51 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			51 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
// dear imgui: Platform Backend for SDL3
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// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..)
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// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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// Implemented features:
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//  [X] Platform: Clipboard support.
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//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
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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 are obsolete since 1.87 and not supported since 1.91.5]
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//  [X] Platform: Gamepad support.
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//  [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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//  [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
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// Missing features or Issues:
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//  [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
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//  [x] Platform: IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
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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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// Learn about Dear ImGui:
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// - FAQ                  https://dearimgui.com/faq
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// - Getting Started      https://dearimgui.com/getting-started
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// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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#pragma once
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#include "imgui.h"      // IMGUI_IMPL_API
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#ifndef IMGUI_DISABLE
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struct SDL_Window;
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struct SDL_Renderer;
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struct SDL_Gamepad;
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typedef union SDL_Event SDL_Event;
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
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IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
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IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForD3D(SDL_Window* window);
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IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForMetal(SDL_Window* window);
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IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
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IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window);
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IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForOther(SDL_Window* window);
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IMGUI_IMPL_API void     ImGui_ImplSDL3_Shutdown();
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IMGUI_IMPL_API void     ImGui_ImplSDL3_NewFrame();
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IMGUI_IMPL_API bool     ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
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// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
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// When using manual mode, caller is responsible for opening/closing gamepad.
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enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
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IMGUI_IMPL_API void     ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
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#endif // #ifndef IMGUI_DISABLE
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