 4d8f86a27c
			
		
	
	
		4d8f86a27c
		
	
	
	
	
		
			
			See open Dear ImGUI issue: https://github.com/ocornut/imgui/issues/4019 This patches it for macOS in the local copy of imgui_impl_sdl.
		
			
				
	
	
		
			960 lines
		
	
	
		
			47 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			960 lines
		
	
	
		
			47 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // dear imgui: Platform Backend for SDL2
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| // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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| // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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| // (Prefer SDL 2.0.5+ for full feature support.)
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| 
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| // Implemented features:
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| //  [X] Platform: Clipboard support.
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| //  [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]
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| //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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| //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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| //  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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| // Missing features:
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| //  [ ] 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.
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| //  [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
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| 
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| // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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| // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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| // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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| // Read online: https://github.com/ocornut/imgui/tree/master/docs
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| 
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| // CHANGELOG
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| // (minor and older changes stripped away, please see git history for details)
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| //  2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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| //  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.
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| //  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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| //  2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
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| //  2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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| //  2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
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| //  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.
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| //  2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
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| //  2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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| //  2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
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| //  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+)
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| //  2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
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| //  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).
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| //  2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
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| //  2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
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| //  2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
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| //  2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
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| //  2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
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| //  2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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| //  2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
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| //  2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
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| //  2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
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| //  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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| //  2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
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| //  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
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| //  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
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| //  2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
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| //  2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
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| //  2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
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| //  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
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| //  2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
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| //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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| //  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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| //  2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
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| //  2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
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| //  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
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| //  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.
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| //  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
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| //  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
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| //  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
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| 
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| #include "imgui.h"
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| #include "imgui_impl_sdl.h"
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| #include <cmath>
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| 
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| // SDL
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| // (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended)
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| #include <SDL.h>
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| #include <SDL_syswm.h>
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| #if defined(__APPLE__)
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| #include <TargetConditionals.h>
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| extern "C" {
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| #include "../../src/gui/macstuff.h"
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| }
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| #endif
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| 
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| #if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
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| #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    1
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| #else
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| #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    0
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| #endif
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| #define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH    SDL_VERSION_ATLEAST(2,0,5)
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| #define SDL_HAS_WINDOW_ALPHA                SDL_VERSION_ATLEAST(2,0,5)
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| #define SDL_HAS_ALWAYS_ON_TOP               SDL_VERSION_ATLEAST(2,0,5)
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| #define SDL_HAS_USABLE_DISPLAY_BOUNDS       SDL_VERSION_ATLEAST(2,0,5)
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| #define SDL_HAS_PER_MONITOR_DPI             SDL_VERSION_ATLEAST(2,0,4)
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| #define SDL_HAS_VULKAN                      SDL_VERSION_ATLEAST(2,0,6)
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| #if !SDL_HAS_VULKAN
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| static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
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| #endif
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| 
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| // SDL Data
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| struct ImGui_ImplSDL2_Data
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| {
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|     SDL_Window*     Window;
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|     SDL_Renderer*   Renderer;
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|     Uint64          Time;
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|     Uint32          MouseWindowID;
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|     int             MouseButtonsDown;
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|     SDL_Cursor*     MouseCursors[ImGuiMouseCursor_COUNT];
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|     char*           ClipboardTextData;
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|     bool            MouseCanUseGlobalState;
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|     bool            UseVulkan;
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| 
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|     ImGui_ImplSDL2_Data()   { memset(this, 0, sizeof(*this)); }
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| };
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| 
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| // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
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| // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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| // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
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| // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
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| static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
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| {
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|     return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
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| }
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| 
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| // Forward Declarations
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| static void ImGui_ImplSDL2_UpdateMonitors();
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| static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
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| static void ImGui_ImplSDL2_ShutdownPlatformInterface();
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| 
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| // Functions
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| static const char* ImGui_ImplSDL2_GetClipboardText(void*)
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| {
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|     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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|     if (bd->ClipboardTextData)
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|         SDL_free(bd->ClipboardTextData);
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|     bd->ClipboardTextData = SDL_GetClipboardText();
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|     return bd->ClipboardTextData;
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| }
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| 
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| static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
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| {
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|     SDL_SetClipboardText(text);
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| }
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| 
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| static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
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| {
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|     switch (keycode)
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|     {
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|         case SDLK_TAB: return ImGuiKey_Tab;
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|         case SDLK_LEFT: return ImGuiKey_LeftArrow;
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|         case SDLK_RIGHT: return ImGuiKey_RightArrow;
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|         case SDLK_UP: return ImGuiKey_UpArrow;
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|         case SDLK_DOWN: return ImGuiKey_DownArrow;
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|         case SDLK_PAGEUP: return ImGuiKey_PageUp;
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|         case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
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|         case SDLK_HOME: return ImGuiKey_Home;
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|         case SDLK_END: return ImGuiKey_End;
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|         case SDLK_INSERT: return ImGuiKey_Insert;
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|         case SDLK_DELETE: return ImGuiKey_Delete;
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|         case SDLK_BACKSPACE: return ImGuiKey_Backspace;
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|         case SDLK_SPACE: return ImGuiKey_Space;
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|         case SDLK_RETURN: return ImGuiKey_Enter;
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|         case SDLK_ESCAPE: return ImGuiKey_Escape;
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|         case SDLK_QUOTE: return ImGuiKey_Apostrophe;
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|         case SDLK_COMMA: return ImGuiKey_Comma;
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|         case SDLK_MINUS: return ImGuiKey_Minus;
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|         case SDLK_PERIOD: return ImGuiKey_Period;
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|         case SDLK_SLASH: return ImGuiKey_Slash;
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|         case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
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|         case SDLK_EQUALS: return ImGuiKey_Equal;
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|         case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
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|         case SDLK_BACKSLASH: return ImGuiKey_Backslash;
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|         case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
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|         case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
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|         case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
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|         case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
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|         case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
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|         case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
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|         case SDLK_PAUSE: return ImGuiKey_Pause;
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|         case SDLK_KP_0: return ImGuiKey_Keypad0;
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|         case SDLK_KP_1: return ImGuiKey_Keypad1;
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|         case SDLK_KP_2: return ImGuiKey_Keypad2;
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|         case SDLK_KP_3: return ImGuiKey_Keypad3;
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|         case SDLK_KP_4: return ImGuiKey_Keypad4;
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|         case SDLK_KP_5: return ImGuiKey_Keypad5;
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|         case SDLK_KP_6: return ImGuiKey_Keypad6;
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|         case SDLK_KP_7: return ImGuiKey_Keypad7;
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|         case SDLK_KP_8: return ImGuiKey_Keypad8;
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|         case SDLK_KP_9: return ImGuiKey_Keypad9;
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|         case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
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|         case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
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|         case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
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|         case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
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|         case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
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|         case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
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|         case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
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|         case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
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|         case SDLK_LSHIFT: return ImGuiKey_LeftShift;
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|         case SDLK_LALT: return ImGuiKey_LeftAlt;
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|         case SDLK_LGUI: return ImGuiKey_LeftSuper;
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|         case SDLK_RCTRL: return ImGuiKey_RightCtrl;
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|         case SDLK_RSHIFT: return ImGuiKey_RightShift;
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|         case SDLK_RALT: return ImGuiKey_RightAlt;
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|         case SDLK_RGUI: return ImGuiKey_RightSuper;
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|         case SDLK_APPLICATION: return ImGuiKey_Menu;
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|         case SDLK_0: return ImGuiKey_0;
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|         case SDLK_1: return ImGuiKey_1;
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|         case SDLK_2: return ImGuiKey_2;
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|         case SDLK_3: return ImGuiKey_3;
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|         case SDLK_4: return ImGuiKey_4;
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|         case SDLK_5: return ImGuiKey_5;
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|         case SDLK_6: return ImGuiKey_6;
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|         case SDLK_7: return ImGuiKey_7;
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|         case SDLK_8: return ImGuiKey_8;
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|         case SDLK_9: return ImGuiKey_9;
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|         case SDLK_a: return ImGuiKey_A;
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|         case SDLK_b: return ImGuiKey_B;
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|         case SDLK_c: return ImGuiKey_C;
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|         case SDLK_d: return ImGuiKey_D;
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|         case SDLK_e: return ImGuiKey_E;
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|         case SDLK_f: return ImGuiKey_F;
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|         case SDLK_g: return ImGuiKey_G;
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|         case SDLK_h: return ImGuiKey_H;
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|         case SDLK_i: return ImGuiKey_I;
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|         case SDLK_j: return ImGuiKey_J;
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|         case SDLK_k: return ImGuiKey_K;
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|         case SDLK_l: return ImGuiKey_L;
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|         case SDLK_m: return ImGuiKey_M;
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|         case SDLK_n: return ImGuiKey_N;
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|         case SDLK_o: return ImGuiKey_O;
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|         case SDLK_p: return ImGuiKey_P;
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|         case SDLK_q: return ImGuiKey_Q;
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|         case SDLK_r: return ImGuiKey_R;
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|         case SDLK_s: return ImGuiKey_S;
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|         case SDLK_t: return ImGuiKey_T;
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|         case SDLK_u: return ImGuiKey_U;
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|         case SDLK_v: return ImGuiKey_V;
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|         case SDLK_w: return ImGuiKey_W;
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|         case SDLK_x: return ImGuiKey_X;
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|         case SDLK_y: return ImGuiKey_Y;
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|         case SDLK_z: return ImGuiKey_Z;
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|         case SDLK_F1: return ImGuiKey_F1;
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|         case SDLK_F2: return ImGuiKey_F2;
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|         case SDLK_F3: return ImGuiKey_F3;
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|         case SDLK_F4: return ImGuiKey_F4;
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|         case SDLK_F5: return ImGuiKey_F5;
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|         case SDLK_F6: return ImGuiKey_F6;
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|         case SDLK_F7: return ImGuiKey_F7;
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|         case SDLK_F8: return ImGuiKey_F8;
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|         case SDLK_F9: return ImGuiKey_F9;
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|         case SDLK_F10: return ImGuiKey_F10;
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|         case SDLK_F11: return ImGuiKey_F11;
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|         case SDLK_F12: return ImGuiKey_F12;
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|     }
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|     return ImGuiKey_None;
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| }
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| 
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| static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
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| {
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|     ImGuiIO& io = ImGui::GetIO();
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|     io.AddKeyEvent(ImGuiKey_ModCtrl, (sdl_key_mods & KMOD_CTRL) != 0);
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|     io.AddKeyEvent(ImGuiKey_ModShift, (sdl_key_mods & KMOD_SHIFT) != 0);
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|     io.AddKeyEvent(ImGuiKey_ModAlt, (sdl_key_mods & KMOD_ALT) != 0);
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|     io.AddKeyEvent(ImGuiKey_ModSuper, (sdl_key_mods & KMOD_GUI) != 0);
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| }
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| 
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| // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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| // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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| // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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| // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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| // 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.
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| bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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| {
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|     ImGuiIO& io = ImGui::GetIO();
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|     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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| 
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|     switch (event->type)
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|     {
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|         case SDL_MOUSEMOTION:
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|         {
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|             ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
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| #ifdef __APPLE__
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|             
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| #endif
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|             if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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|             {
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|                 int window_x, window_y;
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|                 SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
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|                 mouse_pos.x += window_x;
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|                 mouse_pos.y += window_y;
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|             }
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| #ifdef __APPLE__
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|                 // Fix for high DPI mac
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|                 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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|                 if (!platform_io.Monitors.empty() && platform_io.Monitors[0].DpiScale > 1.0f)
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|                 {
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|                     // The Framebuffer is scaled by an integer ceiling of the actual ratio, so 2.0 not 1.685 on Mac!
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|                     mouse_pos.x *= std::ceil(platform_io.Monitors[0].DpiScale);
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|                     mouse_pos.y *= std::ceil(platform_io.Monitors[0].DpiScale);
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|                 }
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| #endif
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|             io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
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|             return true;
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|         }
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|         case SDL_MOUSEWHEEL:
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|         {
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|             float wheel_x = (event->wheel.x > 0) ? 1.0f : (event->wheel.x < 0) ? -1.0f : 0.0f;
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|             float wheel_y = (event->wheel.y > 0) ? 1.0f : (event->wheel.y < 0) ? -1.0f : 0.0f;
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| #ifdef __APPLE__
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|             wheel_x = -wheel_x;
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| #endif
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|             io.AddMouseWheelEvent(wheel_x, wheel_y);
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|             return true;
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|         }
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|         case SDL_MOUSEBUTTONDOWN:
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|         case SDL_MOUSEBUTTONUP:
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|         {
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|             int mouse_button = -1;
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|             if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
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|             if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
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|             if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
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|             if (mouse_button == -1)
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|                 break;
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|             io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
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|             bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
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|             return true;
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|         }
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|         case SDL_TEXTINPUT:
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|         {
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|             io.AddInputCharactersUTF8(event->text.text);
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|             return true;
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|         }
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|         case SDL_KEYDOWN:
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|         case SDL_KEYUP:
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|         {
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|             ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
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|             ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
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|             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.
 | |
|             Uint8 window_event = event->window.event;
 | |
|             if (window_event == SDL_WINDOWEVENT_ENTER)
 | |
|                 bd->MouseWindowID = event->window.windowID;
 | |
|             if (window_event == SDL_WINDOWEVENT_LEAVE)
 | |
|             {
 | |
|                 bd->MouseWindowID = 0;
 | |
|                 io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
 | |
|             }
 | |
|             if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
 | |
|                 io.AddFocusEvent(true);
 | |
|             else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
 | |
|                 io.AddFocusEvent(false);
 | |
|             if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED)
 | |
|                 if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
 | |
|                 {
 | |
|                     if (window_event == SDL_WINDOWEVENT_CLOSE)
 | |
|                         viewport->PlatformRequestClose = true;
 | |
|                     if (window_event == SDL_WINDOWEVENT_MOVED)
 | |
|                         viewport->PlatformRequestMove = true;
 | |
|                     if (window_event == SDL_WINDOWEVENT_RESIZED)
 | |
|                         viewport->PlatformRequestResize = true;
 | |
|                     return true;
 | |
|                 }
 | |
|             return true;
 | |
|         }
 | |
|     }
 | |
|     return false;
 | |
| }
 | |
| 
 | |
| static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
 | |
| {
 | |
|     ImGuiIO& io = ImGui::GetIO();
 | |
|     IM_ASSERT(io.BackendPlatformUserData == NULL && "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)
 | |
|     if (mouse_can_use_global_state)
 | |
|         io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;  // We can create multi-viewports on the Platform side (optional)
 | |
| 
 | |
|     // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
 | |
| #ifndef __APPLE__
 | |
|     if (mouse_can_use_global_state)
 | |
|         io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;// We can call io.AddMouseViewportEvent() with correct data (optional)
 | |
| #endif
 | |
| 
 | |
|     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 = NULL;
 | |
| 
 | |
|     // Load mouse cursors
 | |
|     bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
 | |
|     bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
 | |
|     bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
 | |
|     bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
 | |
|     bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
 | |
|     bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
 | |
|     bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
 | |
|     bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
 | |
|     bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
 | |
| 
 | |
|     // Set platform dependent data in viewport
 | |
|     // Our mouse update function expect PlatformHandle to be filled for the main viewport
 | |
|     ImGuiViewport* main_viewport = ImGui::GetMainViewport();
 | |
|     main_viewport->PlatformHandle = (void*)window;
 | |
| #ifdef _WIN32
 | |
|     SDL_SysWMinfo info;
 | |
|     SDL_VERSION(&info.version);
 | |
|     if (SDL_GetWindowWMInfo(window, &info))
 | |
|         main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
 | |
| #endif
 | |
| 
 | |
|     // 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)
 | |
| #if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH
 | |
|     SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
 | |
| #endif
 | |
| 
 | |
|     // Update monitors
 | |
|     ImGui_ImplSDL2_UpdateMonitors();
 | |
| 
 | |
|     // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
 | |
|     // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
 | |
|     if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
 | |
|         ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
 | |
| 
 | |
|     return true;
 | |
| }
 | |
| 
 | |
| bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
 | |
| {
 | |
|     return ImGui_ImplSDL2_Init(window, NULL, sdl_gl_context);
 | |
| }
 | |
| 
 | |
| bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
 | |
| {
 | |
| #if !SDL_HAS_VULKAN
 | |
|     IM_ASSERT(0 && "Unsupported");
 | |
| #endif
 | |
|     if (!ImGui_ImplSDL2_Init(window, NULL, NULL))
 | |
|         return false;
 | |
|     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
 | |
|     bd->UseVulkan = true;
 | |
|     return true;
 | |
| }
 | |
| 
 | |
| bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
 | |
| {
 | |
| #if !defined(_WIN32)
 | |
|     IM_ASSERT(0 && "Unsupported");
 | |
| #endif
 | |
|     return ImGui_ImplSDL2_Init(window, NULL, NULL);
 | |
| }
 | |
| 
 | |
| bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
 | |
| {
 | |
|     return ImGui_ImplSDL2_Init(window, NULL, NULL);
 | |
| }
 | |
| 
 | |
| bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
 | |
| {
 | |
|     return ImGui_ImplSDL2_Init(window, renderer, NULL);
 | |
| }
 | |
| 
 | |
| void ImGui_ImplSDL2_Shutdown()
 | |
| {
 | |
|     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
 | |
|     IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
 | |
|     ImGuiIO& io = ImGui::GetIO();
 | |
| 
 | |
|     ImGui_ImplSDL2_ShutdownPlatformInterface();
 | |
| 
 | |
|     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 = NULL;
 | |
|     io.BackendPlatformUserData = NULL;
 | |
|     IM_DELETE(bd);
 | |
| }
 | |
| 
 | |
| // This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
 | |
| static void ImGui_ImplSDL2_UpdateMouseData()
 | |
| {
 | |
|     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
 | |
|     ImGuiIO& io = ImGui::GetIO();
 | |
| 
 | |
|     // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
 | |
| #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
 | |
|     // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
 | |
|     SDL_CaptureMouse(bd->MouseButtonsDown != 0 ? SDL_TRUE : SDL_FALSE);
 | |
|     SDL_Window* focused_window = SDL_GetKeyboardFocus();
 | |
|     const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
 | |
| #else
 | |
|     SDL_Window* focused_window = bd->Window;
 | |
|     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)
 | |
|         {
 | |
| #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
 | |
|             if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
 | |
|                 SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y);
 | |
|             else
 | |
| #endif
 | |
|                 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)
 | |
|         {
 | |
|             // 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)
 | |
|             // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
 | |
|             int mouse_x, mouse_y, window_x, window_y;
 | |
|             SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
 | |
|             if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
 | |
|             {
 | |
|                 SDL_GetWindowPosition(focused_window, &window_x, &window_y);
 | |
|                 mouse_x -= window_x;
 | |
|                 mouse_y -= window_y;
 | |
|             }
 | |
| #ifdef __APPLE__
 | |
|                 // Fix for high DPI mac
 | |
|                 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
 | |
|                 if (!platform_io.Monitors.empty() && platform_io.Monitors[0].DpiScale > 1.0f)
 | |
|                 {
 | |
|                     // The Framebuffer is scaled by an integer ceiling of the actual ratio, so 2.0 not 1.685 on Mac!
 | |
|                     mouse_x *= std::ceil(platform_io.Monitors[0].DpiScale);
 | |
|                     mouse_y *= std::ceil(platform_io.Monitors[0].DpiScale);
 | |
|                 }
 | |
| #endif
 | |
|             io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
 | |
|     // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
 | |
|     // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
 | |
|     //       Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
 | |
|     //       for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
 | |
|     //       by the backend, and use its flawed heuristic to guess the viewport behind.
 | |
|     // - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
 | |
|     if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
 | |
|     {
 | |
|         ImGuiID mouse_viewport_id = 0;
 | |
|         if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID))
 | |
|             if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window))
 | |
|                 mouse_viewport_id = mouse_viewport->ID;
 | |
|         io.AddMouseViewportEvent(mouse_viewport_id);
 | |
|     }
 | |
| }
 | |
| 
 | |
| 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)
 | |
|         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_GamepadFaceDown,        SDL_CONTROLLER_BUTTON_A);              // Xbox A, PS Cross
 | |
|     MAP_BUTTON(ImGuiKey_GamepadFaceRight,       SDL_CONTROLLER_BUTTON_B);              // Xbox B, PS Circle
 | |
|     MAP_BUTTON(ImGuiKey_GamepadFaceLeft,        SDL_CONTROLLER_BUTTON_X);              // Xbox X, PS Square
 | |
|     MAP_BUTTON(ImGuiKey_GamepadFaceUp,          SDL_CONTROLLER_BUTTON_Y);              // Xbox Y, PS Triangle
 | |
|     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
 | |
| }
 | |
| 
 | |
| // FIXME-PLATFORM: SDL doesn't have an event to notify the application of display/monitor changes
 | |
| static void ImGui_ImplSDL2_UpdateMonitors()
 | |
| {
 | |
|     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
 | |
|     platform_io.Monitors.resize(0);
 | |
|     int display_count = SDL_GetNumVideoDisplays();
 | |
|     for (int n = 0; n < display_count; n++)
 | |
|     {
 | |
|         // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
 | |
|         ImGuiPlatformMonitor monitor;
 | |
|         SDL_Rect r;
 | |
|         SDL_GetDisplayBounds(n, &r);
 | |
|         monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
 | |
|         monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
 | |
| #if SDL_HAS_USABLE_DISPLAY_BOUNDS
 | |
|         SDL_GetDisplayUsableBounds(n, &r);
 | |
|         monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
 | |
|         monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
 | |
| #endif
 | |
| #if SDL_HAS_PER_MONITOR_DPI
 | |
| #ifdef __APPLE__
 | |
|         monitor.DpiScale=getMacDPIScale();
 | |
| #else
 | |
|         float dpi = 0.0f;
 | |
|         if (!SDL_GetDisplayDPI(n, &dpi, NULL, NULL))
 | |
|             monitor.DpiScale = dpi / 96.0f;
 | |
| #endif
 | |
| #endif
 | |
|         platform_io.Monitors.push_back(monitor);
 | |
|     }
 | |
| }
 | |
| 
 | |
| void ImGui_ImplSDL2_NewFrame()
 | |
| {
 | |
|     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
 | |
|     IM_ASSERT(bd != NULL && "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 != NULL)
 | |
|         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);
 | |
| 
 | |
| #if defined(__APPLE__)
 | |
|     // On Apple, The window size is reported in Low DPI, even when running in high DPI mode
 | |
|     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
 | |
|     if (!platform_io.Monitors.empty() && platform_io.Monitors[0].DpiScale > 1.0f && display_h != h)
 | |
|     {
 | |
|         io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
 | |
|         io.DisplaySize = ImVec2((float)display_w, (float)display_h);
 | |
|     }
 | |
| #endif
 | |
| 
 | |
|     // 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;
 | |
| 
 | |
|     ImGui_ImplSDL2_UpdateMouseData();
 | |
|     ImGui_ImplSDL2_UpdateMouseCursor();
 | |
| 
 | |
|     // Update game controllers (if enabled and available)
 | |
|     ImGui_ImplSDL2_UpdateGamepads();
 | |
| }
 | |
| 
 | |
| //--------------------------------------------------------------------------------------------------------
 | |
| // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
 | |
| // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
 | |
| // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
 | |
| //--------------------------------------------------------------------------------------------------------
 | |
| 
 | |
| // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
 | |
| struct ImGui_ImplSDL2_ViewportData
 | |
| {
 | |
|     SDL_Window*     Window;
 | |
|     Uint32          WindowID;
 | |
|     bool            WindowOwned;
 | |
|     SDL_GLContext   GLContext;
 | |
| 
 | |
|     ImGui_ImplSDL2_ViewportData() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; }
 | |
|     ~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == NULL && GLContext == NULL); }
 | |
| };
 | |
| 
 | |
| static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
 | |
| {
 | |
|     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
 | |
|     ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)();
 | |
|     viewport->PlatformUserData = vd;
 | |
| 
 | |
|     ImGuiViewport* main_viewport = ImGui::GetMainViewport();
 | |
|     ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData;
 | |
| 
 | |
|     // Share GL resources with main context
 | |
|     bool use_opengl = (main_viewport_data->GLContext != NULL);
 | |
|     SDL_GLContext backup_context = NULL;
 | |
|     if (use_opengl)
 | |
|     {
 | |
|         backup_context = SDL_GL_GetCurrentContext();
 | |
|         SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
 | |
|         SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
 | |
|     }
 | |
| 
 | |
|     Uint32 sdl_flags = 0;
 | |
|     sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
 | |
|     sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI;
 | |
|     sdl_flags |= SDL_WINDOW_HIDDEN;
 | |
|     sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
 | |
|     sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
 | |
| #if !defined(_WIN32)
 | |
|     // See SDL hack in ImGui_ImplSDL2_ShowWindow().
 | |
|     sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0;
 | |
| #endif
 | |
| #if SDL_HAS_ALWAYS_ON_TOP
 | |
|     sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
 | |
| #endif
 | |
|     vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
 | |
|     vd->WindowOwned = true;
 | |
|     if (use_opengl)
 | |
|     {
 | |
|         vd->GLContext = SDL_GL_CreateContext(vd->Window);
 | |
|         SDL_GL_SetSwapInterval(0);
 | |
|     }
 | |
|     if (use_opengl && backup_context)
 | |
|         SDL_GL_MakeCurrent(vd->Window, backup_context);
 | |
| 
 | |
|     viewport->PlatformHandle = (void*)vd->Window;
 | |
| #if defined(_WIN32)
 | |
|     SDL_SysWMinfo info;
 | |
|     SDL_VERSION(&info.version);
 | |
|     if (SDL_GetWindowWMInfo(vd->Window, &info))
 | |
|         viewport->PlatformHandleRaw = info.info.win.window;
 | |
| #endif
 | |
| }
 | |
| 
 | |
| static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
 | |
| {
 | |
|     if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData)
 | |
|     {
 | |
|         if (vd->GLContext && vd->WindowOwned)
 | |
|             SDL_GL_DeleteContext(vd->GLContext);
 | |
|         if (vd->Window && vd->WindowOwned)
 | |
|             SDL_DestroyWindow(vd->Window);
 | |
|         vd->GLContext = NULL;
 | |
|         vd->Window = NULL;
 | |
|         IM_DELETE(vd);
 | |
|     }
 | |
|     viewport->PlatformUserData = viewport->PlatformHandle = NULL;
 | |
| }
 | |
| 
 | |
| static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
 | |
| {
 | |
|     ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
 | |
| #if defined(_WIN32)
 | |
|     HWND hwnd = (HWND)viewport->PlatformHandleRaw;
 | |
| 
 | |
|     // SDL hack: Hide icon from task bar
 | |
|     // Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition.
 | |
|     if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
 | |
|     {
 | |
|         LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
 | |
|         ex_style &= ~WS_EX_APPWINDOW;
 | |
|         ex_style |= WS_EX_TOOLWINDOW;
 | |
|         ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
 | |
|     }
 | |
| 
 | |
|     // SDL hack: SDL always activate/focus windows :/
 | |
|     if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
 | |
|     {
 | |
|         ::ShowWindow(hwnd, SW_SHOWNA);
 | |
|         return;
 | |
|     }
 | |
| #endif
 | |
| 
 | |
|     SDL_ShowWindow(vd->Window);
 | |
| }
 | |
| 
 | |
| static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
 | |
| {
 | |
|     ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
 | |
|     int x = 0, y = 0;
 | |
|     SDL_GetWindowPosition(vd->Window, &x, &y);
 | |
|     return ImVec2((float)x, (float)y);
 | |
| }
 | |
| 
 | |
| static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
 | |
| {
 | |
|     ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
 | |
|     SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
 | |
| }
 | |
| 
 | |
| static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
 | |
| {
 | |
|     ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
 | |
|     int w = 0, h = 0;
 | |
|     SDL_GetWindowSize(vd->Window, &w, &h);
 | |
|     return ImVec2((float)w, (float)h);
 | |
| }
 | |
| 
 | |
| static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
 | |
| {
 | |
|     ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
 | |
|     SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
 | |
| }
 | |
| 
 | |
| static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
 | |
| {
 | |
|     ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
 | |
|     SDL_SetWindowTitle(vd->Window, title);
 | |
| }
 | |
| 
 | |
| #if SDL_HAS_WINDOW_ALPHA
 | |
| static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
 | |
| {
 | |
|     ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
 | |
|     SDL_SetWindowOpacity(vd->Window, alpha);
 | |
| }
 | |
| #endif
 | |
| 
 | |
| static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport)
 | |
| {
 | |
|     ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
 | |
|     SDL_RaiseWindow(vd->Window);
 | |
| }
 | |
| 
 | |
| static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport)
 | |
| {
 | |
|     ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
 | |
|     return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
 | |
| }
 | |
| 
 | |
| static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport)
 | |
| {
 | |
|     ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
 | |
|     return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
 | |
| }
 | |
| 
 | |
| static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
 | |
| {
 | |
|     ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
 | |
|     if (vd->GLContext)
 | |
|         SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
 | |
| }
 | |
| 
 | |
| static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*)
 | |
| {
 | |
|     ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
 | |
|     if (vd->GLContext)
 | |
|     {
 | |
|         SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
 | |
|         SDL_GL_SwapWindow(vd->Window);
 | |
|     }
 | |
| }
 | |
| 
 | |
| // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
 | |
| // SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
 | |
| #if SDL_HAS_VULKAN
 | |
| #include <SDL_vulkan.h>
 | |
| static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
 | |
| {
 | |
|     ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
 | |
|     (void)vk_allocator;
 | |
|     SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
 | |
|     return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
 | |
| }
 | |
| #endif // SDL_HAS_VULKAN
 | |
| 
 | |
| static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
 | |
| {
 | |
|     // Register platform interface (will be coupled with a renderer interface)
 | |
|     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
 | |
|     platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow;
 | |
|     platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow;
 | |
|     platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow;
 | |
|     platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
 | |
|     platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
 | |
|     platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
 | |
|     platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
 | |
|     platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
 | |
|     platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
 | |
|     platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized;
 | |
|     platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
 | |
|     platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
 | |
|     platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
 | |
| #if SDL_HAS_WINDOW_ALPHA
 | |
|     platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha;
 | |
| #endif
 | |
| #if SDL_HAS_VULKAN
 | |
|     platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
 | |
| #endif
 | |
| 
 | |
|     // Register main window handle (which is owned by the main application, not by us)
 | |
|     // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
 | |
|     ImGuiViewport* main_viewport = ImGui::GetMainViewport();
 | |
|     ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)();
 | |
|     vd->Window = window;
 | |
|     vd->WindowID = SDL_GetWindowID(window);
 | |
|     vd->WindowOwned = false;
 | |
|     vd->GLContext = sdl_gl_context;
 | |
|     main_viewport->PlatformUserData = vd;
 | |
|     main_viewport->PlatformHandle = vd->Window;
 | |
| }
 | |
| 
 | |
| static void ImGui_ImplSDL2_ShutdownPlatformInterface()
 | |
| {
 | |
|     ImGui::DestroyPlatformWindows();
 | |
| }
 |