«
Previous
|
Next
»
Revision 094cf64d
Added by david.sorber over 2 years ago
- ID 094cf64da24e166c384ad1773358daaf1e25d9a8
- Child 5fa4a398
| CMakeLists.txt | ||
|---|---|---|
|
CMAKE_MINIMUM_REQUIRED(VERSION 3.22)
|
||
|
PROJECT("test_gui")
|
||
|
CMAKE_POLICY(SET CMP0054 NEW)
|
||
|
|
||
|
# This is a neat trick to prevent in source builds
|
||
|
IF (CMAKE_SOURCE_DIR STREQUAL CMAKE_BINARY_DIR)
|
||
|
MESSAGE(FATAL_ERROR "Prevented in-tree build. This is bad practice; you "
|
||
|
"should be running cmake from inside a build directory.")
|
||
|
ENDIF()
|
||
|
|
||
|
|
||
|
################################################################################
|
||
|
# OS Flavor Detection
|
||
|
################################################################################
|
||
|
|
||
|
# Use /etc/os-release to determine Linux flavor and version
|
||
|
EXECUTE_PROCESS(COMMAND bash -c "grep \"^NAME=\" /etc/os-release | cut -c7- | rev | cut -c2- | rev"
|
||
|
OUTPUT_VARIABLE DISTRIB_ID
|
||
|
OUTPUT_STRIP_TRAILING_WHITESPACE
|
||
|
)
|
||
|
|
||
|
EXECUTE_PROCESS(COMMAND bash -c "grep \"^VERSION_ID=\" /etc/os-release | cut -c13- | rev | cut -c2- | rev"
|
||
|
OUTPUT_VARIABLE DISTRIB_RELEASE
|
||
|
OUTPUT_STRIP_TRAILING_WHITESPACE
|
||
|
)
|
||
|
|
||
|
# Output the parsed ID and release version
|
||
|
MESSAGE(STATUS "DISTRIB_ID: " ${DISTRIB_ID})
|
||
|
MESSAGE(STATUS "DISTRIB_RELEASE: " ${DISTRIB_RELEASE})
|
||
|
|
||
|
|
||
|
################################################################################
|
||
|
# Build Configuration
|
||
|
################################################################################
|
||
|
|
||
|
# Do not let CMake add the build directory path to RPATH. This means that CL/SL
|
||
|
# cannot be run from the build directory and must be properly installed.
|
||
|
SET(CMAKE_SKIP_BUILD_RPATH TRUE)
|
||
|
|
||
|
# Do not allow CMake to find libraries in /usr/local as that's where things
|
||
|
# like CUDA end up (e.g. /usr/local/cuda-11.3/)
|
||
|
# BIG NOTE: CMAKE_IGNORE_PATH must be a list of full paths *NOT* prefixes
|
||
|
SET(CMAKE_IGNORE_PATH "/usr/local/;/usr/local/lib;/usr/local/lib/cmake;"
|
||
|
"/usr/local/cuda/targets/x86_64-linux/lib")
|
||
|
|
||
|
# Uncomment this line to enable AddressSanitizer; remember to also disable
|
||
|
# tcmalloc. NOTE: although the gold linker is faster for general usage it has
|
||
|
# several bugs when used with LTO and has therefore been removed from the
|
||
|
# line below (-fuse-ld=gold).
|
||
|
# SET(CMAKE_CXX_FLAGS "-fsanitize=undefined -fno-sanitize=vptr -fno-omit-frame-pointer")
|
||
|
# SET(CMAKE_CXX_FLAGS "-fsanitize=address -fno-omit-frame-pointer")
|
||
|
# SET(CMAKE_CXX_FLAGS "-fsanitize=thread -fno-omit-frame-pointer")
|
||
|
|
||
|
#
|
||
|
# Set the compile flags
|
||
|
#
|
||
|
SET(CMAKE_CXX_STANDARD 17)
|
||
|
SET(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||
|
# NOTE: gnu extensions are essentially required for proper 128 bit integer support
|
||
|
# See: https://quuxplusone.github.io/blog/2019/02/28/is-int128-integral/
|
||
|
SET(CMAKE_CXX_EXTENSIONS ON)
|
||
|
SET(CMAKE_CXX_VISIBILITY_PRESET hidden)
|
||
|
|
||
|
SET(CMAKE_C_STANDARD 11)
|
||
|
SET(CMAKE_C_STANDARD_REQUIRED ON)
|
||
|
SET(CMAKE_C_VISIBILITY_PRESET hidden)
|
||
|
|
||
|
SET(COMPILE_FLAGS "-g -O3 -march=haswell -mtune=generic")
|
||
|
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${COMPILE_FLAGS}")
|
||
|
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${COMPILE_FLAGS}")
|
||
|
|
||
|
|
||
|
################################################################################
|
||
|
# Dependencies
|
||
|
################################################################################
|
||
|
|
||
|
#FIND_FILE(SDL2_INCLUDE_DIR NAME SDL.h HINTS SDL2)
|
||
|
#FIND_LIBRARY(SDL2_LIBRARY NAME SDL2)
|
||
|
FIND_PACKAGE(SDL2 REQUIRED)
|
||
|
MESSAGE(STATUS "SDL2 include path: ${SDL2_INCLUDE_DIRS}")
|
||
|
|
||
|
|
||
|
################################################################################
|
||
|
# Include paths
|
||
|
################################################################################
|
||
|
INCLUDE_DIRECTORIES(${CMAKE_CURRENT_SOURCE_DIR}/src/imgui)
|
||
|
INCLUDE_DIRECTORIES(${CMAKE_CURRENT_SOURCE_DIR}/src/backend)
|
||
|
|
||
|
|
||
|
################################################################################
|
||
|
# Source
|
||
|
################################################################################
|
||
|
SET(imgui_sources
|
||
|
${CMAKE_CURRENT_SOURCE_DIR}/src/imgui/imgui.cpp
|
||
|
${CMAKE_CURRENT_SOURCE_DIR}/src/imgui/imgui_demo.cpp
|
||
|
${CMAKE_CURRENT_SOURCE_DIR}/src/imgui/imgui_draw.cpp
|
||
|
${CMAKE_CURRENT_SOURCE_DIR}/src/imgui/imgui_tables.cpp
|
||
|
${CMAKE_CURRENT_SOURCE_DIR}/src/imgui/imgui_widgets.cpp
|
||
|
)
|
||
|
|
||
|
SET(backend_sources
|
||
|
${CMAKE_CURRENT_SOURCE_DIR}/src/backend/imgui_impl_sdl2.cpp
|
||
|
${CMAKE_CURRENT_SOURCE_DIR}/src/backend/imgui_impl_sdlrenderer2.cpp
|
||
|
)
|
||
|
|
||
|
|
||
|
################################################################################
|
||
|
# Target: example
|
||
|
################################################################################
|
||
|
|
||
|
SET(example_sources
|
||
|
${CMAKE_CURRENT_SOURCE_DIR}/src/main.cpp
|
||
|
)
|
||
|
|
||
|
ADD_EXECUTABLE(example
|
||
|
${imgui_sources}
|
||
|
${backend_sources}
|
||
|
${example_sources})
|
||
|
|
||
|
TARGET_INCLUDE_DIRECTORIES(example PUBLIC ${SDL2_INCLUDE_DIRS})
|
||
|
TARGET_LINK_LIBRARIES(example ${SDL2_LIBRARIES})
|
||
| misc/fonts/binary_to_compressed_c.cpp | ||
|---|---|---|
|
// dear imgui
|
||
|
// (binary_to_compressed_c.cpp)
|
||
|
// Helper tool to turn a file into a C array, if you want to embed font data in your source code.
|
||
|
|
||
|
// The data is first compressed with stb_compress() to reduce source code size,
|
||
|
// then encoded in Base85 to fit in a string so we can fit roughly 4 bytes of compressed data into 5 bytes of source code (suggested by @mmalex)
|
||
|
// (If we used 32-bit constants it would require take 11 bytes of source code to encode 4 bytes, and be endianness dependent)
|
||
|
// Note that even with compression, the output array is likely to be bigger than the binary file..
|
||
|
// Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF()
|
||
|
|
||
|
// Build with, e.g:
|
||
|
// # cl.exe binary_to_compressed_c.cpp
|
||
|
// # g++ binary_to_compressed_c.cpp
|
||
|
// # clang++ binary_to_compressed_c.cpp
|
||
|
// You can also find a precompiled Windows binary in the binary/demo package available from https://github.com/ocornut/imgui
|
||
|
|
||
|
// Usage:
|
||
|
// binary_to_compressed_c.exe [-base85] [-nocompress] [-nostatic] <inputfile> <symbolname>
|
||
|
// Usage example:
|
||
|
// # binary_to_compressed_c.exe myfont.ttf MyFont > myfont.cpp
|
||
|
// # binary_to_compressed_c.exe -base85 myfont.ttf MyFont > myfont.cpp
|
||
|
|
||
|
#define _CRT_SECURE_NO_WARNINGS
|
||
|
#include <stdio.h>
|
||
|
#include <string.h>
|
||
|
#include <stdlib.h>
|
||
|
#include <assert.h>
|
||
|
|
||
|
// stb_compress* from stb.h - declaration
|
||
|
typedef unsigned int stb_uint;
|
||
|
typedef unsigned char stb_uchar;
|
||
|
stb_uint stb_compress(stb_uchar* out, stb_uchar* in, stb_uint len);
|
||
|
|
||
|
static bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression, bool use_static);
|
||
|
|
||
|
int main(int argc, char** argv)
|
||
|
{
|
||
|
if (argc < 3)
|
||
|
{
|
||
|
printf("Syntax: %s [-base85] [-nocompress] [-nostatic] <inputfile> <symbolname>\n", argv[0]);
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
int argn = 1;
|
||
|
bool use_base85_encoding = false;
|
||
|
bool use_compression = true;
|
||
|
bool use_static = true;
|
||
|
while (argn < (argc - 2) && argv[argn][0] == '-')
|
||
|
{
|
||
|
if (strcmp(argv[argn], "-base85") == 0) { use_base85_encoding = true; argn++; }
|
||
|
else if (strcmp(argv[argn], "-nocompress") == 0) { use_compression = false; argn++; }
|
||
|
else if (strcmp(argv[argn], "-nostatic") == 0) { use_static = false; argn++; }
|
||
|
else
|
||
|
{
|
||
|
fprintf(stderr, "Unknown argument: '%s'\n", argv[argn]);
|
||
|
return 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool ret = binary_to_compressed_c(argv[argn], argv[argn + 1], use_base85_encoding, use_compression, use_static);
|
||
|
if (!ret)
|
||
|
fprintf(stderr, "Error opening or reading file: '%s'\n", argv[argn]);
|
||
|
return ret ? 0 : 1;
|
||
|
}
|
||
|
|
||
|
char Encode85Byte(unsigned int x)
|
||
|
{
|
||
|
x = (x % 85) + 35;
|
||
|
return (char)((x >= '\\') ? x + 1 : x);
|
||
|
}
|
||
|
|
||
|
bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression, bool use_static)
|
||
|
{
|
||
|
// Read file
|
||
|
FILE* f = fopen(filename, "rb");
|
||
|
if (!f) return false;
|
||
|
int data_sz;
|
||
|
if (fseek(f, 0, SEEK_END) || (data_sz = (int)ftell(f)) == -1 || fseek(f, 0, SEEK_SET)) { fclose(f); return false; }
|
||
|
char* data = new char[data_sz + 4];
|
||
|
if (fread(data, 1, data_sz, f) != (size_t)data_sz) { fclose(f); delete[] data; return false; }
|
||
|
memset((void*)(((char*)data) + data_sz), 0, 4);
|
||
|
fclose(f);
|
||
|
|
||
|
// Compress
|
||
|
int maxlen = data_sz + 512 + (data_sz >> 2) + sizeof(int); // total guess
|
||
|
char* compressed = use_compression ? new char[maxlen] : data;
|
||
|
int compressed_sz = use_compression ? stb_compress((stb_uchar*)compressed, (stb_uchar*)data, data_sz) : data_sz;
|
||
|
if (use_compression)
|
||
|
memset(compressed + compressed_sz, 0, maxlen - compressed_sz);
|
||
|
|
||
|
// Output as Base85 encoded
|
||
|
FILE* out = stdout;
|
||
|
fprintf(out, "// File: '%s' (%d bytes)\n", filename, (int)data_sz);
|
||
|
fprintf(out, "// Exported using binary_to_compressed_c.cpp\n");
|
||
|
const char* static_str = use_static ? "static " : "";
|
||
|
const char* compressed_str = use_compression ? "compressed_" : "";
|
||
|
if (use_base85_encoding)
|
||
|
{
|
||
|
fprintf(out, "%sconst char %s_%sdata_base85[%d+1] =\n \"", static_str, symbol, compressed_str, (int)((compressed_sz + 3) / 4)*5);
|
||
|
char prev_c = 0;
|
||
|
for (int src_i = 0; src_i < compressed_sz; src_i += 4)
|
||
|
{
|
||
|
// This is made a little more complicated by the fact that ??X sequences are interpreted as trigraphs by old C/C++ compilers. So we need to escape pairs of ??.
|
||
|
unsigned int d = *(unsigned int*)(compressed + src_i);
|
||
|
for (unsigned int n5 = 0; n5 < 5; n5++, d /= 85)
|
||
|
{
|
||
|
char c = Encode85Byte(d);
|
||
|
fprintf(out, (c == '?' && prev_c == '?') ? "\\%c" : "%c", c);
|
||
|
prev_c = c;
|
||
|
}
|
||
|
if ((src_i % 112) == 112 - 4)
|
||
|
fprintf(out, "\"\n \"");
|
||
|
}
|
||
|
fprintf(out, "\";\n\n");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fprintf(out, "%sconst unsigned int %s_%ssize = %d;\n", static_str, symbol, compressed_str, (int)compressed_sz);
|
||
|
fprintf(out, "%sconst unsigned int %s_%sdata[%d/4] =\n{", static_str, symbol, compressed_str, (int)((compressed_sz + 3) / 4)*4);
|
||
|
int column = 0;
|
||
|
for (int i = 0; i < compressed_sz; i += 4)
|
||
|
{
|
||
|
unsigned int d = *(unsigned int*)(compressed + i);
|
||
|
if ((column++ % 12) == 0)
|
||
|
fprintf(out, "\n 0x%08x, ", d);
|
||
|
else
|
||
|
fprintf(out, "0x%08x, ", d);
|
||
|
}
|
||
|
fprintf(out, "\n};\n\n");
|
||
|
}
|
||
|
|
||
|
// Cleanup
|
||
|
delete[] data;
|
||
|
if (use_compression)
|
||
|
delete[] compressed;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// stb_compress* from stb.h - definition
|
||
|
|
||
|
//////////////////// compressor ///////////////////////
|
||
|
|
||
|
static stb_uint stb_adler32(stb_uint adler32, stb_uchar *buffer, stb_uint buflen)
|
||
|
{
|
||
|
const unsigned long ADLER_MOD = 65521;
|
||
|
unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;
|
||
|
unsigned long blocklen, i;
|
||
|
|
||
|
blocklen = buflen % 5552;
|
||
|
while (buflen) {
|
||
|
for (i=0; i + 7 < blocklen; i += 8) {
|
||
|
s1 += buffer[0], s2 += s1;
|
||
|
s1 += buffer[1], s2 += s1;
|
||
|
s1 += buffer[2], s2 += s1;
|
||
|
s1 += buffer[3], s2 += s1;
|
||
|
s1 += buffer[4], s2 += s1;
|
||
|
s1 += buffer[5], s2 += s1;
|
||
|
s1 += buffer[6], s2 += s1;
|
||
|
s1 += buffer[7], s2 += s1;
|
||
|
|
||
|
buffer += 8;
|
||
|
}
|
||
|
|
||
|
for (; i < blocklen; ++i)
|
||
|
s1 += *buffer++, s2 += s1;
|
||
|
|
||
|
s1 %= ADLER_MOD, s2 %= ADLER_MOD;
|
||
|
buflen -= blocklen;
|
||
|
blocklen = 5552;
|
||
|
}
|
||
|
return (s2 << 16) + s1;
|
||
|
}
|
||
|
|
||
|
static unsigned int stb_matchlen(stb_uchar *m1, stb_uchar *m2, stb_uint maxlen)
|
||
|
{
|
||
|
stb_uint i;
|
||
|
for (i=0; i < maxlen; ++i)
|
||
|
if (m1[i] != m2[i]) return i;
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
// simple implementation that just takes the source data in a big block
|
||
|
|
||
|
static stb_uchar *stb__out;
|
||
|
static FILE *stb__outfile;
|
||
|
static stb_uint stb__outbytes;
|
||
|
|
||
|
static void stb__write(unsigned char v)
|
||
|
{
|
||
|
fputc(v, stb__outfile);
|
||
|
++stb__outbytes;
|
||
|
}
|
||
|
|
||
|
//#define stb_out(v) (stb__out ? *stb__out++ = (stb_uchar) (v) : stb__write((stb_uchar) (v)))
|
||
|
#define stb_out(v) do { if (stb__out) *stb__out++ = (stb_uchar) (v); else stb__write((stb_uchar) (v)); } while (0)
|
||
|
|
||
|
static void stb_out2(stb_uint v) { stb_out(v >> 8); stb_out(v); }
|
||
|
static void stb_out3(stb_uint v) { stb_out(v >> 16); stb_out(v >> 8); stb_out(v); }
|
||
|
static void stb_out4(stb_uint v) { stb_out(v >> 24); stb_out(v >> 16); stb_out(v >> 8 ); stb_out(v); }
|
||
|
|
||
|
static void outliterals(stb_uchar *in, int numlit)
|
||
|
{
|
||
|
while (numlit > 65536) {
|
||
|
outliterals(in,65536);
|
||
|
in += 65536;
|
||
|
numlit -= 65536;
|
||
|
}
|
||
|
|
||
|
if (numlit == 0) ;
|
||
|
else if (numlit <= 32) stb_out (0x000020 + numlit-1);
|
||
|
else if (numlit <= 2048) stb_out2(0x000800 + numlit-1);
|
||
|
else /* numlit <= 65536) */ stb_out3(0x070000 + numlit-1);
|
||
|
|
||
|
if (stb__out) {
|
||
|
memcpy(stb__out,in,numlit);
|
||
|
stb__out += numlit;
|
||
|
} else
|
||
|
fwrite(in, 1, numlit, stb__outfile);
|
||
|
}
|
||
|
|
||
|
static int stb__window = 0x40000; // 256K
|
||
|
|
||
|
static int stb_not_crap(int best, int dist)
|
||
|
{
|
||
|
return ((best > 2 && dist <= 0x00100)
|
||
|
|| (best > 5 && dist <= 0x04000)
|
||
|
|| (best > 7 && dist <= 0x80000));
|
||
|
}
|
||
|
|
||
|
static stb_uint stb__hashsize = 32768;
|
||
|
|
||
|
// note that you can play with the hashing functions all you
|
||
|
// want without needing to change the decompressor
|
||
|
#define stb__hc(q,h,c) (((h) << 7) + ((h) >> 25) + q[c])
|
||
|
#define stb__hc2(q,h,c,d) (((h) << 14) + ((h) >> 18) + (q[c] << 7) + q[d])
|
||
|
#define stb__hc3(q,c,d,e) ((q[c] << 14) + (q[d] << 7) + q[e])
|
||
|
|
||
|
static unsigned int stb__running_adler;
|
||
|
|
||
|
static int stb_compress_chunk(stb_uchar *history,
|
||
|
stb_uchar *start,
|
||
|
stb_uchar *end,
|
||
|
int length,
|
||
|
int *pending_literals,
|
||
|
stb_uchar **chash,
|
||
|
stb_uint mask)
|
||
|
{
|
||
|
(void)history;
|
||
|
int window = stb__window;
|
||
|
stb_uint match_max;
|
||
|
stb_uchar *lit_start = start - *pending_literals;
|
||
|
stb_uchar *q = start;
|
||
|
|
||
|
#define STB__SCRAMBLE(h) (((h) + ((h) >> 16)) & mask)
|
||
|
|
||
|
// stop short of the end so we don't scan off the end doing
|
||
|
// the hashing; this means we won't compress the last few bytes
|
||
|
// unless they were part of something longer
|
||
|
while (q < start+length && q+12 < end) {
|
||
|
int m;
|
||
|
stb_uint h1,h2,h3,h4, h;
|
||
|
stb_uchar *t;
|
||
|
int best = 2, dist=0;
|
||
|
|
||
|
if (q+65536 > end)
|
||
|
match_max = (stb_uint)(end-q);
|
||
|
else
|
||
|
match_max = 65536;
|
||
|
|
||
|
#define stb__nc(b,d) ((d) <= window && ((b) > 9 || stb_not_crap((int)(b),(int)(d))))
|
||
|
|
||
|
#define STB__TRY(t,p) /* avoid retrying a match we already tried */ \
|
||
|
if (p ? dist != (int)(q-t) : 1) \
|
||
|
if ((m = stb_matchlen(t, q, match_max)) > best) \
|
||
|
if (stb__nc(m,q-(t))) \
|
||
|
best = m, dist = (int)(q - (t))
|
||
|
|
||
|
// rather than search for all matches, only try 4 candidate locations,
|
||
|
// chosen based on 4 different hash functions of different lengths.
|
||
|
// this strategy is inspired by LZO; hashing is unrolled here using the
|
||
|
// 'hc' macro
|
||
|
h = stb__hc3(q,0, 1, 2); h1 = STB__SCRAMBLE(h);
|
||
|
t = chash[h1]; if (t) STB__TRY(t,0);
|
||
|
h = stb__hc2(q,h, 3, 4); h2 = STB__SCRAMBLE(h);
|
||
|
h = stb__hc2(q,h, 5, 6); t = chash[h2]; if (t) STB__TRY(t,1);
|
||
|
h = stb__hc2(q,h, 7, 8); h3 = STB__SCRAMBLE(h);
|
||
|
h = stb__hc2(q,h, 9,10); t = chash[h3]; if (t) STB__TRY(t,1);
|
||
|
h = stb__hc2(q,h,11,12); h4 = STB__SCRAMBLE(h);
|
||
|
t = chash[h4]; if (t) STB__TRY(t,1);
|
||
|
|
||
|
// because we use a shared hash table, can only update it
|
||
|
// _after_ we've probed all of them
|
||
|
chash[h1] = chash[h2] = chash[h3] = chash[h4] = q;
|
||
|
|
||
|
if (best > 2)
|
||
|
assert(dist > 0);
|
||
|
|
||
|
// see if our best match qualifies
|
||
|
if (best < 3) { // fast path literals
|
||
|
++q;
|
||
|
} else if (best > 2 && best <= 0x80 && dist <= 0x100) {
|
||
|
outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best);
|
||
|
stb_out(0x80 + best-1);
|
||
|
stb_out(dist-1);
|
||
|
} else if (best > 5 && best <= 0x100 && dist <= 0x4000) {
|
||
|
outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best);
|
||
|
stb_out2(0x4000 + dist-1);
|
||
|
stb_out(best-1);
|
||
|
} else if (best > 7 && best <= 0x100 && dist <= 0x80000) {
|
||
|
outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best);
|
||
|
stb_out3(0x180000 + dist-1);
|
||
|
stb_out(best-1);
|
||
|
} else if (best > 8 && best <= 0x10000 && dist <= 0x80000) {
|
||
|
outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best);
|
||
|
stb_out3(0x100000 + dist-1);
|
||
|
stb_out2(best-1);
|
||
|
} else if (best > 9 && dist <= 0x1000000) {
|
||
|
if (best > 65536) best = 65536;
|
||
|
outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best);
|
||
|
if (best <= 0x100) {
|
||
|
stb_out(0x06);
|
||
|
stb_out3(dist-1);
|
||
|
stb_out(best-1);
|
||
|
} else {
|
||
|
stb_out(0x04);
|
||
|
stb_out3(dist-1);
|
||
|
stb_out2(best-1);
|
||
|
}
|
||
|
} else { // fallback literals if no match was a balanced tradeoff
|
||
|
++q;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if we didn't get all the way, add the rest to literals
|
||
|
if (q-start < length)
|
||
|
q = start+length;
|
||
|
|
||
|
// the literals are everything from lit_start to q
|
||
|
*pending_literals = (int)(q - lit_start);
|
||
|
|
||
|
stb__running_adler = stb_adler32(stb__running_adler, start, (stb_uint)(q - start));
|
||
|
return (int)(q - start);
|
||
|
}
|
||
|
|
||
|
static int stb_compress_inner(stb_uchar *input, stb_uint length)
|
||
|
{
|
||
|
int literals = 0;
|
||
|
stb_uint len,i;
|
||
|
|
||
|
stb_uchar **chash;
|
||
|
chash = (stb_uchar**) malloc(stb__hashsize * sizeof(stb_uchar*));
|
||
|
if (chash == nullptr) return 0; // failure
|
||
|
for (i=0; i < stb__hashsize; ++i)
|
||
|
chash[i] = nullptr;
|
||
|
|
||
|
// stream signature
|
||
|
stb_out(0x57); stb_out(0xbc);
|
||
|
stb_out2(0);
|
||
|
|
||
|
stb_out4(0); // 64-bit length requires 32-bit leading 0
|
||
|
stb_out4(length);
|
||
|
stb_out4(stb__window);
|
||
|
|
||
|
stb__running_adler = 1;
|
||
|
|
||
|
len = stb_compress_chunk(input, input, input+length, length, &literals, chash, stb__hashsize-1);
|
||
|
assert(len == length);
|
||
|
|
||
|
outliterals(input+length - literals, literals);
|
||
|
|
||
|
free(chash);
|
||
|
|
||
|
stb_out2(0x05fa); // end opcode
|
||
|
|
||
|
stb_out4(stb__running_adler);
|
||
|
|
||
|
return 1; // success
|
||
|
}
|
||
|
|
||
|
stb_uint stb_compress(stb_uchar *out, stb_uchar *input, stb_uint length)
|
||
|
{
|
||
|
stb__out = out;
|
||
|
stb__outfile = nullptr;
|
||
|
|
||
|
stb_compress_inner(input, length);
|
||
|
|
||
|
return (stb_uint)(stb__out - out);
|
||
|
}
|
||
| src/backend/imgui_impl_sdl2.cpp | ||
|---|---|---|
|
// 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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||
|
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||
|
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||
|
// [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)
|
||
|
// 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 "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
|
||
|
#endif
|
||
|
|
||
|
// SDL
|
||
|
#include <SDL.h>
|
||
|
#include <SDL_syswm.h>
|
||
|
#if defined(__APPLE__)
|
||
|
#include <TargetConditionals.h>
|
||
|
#endif
|
||
|
|
||
|
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
|
||
|
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
|
||
|
#else
|
||
|
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
|
||
|
#endif
|
||
|
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
|
||
|
|
||
|
// SDL Data
|
||
|
struct ImGui_ImplSDL2_Data
|
||
|
{
|
||
|
SDL_Window* Window;
|
||
|
SDL_Renderer* Renderer;
|
||
|
Uint64 Time;
|
||
|
Uint32 MouseWindowID;
|
||
|
int MouseButtonsDown;
|
||
|
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||
|
SDL_Cursor* LastMouseCursor;
|
||
|
int PendingMouseLeaveFrame;
|
||
|
char* ClipboardTextData;
|
||
|
bool MouseCanUseGlobalState;
|
||
|
|
||
|
ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||
|
};
|
||
|
|
||
|
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
||
|
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||
|
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
||
|
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
||
|
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
|
||
|
{
|
||
|
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
||
|
}
|
||
|
|
||
|
// Functions
|
||
|
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
|
||
|
{
|
||
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||
|
if (bd->ClipboardTextData)
|
||
|
SDL_free(bd->ClipboardTextData);
|
||
|
bd->ClipboardTextData = SDL_GetClipboardText();
|
||
|
return bd->ClipboardTextData;
|
||
|
}
|
||
|
|
||
|
static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
|
||
|
{
|
||
|
SDL_SetClipboardText(text);
|
||
|
}
|
||
|
|
||
|
// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
|
||
|
static void ImGui_ImplSDL2_SetPlatformImeData(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);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
|
||
|
{
|
||
|
switch (keycode)
|
||
|
{
|
||
|
case SDLK_TAB: return ImGuiKey_Tab;
|
||
|
case SDLK_LEFT: return ImGuiKey_LeftArrow;
|
||
|
case SDLK_RIGHT: return ImGuiKey_RightArrow;
|
||
|
case SDLK_UP: return ImGuiKey_UpArrow;
|
||
|
case SDLK_DOWN: return ImGuiKey_DownArrow;
|
||
|
case SDLK_PAGEUP: return ImGuiKey_PageUp;
|
||
|
case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
|
||
|
case SDLK_HOME: return ImGuiKey_Home;
|
||
|
case SDLK_END: return ImGuiKey_End;
|
||
|
case SDLK_INSERT: return ImGuiKey_Insert;
|
||
|
case SDLK_DELETE: return ImGuiKey_Delete;
|
||
|
case SDLK_BACKSPACE: return ImGuiKey_Backspace;
|
||
|
case SDLK_SPACE: return ImGuiKey_Space;
|
||
|
case SDLK_RETURN: return ImGuiKey_Enter;
|
||
|
case SDLK_ESCAPE: return ImGuiKey_Escape;
|
||
|
case SDLK_QUOTE: return ImGuiKey_Apostrophe;
|
||
|
case SDLK_COMMA: return ImGuiKey_Comma;
|
||
|
case SDLK_MINUS: return ImGuiKey_Minus;
|
||
|
case SDLK_PERIOD: return ImGuiKey_Period;
|
||
|
case SDLK_SLASH: return ImGuiKey_Slash;
|
||
|
case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
|
||
|
case SDLK_EQUALS: return ImGuiKey_Equal;
|
||
|
case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
|
||
|
case SDLK_BACKSLASH: return ImGuiKey_Backslash;
|
||
|
case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
|
||
|
case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
|
||
|
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
|
||
|
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
|
||
|
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
|
||
|
case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
|
||
|
case SDLK_PAUSE: return ImGuiKey_Pause;
|
||
|
case SDLK_KP_0: return ImGuiKey_Keypad0;
|
||
|
case SDLK_KP_1: return ImGuiKey_Keypad1;
|
||
|
case SDLK_KP_2: return ImGuiKey_Keypad2;
|
||
|
case SDLK_KP_3: return ImGuiKey_Keypad3;
|
||
|
case SDLK_KP_4: return ImGuiKey_Keypad4;
|
||
|
case SDLK_KP_5: return ImGuiKey_Keypad5;
|
||
|
case SDLK_KP_6: return ImGuiKey_Keypad6;
|
||
|
case SDLK_KP_7: return ImGuiKey_Keypad7;
|
||
|
case SDLK_KP_8: return ImGuiKey_Keypad8;
|
||
|
case SDLK_KP_9: return ImGuiKey_Keypad9;
|
||
|
case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
|
||
|
case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
|
||
|
case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
||
|
case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
|
||
|
case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
|
||
|
case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
|
||
|
case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
|
||
|
case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
|
||
|
case SDLK_LSHIFT: return ImGuiKey_LeftShift;
|
||
|
case SDLK_LALT: return ImGuiKey_LeftAlt;
|
||
|
case SDLK_LGUI: return ImGuiKey_LeftSuper;
|
||
|
case SDLK_RCTRL: return ImGuiKey_RightCtrl;
|
||
|
case SDLK_RSHIFT: return ImGuiKey_RightShift;
|
||
|
case SDLK_RALT: return ImGuiKey_RightAlt;
|
||
|
case SDLK_RGUI: return ImGuiKey_RightSuper;
|
||
|
case SDLK_APPLICATION: return ImGuiKey_Menu;
|
||
|
case SDLK_0: return ImGuiKey_0;
|
||
|
case SDLK_1: return ImGuiKey_1;
|
||
|
case SDLK_2: return ImGuiKey_2;
|
||
|
case SDLK_3: return ImGuiKey_3;
|
||
|
case SDLK_4: return ImGuiKey_4;
|
||
|
case SDLK_5: return ImGuiKey_5;
|
||
|
case SDLK_6: return ImGuiKey_6;
|
||
|
case SDLK_7: return ImGuiKey_7;
|
||
|
case SDLK_8: return ImGuiKey_8;
|
||
|
case SDLK_9: return ImGuiKey_9;
|
||
|
case SDLK_a: return ImGuiKey_A;
|
||
|
case SDLK_b: return ImGuiKey_B;
|
||
|
case SDLK_c: return ImGuiKey_C;
|
||
|
case SDLK_d: return ImGuiKey_D;
|
||
|
case SDLK_e: return ImGuiKey_E;
|
||
|
case SDLK_f: return ImGuiKey_F;
|
||
|
case SDLK_g: return ImGuiKey_G;
|
||
|
case SDLK_h: return ImGuiKey_H;
|
||
|
case SDLK_i: return ImGuiKey_I;
|
||
|
case SDLK_j: return ImGuiKey_J;
|
||
|
case SDLK_k: return ImGuiKey_K;
|
||
|
case SDLK_l: return ImGuiKey_L;
|
||
|
case SDLK_m: return ImGuiKey_M;
|
||
|
case SDLK_n: return ImGuiKey_N;
|
||
|
case SDLK_o: return ImGuiKey_O;
|
||
|
case SDLK_p: return ImGuiKey_P;
|
||
|
case SDLK_q: return ImGuiKey_Q;
|
||
|
case SDLK_r: return ImGuiKey_R;
|
||
|
case SDLK_s: return ImGuiKey_S;
|
||
|
case SDLK_t: return ImGuiKey_T;
|
||
|
case SDLK_u: return ImGuiKey_U;
|
||
|
case SDLK_v: return ImGuiKey_V;
|
||
|
case SDLK_w: return ImGuiKey_W;
|
||
|
case SDLK_x: return ImGuiKey_X;
|
||
|
case SDLK_y: return ImGuiKey_Y;
|
||
|
case SDLK_z: return ImGuiKey_Z;
|
||
|
case SDLK_F1: return ImGuiKey_F1;
|
||
|
case SDLK_F2: return ImGuiKey_F2;
|
||
|
case SDLK_F3: return ImGuiKey_F3;
|
||
|
case SDLK_F4: return ImGuiKey_F4;
|
||
|
case SDLK_F5: return ImGuiKey_F5;
|
||
|
case SDLK_F6: return ImGuiKey_F6;
|
||
|
case SDLK_F7: return ImGuiKey_F7;
|
||
|
case SDLK_F8: return ImGuiKey_F8;
|
||
|
case SDLK_F9: return ImGuiKey_F9;
|
||
|
case SDLK_F10: return ImGuiKey_F10;
|
||
|
case SDLK_F11: return ImGuiKey_F11;
|
||
|
case SDLK_F12: return ImGuiKey_F12;
|
||
|
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;
|
||
|
}
|
||
|
return ImGuiKey_None;
|
||
|
}
|
||
|
|
||
|
static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
||
|
{
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);
|
||
|
io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);
|
||
|
io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);
|
||
|
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
|
||
|
}
|
||
|
|
||
|
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||
|
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||
|
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||
|
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||
|
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
|
||
|
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||
|
{
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||
|
|
||
|
switch (event->type)
|
||
|
{
|
||
|
case SDL_MOUSEMOTION:
|
||
|
{
|
||
|
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:
|
||
|
{
|
||
|
//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
|
||
|
#ifdef __EMSCRIPTEN__
|
||
|
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:
|
||
|
{
|
||
|
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:
|
||
|
{
|
||
|
io.AddInputCharactersUTF8(event->text.text);
|
||
|
return true;
|
||
|
}
|
||
|
case SDL_KEYDOWN:
|
||
|
case SDL_KEYUP:
|
||
|
{
|
||
|
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
|
||
|
ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
|
||
|
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
|
||
|
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
|
||
|
return true;
|
||
|
}
|
||
|
case SDL_WINDOWEVENT:
|
||
|
{
|
||
|
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
|
||
|
// - However we won't get a correct LEAVE event for a captured window.
|
||
|
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
|
||
|
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
|
||
|
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
|
||
|
Uint8 window_event = event->window.event;
|
||
|
if (window_event == SDL_WINDOWEVENT_ENTER)
|
||
|
{
|
||
|
bd->MouseWindowID = event->window.windowID;
|
||
|
bd->PendingMouseLeaveFrame = 0;
|
||
|
}
|
||
|
if (window_event == SDL_WINDOWEVENT_LEAVE)
|
||
|
bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
|
||
|
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
||
|
io.AddFocusEvent(true);
|
||
|
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||
|
io.AddFocusEvent(false);
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
|
||
|
{
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||
|
|
||
|
// Check and store if we are on a SDL backend that supports global mouse position
|
||
|
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
||
|
bool mouse_can_use_global_state = false;
|
||
|
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||
|
const char* sdl_backend = SDL_GetCurrentVideoDriver();
|
||
|
const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
|
||
|
for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
|
||
|
if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
|
||
|
mouse_can_use_global_state = true;
|
||
|
#endif
|
||
|
|
||
|
// Setup backend capabilities flags
|
||
|
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
|
||
|
io.BackendPlatformUserData = (void*)bd;
|
||
|
io.BackendPlatformName = "imgui_impl_sdl2";
|
||
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||
|
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||
|
|
||
|
bd->Window = window;
|
||
|
bd->Renderer = renderer;
|
||
|
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
||
|
|
||
|
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
|
||
|
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
|
||
|
io.ClipboardUserData = nullptr;
|
||
|
io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
|
||
|
|
||
|
// 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->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
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
||
|
{
|
||
|
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
|
||
|
return ImGui_ImplSDL2_Init(window, nullptr);
|
||
|
}
|
||
|
|
||
|
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
||
|
{
|
||
|
#if !SDL_HAS_VULKAN
|
||
|
IM_ASSERT(0 && "Unsupported");
|
||
|
#endif
|
||
|
return ImGui_ImplSDL2_Init(window, nullptr);
|
||
|
}
|
||
|
|
||
|
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
|
||
|
{
|
||
|
#if !defined(_WIN32)
|
||
|
IM_ASSERT(0 && "Unsupported");
|
||
|
#endif
|
||
|
return ImGui_ImplSDL2_Init(window, nullptr);
|
||
|
}
|
||
|
|
||
|
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
|
||
|
{
|
||
|
return ImGui_ImplSDL2_Init(window, nullptr);
|
||
|
}
|
||
|
|
||
|
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
|
||
|
{
|
||
|
return ImGui_ImplSDL2_Init(window, renderer);
|
||
|
}
|
||
|
|
||
|
bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
|
||
|
{
|
||
|
return ImGui_ImplSDL2_Init(window, nullptr);
|
||
|
}
|
||
|
|
||
|
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]);
|
||
|
bd->LastMouseCursor = nullptr;
|
||
|
|
||
|
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 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 = (bd->Window == focused_window);
|
||
|
#else
|
||
|
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
|
||
|
#endif
|
||
|
if (is_app_focused)
|
||
|
{
|
||
|
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||
|
if (io.WantSetMousePos)
|
||
|
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
|
||
|
|
||
|
// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
|
||
|
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
|
||
|
{
|
||
|
int window_x, window_y, mouse_x_global, mouse_y_global;
|
||
|
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
|
||
|
SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
|
||
|
io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void ImGui_ImplSDL2_UpdateMouseCursor()
|
||
|
{
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||
|
return;
|
||
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||
|
|
||
|
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||
|
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
|
||
|
{
|
||
|
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||
|
SDL_ShowCursor(SDL_FALSE);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Show OS mouse cursor
|
||
|
SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
|
||
|
if (bd->LastMouseCursor != expected_cursor)
|
||
|
{
|
||
|
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
|
||
|
bd->LastMouseCursor = expected_cursor;
|
||
|
}
|
||
|
SDL_ShowCursor(SDL_TRUE);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void ImGui_ImplSDL2_UpdateGamepads()
|
||
|
{
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||
|
return;
|
||
|
|
||
|
// Get gamepad
|
||
|
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||
|
SDL_GameController* game_controller = SDL_GameControllerOpen(0);
|
||
|
if (!game_controller)
|
||
|
return;
|
||
|
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||
|
|
||
|
// Update gamepad inputs
|
||
|
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
|
||
|
#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
|
||
|
#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
|
||
|
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
||
|
MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
|
||
|
MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
|
||
|
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
|
||
|
MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
|
||
|
MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
|
||
|
MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
|
||
|
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
|
||
|
MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
|
||
|
MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
|
||
|
MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
|
||
|
MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
|
||
|
MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
|
||
|
MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
|
||
|
MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
|
||
|
MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
|
||
|
MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
|
||
|
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||
|
MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||
|
MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
||
|
MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||
|
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
||
|
MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
||
|
MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
||
|
MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
||
|
#undef MAP_BUTTON
|
||
|
#undef MAP_ANALOG
|
||
|
}
|
||
|
|
||
|
void ImGui_ImplSDL2_NewFrame()
|
||
|
{
|
||
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||
|
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?");
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
|
||
|
// Setup display size (every frame to accommodate for window resizing)
|
||
|
int w, h;
|
||
|
int display_w, display_h;
|
||
|
SDL_GetWindowSize(bd->Window, &w, &h);
|
||
|
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
|
||
|
w = h = 0;
|
||
|
if (bd->Renderer != nullptr)
|
||
|
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
|
||
|
else
|
||
|
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
|
||
|
io.DisplaySize = ImVec2((float)w, (float)h);
|
||
|
if (w > 0 && h > 0)
|
||
|
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||
|
|
||
|
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
||
|
// (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->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
||
|
{
|
||
|
bd->MouseWindowID = 0;
|
||
|
bd->PendingMouseLeaveFrame = 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
|
||
| src/backend/imgui_impl_sdl2.h | ||
|---|---|---|
|
// dear imgui: Platform Backend for SDL2
|
||
|
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||
|
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||
|
|
||
|
// Implemented features:
|
||
|
// [X] Platform: Clipboard support.
|
||
|
// [X] Platform: 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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||
|
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||
|
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||
|
// [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
|
||
|
|
||
|
#pragma once
|
||
|
#include "imgui.h" // IMGUI_IMPL_API
|
||
|
#ifndef IMGUI_DISABLE
|
||
|
|
||
|
struct SDL_Window;
|
||
|
struct SDL_Renderer;
|
||
|
typedef union SDL_Event SDL_Event;
|
||
|
|
||
|
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
|
||
|
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
|
||
|
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
|
||
|
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
|
||
|
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
|
||
|
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window);
|
||
|
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
|
||
|
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
|
||
|
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
|
||
|
|
||
|
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||
|
static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
|
||
|
#endif
|
||
|
|
||
|
#endif // #ifndef IMGUI_DISABLE
|
||
| src/backend/imgui_impl_sdlrenderer2.cpp | ||
|---|---|---|
|
// dear imgui: Renderer Backend for SDL_Renderer for SDL2
|
||
|
// (Requires: SDL 2.0.17+)
|
||
|
|
||
|
// Note how SDL_Renderer is an _optional_ component of SDL2.
|
||
|
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
|
||
|
// If your application will want to render any non trivial amount of graphics other than UI,
|
||
|
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
|
||
|
// it might be difficult to step out of those boundaries.
|
||
|
|
||
|
// Implemented features:
|
||
|
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||
|
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||
|
|
||
|
// You can copy and 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
|
||
|
// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
|
||
|
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||
|
// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
|
||
|
// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||
|
// 2021-10-06: Backup and restore modified ClipRect/Viewport.
|
||
|
// 2021-09-21: Initial version.
|
||
|
|
||
|
#include "imgui.h"
|
||
|
#ifndef IMGUI_DISABLE
|
||
|
#include "imgui_impl_sdlrenderer2.h"
|
||
|
#include <stdint.h> // intptr_t
|
||
|
|
||
|
// Clang warnings with -Weverything
|
||
|
#if defined(__clang__)
|
||
|
#pragma clang diagnostic push
|
||
|
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||
|
#endif
|
||
|
|
||
|
// SDL
|
||
|
#include <SDL.h>
|
||
|
#if !SDL_VERSION_ATLEAST(2,0,17)
|
||
|
#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
|
||
|
#endif
|
||
|
|
||
|
// SDL_Renderer data
|
||
|
struct ImGui_ImplSDLRenderer2_Data
|
||
|
{
|
||
|
SDL_Renderer* SDLRenderer;
|
||
|
SDL_Texture* FontTexture;
|
||
|
ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||
|
};
|
||
|
|
||
|
// Backend data stored in io.BackendRendererUserData 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.
|
||
|
static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
|
||
|
{
|
||
|
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||
|
}
|
||
|
|
||
|
// Functions
|
||
|
bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
|
||
|
{
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||
|
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
|
||
|
|
||
|
// Setup backend capabilities flags
|
||
|
ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
|
||
|
io.BackendRendererUserData = (void*)bd;
|
||
|
io.BackendRendererName = "imgui_impl_sdlrenderer2";
|
||
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||
|
|
||
|
bd->SDLRenderer = renderer;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void ImGui_ImplSDLRenderer2_Shutdown()
|
||
|
{
|
||
|
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||
|
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
|
||
|
ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
|
||
|
|
||
|
io.BackendRendererName = nullptr;
|
||
|
io.BackendRendererUserData = nullptr;
|
||
|
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||
|
IM_DELETE(bd);
|
||
|
}
|
||
|
|
||
|
static void ImGui_ImplSDLRenderer2_SetupRenderState()
|
||
|
{
|
||
|
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||
|
|
||
|
// Clear out any viewports and cliprect set by the user
|
||
|
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
|
||
|
SDL_RenderSetViewport(bd->SDLRenderer, nullptr);
|
||
|
SDL_RenderSetClipRect(bd->SDLRenderer, nullptr);
|
||
|
}
|
||
|
|
||
|
void ImGui_ImplSDLRenderer2_NewFrame()
|
||
|
{
|
||
|
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||
|
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer2_Init()?");
|
||
|
|
||
|
if (!bd->FontTexture)
|
||
|
ImGui_ImplSDLRenderer2_CreateDeviceObjects();
|
||
|
}
|
||
|
|
||
|
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
|
||
|
{
|
||
|
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||
|
|
||
|
// If there's a scale factor set by the user, use that instead
|
||
|
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
|
||
|
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
|
||
|
float rsx = 1.0f;
|
||
|
float rsy = 1.0f;
|
||
|
SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy);
|
||
|
ImVec2 render_scale;
|
||
|
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
|
||
|
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
|
||
|
|
||
|
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||
|
int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
|
||
|
int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
|
||
|
if (fb_width == 0 || fb_height == 0)
|
||
|
return;
|
||
|
|
||
|
// Backup SDL_Renderer state that will be modified to restore it afterwards
|
||
|
struct BackupSDLRendererState
|
||
|
{
|
||
|
SDL_Rect Viewport;
|
||
|
bool ClipEnabled;
|
||
|
SDL_Rect ClipRect;
|
||
|
};
|
||
|
BackupSDLRendererState old = {};
|
||
|
old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE;
|
||
|
SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
|
||
|
SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
|
||
|
|
||
|
// Will project scissor/clipping rectangles into framebuffer space
|
||
|
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||
|
ImVec2 clip_scale = render_scale;
|
||
|
|
||
|
// Render command lists
|
||
|
ImGui_ImplSDLRenderer2_SetupRenderState();
|
||
|
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||
|
{
|
||
|
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||
|
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
|
||
|
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
|
||
|
|
||
|
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||
|
{
|
||
|
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||
|
if (pcmd->UserCallback)
|
||
|
{
|
||
|
// User callback, registered via ImDrawList::AddCallback()
|
||
|
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||
|
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||
|
ImGui_ImplSDLRenderer2_SetupRenderState();
|
||
|
else
|
||
|
pcmd->UserCallback(cmd_list, pcmd);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Project scissor/clipping rectangles into framebuffer space
|
||
|
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
||
|
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
||
|
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
||
|
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
||
|
if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
|
||
|
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
|
||
|
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||
|
continue;
|
||
|
|
||
|
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
|
||
|
SDL_RenderSetClipRect(bd->SDLRenderer, &r);
|
||
|
|
||
|
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
|
||
|
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
|
||
|
#if SDL_VERSION_ATLEAST(2,0,19)
|
||
|
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
|
||
|
#else
|
||
|
const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
|
||
|
#endif
|
||
|
|
||
|
// Bind texture, Draw
|
||
|
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
|
||
|
SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
|
||
|
xy, (int)sizeof(ImDrawVert),
|
||
|
color, (int)sizeof(ImDrawVert),
|
||
|
uv, (int)sizeof(ImDrawVert),
|
||
|
cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
|
||
|
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Restore modified SDL_Renderer state
|
||
|
SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport);
|
||
|
SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
|
||
|
}
|
||
|
|
||
|
// Called by Init/NewFrame/Shutdown
|
||
|
bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
|
||
|
{
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||
|
|
||
Using "gui_test" as a starting point.