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019) -// 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) -// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. -// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710) -// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). -// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations. -// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). -// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer. -// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. -// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. -// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). -// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. -// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. -// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. -// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. -// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST. -// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+) -// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary. -// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). -// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950) -// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends. -// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2). -// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state). -// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. -// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. -// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). -// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. -// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. -// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. -// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. -// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. -// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. -// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. -// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. -// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). -// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. -// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). -// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. - -#include "imgui.h" -#ifndef IMGUI_DISABLE -#include "imgui_impl_sdl2.h" - -// Clang warnings with -Weverything -#if defined(__clang__) -#pragma clang diagnostic push -#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast -#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision -#endif - -// SDL -#include -#include -#include // for snprintf() -#ifdef __APPLE__ -#include -#endif -#ifdef __EMSCRIPTEN__ -#include -#endif -#undef Status // X11 headers are leaking this. - -#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_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4) -#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) -#define SDL_HAS_OPEN_URL SDL_VERSION_ATLEAST(2,0,14) -#if SDL_HAS_VULKAN -#include -#endif - -// SDL Data -struct ImGui_ImplSDL2_Data -{ - SDL_Window* Window; - Uint32 WindowID; - SDL_Renderer* Renderer; - Uint64 Time; - char* ClipboardTextData; - char BackendPlatformName[48]; - - // Mouse handling - Uint32 MouseWindowID; - int MouseButtonsDown; - SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; - SDL_Cursor* MouseLastCursor; - int MouseLastLeaveFrame; - bool MouseCanUseGlobalState; - bool MouseCanUseCapture; - - // Gamepad handling - ImVector Gamepads; - ImGui_ImplSDL2_GamepadMode GamepadMode; - bool WantUpdateGamepadsList; - - ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); } -}; - -// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts -// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. -// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. -// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. -static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() -{ - return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; -} - -// Functions -static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*) -{ - 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(ImGuiContext*, const char* text) -{ - SDL_SetClipboardText(text); -} - -// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow(). -static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data) -{ - if (data->WantVisible) - { - SDL_Rect r; - r.x = (int)data->InputPos.x; - r.y = (int)data->InputPos.y; - r.w = 1; - r.h = (int)data->InputLineHeight; - SDL_SetTextInputRect(&r); - } -} - -// Not static to allow third-party code to use that if they want to (but undocumented) -ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode); -ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode) -{ - switch (keycode) - { - case SDLK_TAB: return ImGuiKey_Tab; - case SDLK_LEFT: return ImGuiKey_LeftArrow; - case SDLK_RIGHT: return ImGuiKey_RightArrow; - case SDLK_UP: return ImGuiKey_UpArrow; - case SDLK_DOWN: return ImGuiKey_DownArrow; - case SDLK_PAGEUP: return ImGuiKey_PageUp; - case SDLK_PAGEDOWN: return ImGuiKey_PageDown; - case SDLK_HOME: return ImGuiKey_Home; - case SDLK_END: return ImGuiKey_End; - case SDLK_INSERT: return ImGuiKey_Insert; - case SDLK_DELETE: return ImGuiKey_Delete; - case SDLK_BACKSPACE: return ImGuiKey_Backspace; - case SDLK_SPACE: return ImGuiKey_Space; - case SDLK_RETURN: return ImGuiKey_Enter; - case SDLK_ESCAPE: return ImGuiKey_Escape; - //case SDLK_QUOTE: return ImGuiKey_Apostrophe; - case SDLK_COMMA: return ImGuiKey_Comma; - //case SDLK_MINUS: return ImGuiKey_Minus; - case SDLK_PERIOD: return ImGuiKey_Period; - //case SDLK_SLASH: return ImGuiKey_Slash; - case SDLK_SEMICOLON: return ImGuiKey_Semicolon; - //case SDLK_EQUALS: return ImGuiKey_Equal; - //case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; - //case SDLK_BACKSLASH: return ImGuiKey_Backslash; - //case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; - //case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent; - case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; - case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; - case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; - case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen; - case SDLK_PAUSE: return ImGuiKey_Pause; - case SDLK_KP_0: return ImGuiKey_Keypad0; - case SDLK_KP_1: return ImGuiKey_Keypad1; - case SDLK_KP_2: return ImGuiKey_Keypad2; - case SDLK_KP_3: return ImGuiKey_Keypad3; - case SDLK_KP_4: return ImGuiKey_Keypad4; - case SDLK_KP_5: return ImGuiKey_Keypad5; - case SDLK_KP_6: return ImGuiKey_Keypad6; - case SDLK_KP_7: return ImGuiKey_Keypad7; - case SDLK_KP_8: return ImGuiKey_Keypad8; - case SDLK_KP_9: return ImGuiKey_Keypad9; - case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal; - case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide; - case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; - case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract; - case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd; - case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter; - case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual; - case SDLK_LCTRL: return ImGuiKey_LeftCtrl; - case SDLK_LSHIFT: return ImGuiKey_LeftShift; - case SDLK_LALT: return ImGuiKey_LeftAlt; - case SDLK_LGUI: return ImGuiKey_LeftSuper; - case SDLK_RCTRL: return ImGuiKey_RightCtrl; - case SDLK_RSHIFT: return ImGuiKey_RightShift; - case SDLK_RALT: return ImGuiKey_RightAlt; - case SDLK_RGUI: return ImGuiKey_RightSuper; - case SDLK_APPLICATION: return ImGuiKey_Menu; - case SDLK_0: return ImGuiKey_0; - case SDLK_1: return ImGuiKey_1; - case SDLK_2: return ImGuiKey_2; - case SDLK_3: return ImGuiKey_3; - case SDLK_4: return ImGuiKey_4; - case SDLK_5: return ImGuiKey_5; - case SDLK_6: return ImGuiKey_6; - case SDLK_7: return ImGuiKey_7; - case SDLK_8: return ImGuiKey_8; - case SDLK_9: return ImGuiKey_9; - case SDLK_a: return ImGuiKey_A; - case SDLK_b: return ImGuiKey_B; - case SDLK_c: return ImGuiKey_C; - case SDLK_d: return ImGuiKey_D; - case SDLK_e: return ImGuiKey_E; - case SDLK_f: return ImGuiKey_F; - case SDLK_g: return ImGuiKey_G; - case SDLK_h: return ImGuiKey_H; - case SDLK_i: return ImGuiKey_I; - case SDLK_j: return ImGuiKey_J; - case SDLK_k: return ImGuiKey_K; - case SDLK_l: return ImGuiKey_L; - case SDLK_m: return ImGuiKey_M; - case SDLK_n: return ImGuiKey_N; - case SDLK_o: return ImGuiKey_O; - case SDLK_p: return ImGuiKey_P; - case SDLK_q: return ImGuiKey_Q; - case SDLK_r: return ImGuiKey_R; - case SDLK_s: return ImGuiKey_S; - case SDLK_t: return ImGuiKey_T; - case SDLK_u: return ImGuiKey_U; - case SDLK_v: return ImGuiKey_V; - case SDLK_w: return ImGuiKey_W; - case SDLK_x: return ImGuiKey_X; - case SDLK_y: return ImGuiKey_Y; - case SDLK_z: return ImGuiKey_Z; - case SDLK_F1: return ImGuiKey_F1; - case SDLK_F2: return ImGuiKey_F2; - case SDLK_F3: return ImGuiKey_F3; - case SDLK_F4: return ImGuiKey_F4; - case SDLK_F5: return ImGuiKey_F5; - case SDLK_F6: return ImGuiKey_F6; - case SDLK_F7: return ImGuiKey_F7; - case SDLK_F8: return ImGuiKey_F8; - case SDLK_F9: return ImGuiKey_F9; - case SDLK_F10: return ImGuiKey_F10; - case SDLK_F11: return ImGuiKey_F11; - case SDLK_F12: return ImGuiKey_F12; - case SDLK_F13: return ImGuiKey_F13; - case SDLK_F14: return ImGuiKey_F14; - case SDLK_F15: return ImGuiKey_F15; - case SDLK_F16: return ImGuiKey_F16; - case SDLK_F17: return ImGuiKey_F17; - case SDLK_F18: return ImGuiKey_F18; - case SDLK_F19: return ImGuiKey_F19; - case SDLK_F20: return ImGuiKey_F20; - case SDLK_F21: return ImGuiKey_F21; - case SDLK_F22: return ImGuiKey_F22; - case SDLK_F23: return ImGuiKey_F23; - case SDLK_F24: return ImGuiKey_F24; - case SDLK_AC_BACK: return ImGuiKey_AppBack; - case SDLK_AC_FORWARD: return ImGuiKey_AppForward; - default: break; - } - - // Fallback to scancode - switch (scancode) - { - case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent; - case SDL_SCANCODE_MINUS: return ImGuiKey_Minus; - case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal; - case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket; - case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket; - case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102; - case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash; - case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon; - case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe; - case SDL_SCANCODE_COMMA: return ImGuiKey_Comma; - case SDL_SCANCODE_PERIOD: return ImGuiKey_Period; - case SDL_SCANCODE_SLASH: return ImGuiKey_Slash; - default: break; - } - return ImGuiKey_None; -} - -static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) -{ - ImGuiIO& io = ImGui::GetIO(); - io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0); - io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0); - io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0); - io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0); -} - -static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id) -{ - ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); - return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr; -} - -// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. -// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. -// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. -// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. -// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field. -bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) -{ - ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); - IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?"); - ImGuiIO& io = ImGui::GetIO(); - - switch (event->type) - { - case SDL_MOUSEMOTION: - { - if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr) - return false; - ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); - io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); - io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); - return true; - } - case SDL_MOUSEWHEEL: - { - if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == nullptr) - return false; - //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); -#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten! - float wheel_x = -event->wheel.preciseX; - float wheel_y = event->wheel.preciseY; -#else - float wheel_x = -(float)event->wheel.x; - float wheel_y = (float)event->wheel.y; -#endif -#if defined(__EMSCRIPTEN__) && !SDL_VERSION_ATLEAST(2,31,0) - wheel_x /= 100.0f; -#endif - io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); - io.AddMouseWheelEvent(wheel_x, wheel_y); - return true; - } - case SDL_MOUSEBUTTONDOWN: - case SDL_MOUSEBUTTONUP: - { - if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == nullptr) - return false; - int mouse_button = -1; - if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } - if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } - if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; } - if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; } - if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; } - if (mouse_button == -1) - break; - io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); - io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN)); - bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); - return true; - } - case SDL_TEXTINPUT: - { - if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == nullptr) - return false; - io.AddInputCharactersUTF8(event->text.text); - return true; - } - case SDL_KEYDOWN: - case SDL_KEYUP: - { - if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == nullptr) - return false; - ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); - //IMGUI_DEBUG_LOG("SDL_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n", - // (event->type == SDL_KEYDOWN) ? "DOWN" : "UP ", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.scancode, SDL_GetScancodeName(event->key.keysym.scancode), event->key.keysym.mod); - ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode); - io.AddKeyEvent(key, (event->type == SDL_KEYDOWN)); - io.SetKeyEventNativeData(key, (int)event->key.keysym.sym, (int)event->key.keysym.scancode, (int)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: - { - if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == nullptr) - return false; - // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right. - // - However we won't get a correct LEAVE event for a captured window. - // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, - // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why - // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details. - Uint8 window_event = event->window.event; - if (window_event == SDL_WINDOWEVENT_ENTER) - { - bd->MouseWindowID = event->window.windowID; - bd->MouseLastLeaveFrame = 0; - } - if (window_event == SDL_WINDOWEVENT_LEAVE) - bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1; - if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) - io.AddFocusEvent(true); - else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST) - io.AddFocusEvent(false); - return true; - } - case SDL_CONTROLLERDEVICEADDED: - case SDL_CONTROLLERDEVICEREMOVED: - { - bd->WantUpdateGamepadsList = true; - return true; - } - default: - break; - } - return false; -} - -#ifdef __EMSCRIPTEN__ -EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); }); -#endif - -static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context) -{ - ImGuiIO& io = ImGui::GetIO(); - IMGUI_CHECKVERSION(); - IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); - - // Obtain compiled and runtime versions - SDL_version ver_compiled; - SDL_version ver_runtime; - SDL_VERSION(&ver_compiled); - SDL_GetVersion(&ver_runtime); - - // Setup backend capabilities flags - ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); - snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl2 (%u.%u.%u, %u.%u.%u)", - ver_compiled.major, ver_compiled.minor, ver_compiled.patch, ver_runtime.major, ver_runtime.minor, ver_runtime.patch); - io.BackendPlatformUserData = (void*)bd; - io.BackendPlatformName = bd->BackendPlatformName; - io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) - io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) - - bd->Window = window; - bd->WindowID = SDL_GetWindowID(window); - bd->Renderer = renderer; - - // Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse() - // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) - bd->MouseCanUseGlobalState = false; - bd->MouseCanUseCapture = false; -#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE - const char* sdl_backend = SDL_GetCurrentVideoDriver(); - const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; - for (const char* item : capture_and_global_state_whitelist) - if (strncmp(sdl_backend, item, strlen(item)) == 0) - bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true; -#endif - - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; - platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; - platform_io.Platform_ClipboardUserData = nullptr; - platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData; -#ifdef __EMSCRIPTEN__ - platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; }; -#elif SDL_HAS_OPEN_URL - platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; }; -#endif - - // Gamepad handling - bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst; - bd->WantUpdateGamepadsList = true; - - // Load mouse cursors - bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); - bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); - bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); - bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); - bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); - bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); - bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); - bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); - bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT); - bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAITARROW); - bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); - - // Set platform dependent data in viewport - // Our mouse update function expect PlatformHandle to be filled for the main viewport - ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - main_viewport->PlatformHandle = (void*)(intptr_t)bd->WindowID; - main_viewport->PlatformHandleRaw = nullptr; - SDL_SysWMinfo info; - SDL_VERSION(&info.version); - if (SDL_GetWindowWMInfo(window, &info)) - { -#if defined(SDL_VIDEO_DRIVER_WINDOWS) - main_viewport->PlatformHandleRaw = (void*)info.info.win.window; -#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) - main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; -#endif - } - - // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. - // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. - // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. - // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: - // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) -#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH - SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); -#endif - - // From 2.0.18: Enable native IME. - // IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any. - // For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow(). -#ifdef SDL_HINT_IME_SHOW_UI - SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); -#endif - - // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710) -#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE - SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); -#endif - - (void)sdl_gl_context; // Unused in 'master' branch. - return true; -} - -bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) -{ - return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context); -} - -bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) -{ -#if !SDL_HAS_VULKAN - IM_ASSERT(0 && "Unsupported"); -#endif - return ImGui_ImplSDL2_Init(window, nullptr, nullptr); -} - -bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) -{ -#if !defined(_WIN32) - IM_ASSERT(0 && "Unsupported"); -#endif - return ImGui_ImplSDL2_Init(window, nullptr, nullptr); -} - -bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) -{ - return ImGui_ImplSDL2_Init(window, nullptr, nullptr); -} - -bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) -{ - return ImGui_ImplSDL2_Init(window, renderer, nullptr); -} - -bool ImGui_ImplSDL2_InitForOther(SDL_Window* window) -{ - return ImGui_ImplSDL2_Init(window, nullptr, nullptr); -} - -static void ImGui_ImplSDL2_CloseGamepads(); - -void ImGui_ImplSDL2_Shutdown() -{ - ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); - IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); - ImGuiIO& io = ImGui::GetIO(); - - if (bd->ClipboardTextData) - SDL_free(bd->ClipboardTextData); - for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) - SDL_FreeCursor(bd->MouseCursors[cursor_n]); - ImGui_ImplSDL2_CloseGamepads(); - - io.BackendPlatformName = nullptr; - io.BackendPlatformUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); - IM_DELETE(bd); -} - -static void ImGui_ImplSDL2_UpdateMouseData() -{ - ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); - ImGuiIO& io = ImGui::GetIO(); - - // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) -#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE - // - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside. - // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture. - if (bd->MouseCanUseCapture) - { - bool want_capture = false; - for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++) - if (ImGui::IsMouseDragging(button_n, 1.0f)) - want_capture = true; - SDL_CaptureMouse(want_capture ? 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 io.ConfigNavMoveSetMousePos 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) - const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0; - if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode) - { - // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) - int window_x, window_y, mouse_x_global, mouse_y_global; - SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); - SDL_GetWindowPosition(bd->Window, &window_x, &window_y); - io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y)); - } - } -} - -static void ImGui_ImplSDL2_UpdateMouseCursor() -{ - ImGuiIO& io = ImGui::GetIO(); - if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) - return; - ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); - - ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); - if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) - { - // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor - SDL_ShowCursor(SDL_FALSE); - } - else - { - // Show OS mouse cursor - SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; - if (bd->MouseLastCursor != expected_cursor) - { - SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) - bd->MouseLastCursor = expected_cursor; - } - SDL_ShowCursor(SDL_TRUE); - } -} - -// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend. -// - Apple platforms use FramebufferScale so we always return 1.0f. -// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle. -float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window) -{ - return ImGui_ImplSDL2_GetContentScaleForDisplay(SDL_GetWindowDisplayIndex(window)); -} - -float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index) -{ -#if SDL_HAS_PER_MONITOR_DPI -#if !defined(__APPLE__) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) - float dpi = 0.0f; - if (SDL_GetDisplayDPI(display_index, &dpi, nullptr, nullptr) == 0) - return dpi / 96.0f; -#endif -#endif - IM_UNUSED(display_index); - return 1.0f; -} - -static void ImGui_ImplSDL2_CloseGamepads() -{ - ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); - if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual) - for (SDL_GameController* gamepad : bd->Gamepads) - SDL_GameControllerClose(gamepad); - bd->Gamepads.resize(0); -} - -void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count) -{ - ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); - ImGui_ImplSDL2_CloseGamepads(); - if (mode == ImGui_ImplSDL2_GamepadMode_Manual) - { - IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0); - for (int n = 0; n < manual_gamepads_count; n++) - bd->Gamepads.push_back(manual_gamepads_array[n]); - } - else - { - IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0); - bd->WantUpdateGamepadsList = true; - } - bd->GamepadMode = mode; -} - -static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no) -{ - bool merged_value = false; - for (SDL_GameController* gamepad : bd->Gamepads) - merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0; - io.AddKeyEvent(key, merged_value); -} - -static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } -static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1) -{ - float merged_value = 0.0f; - for (SDL_GameController* gamepad : bd->Gamepads) - { - float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0)); - if (merged_value < vn) - merged_value = vn; - } - io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value); -} - -static void ImGui_ImplSDL2_UpdateGamepads() -{ - ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); - ImGuiIO& io = ImGui::GetIO(); - - // Update list of controller(s) to use - if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual) - { - ImGui_ImplSDL2_CloseGamepads(); - int joystick_count = SDL_NumJoysticks(); - for (int n = 0; n < joystick_count; n++) - if (SDL_IsGameController(n)) - if (SDL_GameController* gamepad = SDL_GameControllerOpen(n)) - { - bd->Gamepads.push_back(gamepad); - if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst) - break; - } - bd->WantUpdateGamepadsList = false; - } - - io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; - if (bd->Gamepads.Size == 0) - return; - io.BackendFlags |= ImGuiBackendFlags_HasGamepad; - - // Update gamepad inputs - const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. - ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START); - ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK); - ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square - ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle - ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle - ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross - ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); - ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); - ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); - ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); - ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); - ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); - ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767); - ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); - ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK); - ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK); - ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); - ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); - ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768); - ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); - ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); - ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767); - ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768); - ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); -} - -static void ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(SDL_Window* window, SDL_Renderer* renderer, ImVec2* out_size, ImVec2* out_framebuffer_scale) -{ - int w, h; - int display_w, display_h; - SDL_GetWindowSize(window, &w, &h); - if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) - w = h = 0; - if (renderer != nullptr) - SDL_GetRendererOutputSize(renderer, &display_w, &display_h); -#if SDL_HAS_VULKAN - else if (SDL_GetWindowFlags(window) & SDL_WINDOW_VULKAN) - SDL_Vulkan_GetDrawableSize(window, &display_w, &display_h); -#endif - else - SDL_GL_GetDrawableSize(window, &display_w, &display_h); - if (out_size != nullptr) - *out_size = ImVec2((float)w, (float)h); - if (out_framebuffer_scale != nullptr) - *out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / w, (float)display_h / h) : ImVec2(1.0f, 1.0f); -} - -void ImGui_ImplSDL2_NewFrame() -{ - ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); - IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?"); - ImGuiIO& io = ImGui::GetIO(); - - // Setup main viewport size (every frame to accommodate for window resizing) - ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(bd->Window, bd->Renderer, &io.DisplaySize, &io.DisplayFramebufferScale); - - // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) - // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644) - static Uint64 frequency = SDL_GetPerformanceFrequency(); - Uint64 current_time = SDL_GetPerformanceCounter(); - if (current_time <= bd->Time) - current_time = bd->Time + 1; - io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); - bd->Time = current_time; - - if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) - { - bd->MouseWindowID = 0; - bd->MouseLastLeaveFrame = 0; - io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); - } - - ImGui_ImplSDL2_UpdateMouseData(); - ImGui_ImplSDL2_UpdateMouseCursor(); - - // Update game controllers (if enabled and available) - ImGui_ImplSDL2_UpdateGamepads(); -} - -//----------------------------------------------------------------------------- - -#if defined(__clang__) -#pragma clang diagnostic pop -#endif - -#endif // #ifndef IMGUI_DISABLE -- cgit v1.2.3-70-g09d2