Revision 95c2e096
Added by david.sorber 8 months ago
| CMakeLists.txt | ||
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################################################################################
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# Include paths
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################################################################################
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INCLUDE_DIRECTORIES(${CMAKE_CURRENT_SOURCE_DIR}/src/imgui)
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INCLUDE_DIRECTORIES(${CMAKE_CURRENT_SOURCE_DIR}/src/backend)
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INCLUDE_DIRECTORIES(${CMAKE_CURRENT_SOURCE_DIR}/external/imgui)
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INCLUDE_DIRECTORIES(${CMAKE_CURRENT_SOURCE_DIR}/external/imgui/backend)
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INCLUDE_DIRECTORIES(${CMAKE_CURRENT_SOURCE_DIR}/src/)
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| ... | ... | |
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# Source
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################################################################################
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SET(imgui_sources
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${CMAKE_CURRENT_SOURCE_DIR}/src/imgui/imgui.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/imgui/imgui_demo.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/imgui/imgui_draw.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/imgui/imgui_tables.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/imgui/imgui_widgets.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/external/imgui/imgui.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/external/imgui/imgui_demo.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/external/imgui/imgui_draw.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/external/imgui/imgui_tables.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/external/imgui/imgui_widgets.cpp
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)
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SET(backend_sources
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${CMAKE_CURRENT_SOURCE_DIR}/src/backend/imgui_impl_sdl2.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/backend/imgui_impl_sdlrenderer2.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/external/imgui/backend/imgui_impl_sdl2.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/external/imgui/backend/imgui_impl_sdlrenderer2.cpp
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)
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SET(code_sources
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| external/imgui/LICENSE.txt | ||
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The MIT License (MIT)
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Copyright (c) 2014-2024 Omar Cornut
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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| external/imgui/backend/imgui_impl_sdl2.cpp | ||
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// 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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// 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. 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: Basic IME support. 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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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f.
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// 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190)
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// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
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// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
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// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
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// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
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// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
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// 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
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// 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
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// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
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// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
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// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
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// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
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// 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)
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// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
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// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
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// 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()).
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// 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.
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// 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).
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// 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)
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// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019)
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// 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 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)
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// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
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// 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.
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// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
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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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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_sdl2.h"
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// Clang warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
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#endif
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// SDL
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#include <SDL.h>
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#include <SDL_syswm.h>
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#ifdef __APPLE__
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#include <TargetConditionals.h>
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#endif
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#ifdef __EMSCRIPTEN__
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#include <emscripten/em_js.h>
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#endif
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#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
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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_VULKAN SDL_VERSION_ATLEAST(2,0,6)
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#if SDL_HAS_VULKAN
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#include <SDL_vulkan.h>
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#endif
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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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Uint32 WindowID;
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SDL_Renderer* Renderer;
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Uint64 Time;
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char* ClipboardTextData;
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// Mouse handling
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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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SDL_Cursor* MouseLastCursor;
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int MouseLastLeaveFrame;
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bool MouseCanUseGlobalState;
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// Gamepad handling
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ImVector<SDL_GameController*> Gamepads;
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ImGui_ImplSDL2_GamepadMode GamepadMode;
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bool WantUpdateGamepadsList;
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ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
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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 : nullptr;
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}
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// Functions
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static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
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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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static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text)
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{
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SDL_SetClipboardText(text);
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}
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// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
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static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data)
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{
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if (data->WantVisible)
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{
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SDL_Rect r;
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r.x = (int)data->InputPos.x;
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r.y = (int)data->InputPos.y;
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r.w = 1;
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r.h = (int)data->InputLineHeight;
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SDL_SetTextInputRect(&r);
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}
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}
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// Not static to allow third-party code to use that if they want to (but undocumented)
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ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode);
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ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
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{
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IM_UNUSED(scancode);
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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;
|
||
|
case SDLK_KP_6: return ImGuiKey_Keypad6;
|
||
|
case SDLK_KP_7: return ImGuiKey_Keypad7;
|
||
|
case SDLK_KP_8: return ImGuiKey_Keypad8;
|
||
|
case SDLK_KP_9: return ImGuiKey_Keypad9;
|
||
|
case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
|
||
|
case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
|
||
|
case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
||
|
case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
|
||
|
case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
|
||
|
case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
|
||
|
case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
|
||
|
case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
|
||
|
case SDLK_LSHIFT: return ImGuiKey_LeftShift;
|
||
|
case SDLK_LALT: return ImGuiKey_LeftAlt;
|
||
|
case SDLK_LGUI: return ImGuiKey_LeftSuper;
|
||
|
case SDLK_RCTRL: return ImGuiKey_RightCtrl;
|
||
|
case SDLK_RSHIFT: return ImGuiKey_RightShift;
|
||
|
case SDLK_RALT: return ImGuiKey_RightAlt;
|
||
|
case SDLK_RGUI: return ImGuiKey_RightSuper;
|
||
|
case SDLK_APPLICATION: return ImGuiKey_Menu;
|
||
|
case SDLK_0: return ImGuiKey_0;
|
||
|
case SDLK_1: return ImGuiKey_1;
|
||
|
case SDLK_2: return ImGuiKey_2;
|
||
|
case SDLK_3: return ImGuiKey_3;
|
||
|
case SDLK_4: return ImGuiKey_4;
|
||
|
case SDLK_5: return ImGuiKey_5;
|
||
|
case SDLK_6: return ImGuiKey_6;
|
||
|
case SDLK_7: return ImGuiKey_7;
|
||
|
case SDLK_8: return ImGuiKey_8;
|
||
|
case SDLK_9: return ImGuiKey_9;
|
||
|
case SDLK_a: return ImGuiKey_A;
|
||
|
case SDLK_b: return ImGuiKey_B;
|
||
|
case SDLK_c: return ImGuiKey_C;
|
||
|
case SDLK_d: return ImGuiKey_D;
|
||
|
case SDLK_e: return ImGuiKey_E;
|
||
|
case SDLK_f: return ImGuiKey_F;
|
||
|
case SDLK_g: return ImGuiKey_G;
|
||
|
case SDLK_h: return ImGuiKey_H;
|
||
|
case SDLK_i: return ImGuiKey_I;
|
||
|
case SDLK_j: return ImGuiKey_J;
|
||
|
case SDLK_k: return ImGuiKey_K;
|
||
|
case SDLK_l: return ImGuiKey_L;
|
||
|
case SDLK_m: return ImGuiKey_M;
|
||
|
case SDLK_n: return ImGuiKey_N;
|
||
|
case SDLK_o: return ImGuiKey_O;
|
||
|
case SDLK_p: return ImGuiKey_P;
|
||
|
case SDLK_q: return ImGuiKey_Q;
|
||
|
case SDLK_r: return ImGuiKey_R;
|
||
|
case SDLK_s: return ImGuiKey_S;
|
||
|
case SDLK_t: return ImGuiKey_T;
|
||
|
case SDLK_u: return ImGuiKey_U;
|
||
|
case SDLK_v: return ImGuiKey_V;
|
||
|
case SDLK_w: return ImGuiKey_W;
|
||
|
case SDLK_x: return ImGuiKey_X;
|
||
|
case SDLK_y: return ImGuiKey_Y;
|
||
|
case SDLK_z: return ImGuiKey_Z;
|
||
|
case SDLK_F1: return ImGuiKey_F1;
|
||
|
case SDLK_F2: return ImGuiKey_F2;
|
||
|
case SDLK_F3: return ImGuiKey_F3;
|
||
|
case SDLK_F4: return ImGuiKey_F4;
|
||
|
case SDLK_F5: return ImGuiKey_F5;
|
||
|
case SDLK_F6: return ImGuiKey_F6;
|
||
|
case SDLK_F7: return ImGuiKey_F7;
|
||
|
case SDLK_F8: return ImGuiKey_F8;
|
||
|
case SDLK_F9: return ImGuiKey_F9;
|
||
|
case SDLK_F10: return ImGuiKey_F10;
|
||
|
case SDLK_F11: return ImGuiKey_F11;
|
||
|
case SDLK_F12: return ImGuiKey_F12;
|
||
|
case SDLK_F13: return ImGuiKey_F13;
|
||
|
case SDLK_F14: return ImGuiKey_F14;
|
||
|
case SDLK_F15: return ImGuiKey_F15;
|
||
|
case SDLK_F16: return ImGuiKey_F16;
|
||
|
case SDLK_F17: return ImGuiKey_F17;
|
||
|
case SDLK_F18: return ImGuiKey_F18;
|
||
|
case SDLK_F19: return ImGuiKey_F19;
|
||
|
case SDLK_F20: return ImGuiKey_F20;
|
||
|
case SDLK_F21: return ImGuiKey_F21;
|
||
|
case SDLK_F22: return ImGuiKey_F22;
|
||
|
case SDLK_F23: return ImGuiKey_F23;
|
||
|
case SDLK_F24: return ImGuiKey_F24;
|
||
|
case SDLK_AC_BACK: return ImGuiKey_AppBack;
|
||
|
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
|
||
|
default: break;
|
||
|
}
|
||
|
return ImGuiKey_None;
|
||
|
}
|
||
|
|
||
|
static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
||
|
{
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);
|
||
|
io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);
|
||
|
io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);
|
||
|
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
|
||
|
}
|
||
|
|
||
|
static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
|
||
|
{
|
||
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||
|
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
|
||
|
}
|
||
|
|
||
|
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||
|
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||
|
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||
|
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||
|
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
|
||
|
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||
|
{
|
||
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||
|
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
|
||
|
switch (event->type)
|
||
|
{
|
||
|
case SDL_MOUSEMOTION:
|
||
|
{
|
||
|
if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == NULL)
|
||
|
return false;
|
||
|
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
|
||
|
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||
|
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
|
||
|
return true;
|
||
|
}
|
||
|
case SDL_MOUSEWHEEL:
|
||
|
{
|
||
|
if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == NULL)
|
||
|
return false;
|
||
|
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
|
||
|
#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
|
||
|
float wheel_x = -event->wheel.preciseX;
|
||
|
float wheel_y = event->wheel.preciseY;
|
||
|
#else
|
||
|
float wheel_x = -(float)event->wheel.x;
|
||
|
float wheel_y = (float)event->wheel.y;
|
||
|
#endif
|
||
|
#if defined(__EMSCRIPTEN__) && !SDL_VERSION_ATLEAST(2,31,0)
|
||
|
wheel_x /= 100.0f;
|
||
|
#endif
|
||
|
io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||
|
io.AddMouseWheelEvent(wheel_x, wheel_y);
|
||
|
return true;
|
||
|
}
|
||
|
case SDL_MOUSEBUTTONDOWN:
|
||
|
case SDL_MOUSEBUTTONUP:
|
||
|
{
|
||
|
if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == NULL)
|
||
|
return false;
|
||
|
int mouse_button = -1;
|
||
|
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
|
||
|
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
|
||
|
if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
|
||
|
if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
|
||
|
if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
|
||
|
if (mouse_button == -1)
|
||
|
break;
|
||
|
io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||
|
io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
|
||
|
bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
|
||
|
return true;
|
||
|
}
|
||
|
case SDL_TEXTINPUT:
|
||
|
{
|
||
|
if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == NULL)
|
||
|
return false;
|
||
|
io.AddInputCharactersUTF8(event->text.text);
|
||
|
return true;
|
||
|
}
|
||
|
case SDL_KEYDOWN:
|
||
|
case SDL_KEYUP:
|
||
|
{
|
||
|
if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == NULL)
|
||
|
return false;
|
||
|
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
|
||
|
ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
|
||
|
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
|
||
|
io.SetKeyEventNativeData(key, 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:
|
||
|
{
|
||
|
if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == NULL)
|
||
|
return false;
|
||
|
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
|
||
|
// - However we won't get a correct LEAVE event for a captured window.
|
||
|
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
|
||
|
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
|
||
|
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
|
||
|
Uint8 window_event = event->window.event;
|
||
|
if (window_event == SDL_WINDOWEVENT_ENTER)
|
||
|
{
|
||
|
bd->MouseWindowID = event->window.windowID;
|
||
|
bd->MouseLastLeaveFrame = 0;
|
||
|
}
|
||
|
if (window_event == SDL_WINDOWEVENT_LEAVE)
|
||
|
bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
|
||
|
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
||
|
io.AddFocusEvent(true);
|
||
|
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||
|
io.AddFocusEvent(false);
|
||
|
return true;
|
||
|
}
|
||
|
case SDL_CONTROLLERDEVICEADDED:
|
||
|
case SDL_CONTROLLERDEVICEREMOVED:
|
||
|
{
|
||
|
bd->WantUpdateGamepadsList = true;
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
#ifdef __EMSCRIPTEN__
|
||
|
EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
|
||
|
#endif
|
||
|
|
||
|
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
|
||
|
{
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
IMGUI_CHECKVERSION();
|
||
|
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||
|
|
||
|
// 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->WindowID = SDL_GetWindowID(window);
|
||
|
bd->Renderer = renderer;
|
||
|
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
||
|
|
||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||
|
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
|
||
|
platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
|
||
|
platform_io.Platform_ClipboardUserData = nullptr;
|
||
|
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData;
|
||
|
#ifdef __EMSCRIPTEN__
|
||
|
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
|
||
|
#endif
|
||
|
|
||
|
// Gamepad handling
|
||
|
bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
|
||
|
bd->WantUpdateGamepadsList = true;
|
||
|
|
||
|
// Load mouse cursors
|
||
|
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
||
|
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
|
||
|
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
|
||
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
|
||
|
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
|
||
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
|
||
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
|
||
|
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
|
||
|
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
|
||
|
|
||
|
// Set platform dependent data in viewport
|
||
|
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||
|
main_viewport->PlatformHandle = (void*)(intptr_t)bd->WindowID;
|
||
|
main_viewport->PlatformHandleRaw = nullptr;
|
||
|
SDL_SysWMinfo info;
|
||
|
SDL_VERSION(&info.version);
|
||
|
if (SDL_GetWindowWMInfo(window, &info))
|
||
|
{
|
||
|
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
|
||
|
main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
|
||
|
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
|
||
|
main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
|
||
|
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
|
||
|
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
|
||
|
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
|
||
|
// you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
|
||
|
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
|
||
|
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
|
||
|
#endif
|
||
|
|
||
|
// From 2.0.18: Enable native IME.
|
||
|
// IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any.
|
||
|
// For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow().
|
||
|
#ifdef SDL_HINT_IME_SHOW_UI
|
||
|
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
|
||
|
#endif
|
||
|
|
||
|
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
|
||
|
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
|
||
|
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
|
||
|
#endif
|
||
|
|
||
|
(void)sdl_gl_context; // Unused in 'master' branch.
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
||
|
{
|
||
|
return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context);
|
||
|
}
|
||
|
|
||
|
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
||
|
{
|
||
|
#if !SDL_HAS_VULKAN
|
||
|
IM_ASSERT(0 && "Unsupported");
|
||
|
#endif
|
||
|
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
|
||
|
}
|
||
|
|
||
|
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
|
||
|
{
|
||
|
#if !defined(_WIN32)
|
||
|
IM_ASSERT(0 && "Unsupported");
|
||
|
#endif
|
||
|
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
|
||
|
}
|
||
|
|
||
|
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
|
||
|
{
|
||
|
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
|
||
|
}
|
||
|
|
||
|
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
|
||
|
{
|
||
|
return ImGui_ImplSDL2_Init(window, renderer, nullptr);
|
||
|
}
|
||
|
|
||
|
bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
|
||
|
{
|
||
|
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
|
||
|
}
|
||
|
|
||
|
static void ImGui_ImplSDL2_CloseGamepads();
|
||
|
|
||
|
void ImGui_ImplSDL2_Shutdown()
|
||
|
{
|
||
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||
|
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
|
||
|
if (bd->ClipboardTextData)
|
||
|
SDL_free(bd->ClipboardTextData);
|
||
|
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||
|
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
|
||
|
ImGui_ImplSDL2_CloseGamepads();
|
||
|
|
||
|
io.BackendPlatformName = nullptr;
|
||
|
io.BackendPlatformUserData = nullptr;
|
||
|
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
|
||
|
IM_DELETE(bd);
|
||
|
}
|
||
|
|
||
|
static void ImGui_ImplSDL2_UpdateMouseData()
|
||
|
{
|
||
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
|
||
|
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
|
||
|
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||
|
// SDL_CaptureMouse() let the OS know e.g. that our 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 io.ConfigNavMoveSetMousePos is enabled by user)
|
||
|
if (io.WantSetMousePos)
|
||
|
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
|
||
|
|
||
|
// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
|
||
|
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->MouseLastCursor != expected_cursor)
|
||
|
{
|
||
|
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
|
||
|
bd->MouseLastCursor = expected_cursor;
|
||
|
}
|
||
|
SDL_ShowCursor(SDL_TRUE);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void ImGui_ImplSDL2_CloseGamepads()
|
||
|
{
|
||
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||
|
if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
|
||
|
for (SDL_GameController* gamepad : bd->Gamepads)
|
||
|
SDL_GameControllerClose(gamepad);
|
||
|
bd->Gamepads.resize(0);
|
||
|
}
|
||
|
|
||
|
void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count)
|
||
|
{
|
||
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||
|
ImGui_ImplSDL2_CloseGamepads();
|
||
|
if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
|
||
|
{
|
||
|
IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
|
||
|
for (int n = 0; n < manual_gamepads_count; n++)
|
||
|
bd->Gamepads.push_back(manual_gamepads_array[n]);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
|
||
|
bd->WantUpdateGamepadsList = true;
|
||
|
}
|
||
|
bd->GamepadMode = mode;
|
||
|
}
|
||
|
|
||
|
static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no)
|
||
|
{
|
||
|
bool merged_value = false;
|
||
|
for (SDL_GameController* gamepad : bd->Gamepads)
|
||
|
merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0;
|
||
|
io.AddKeyEvent(key, merged_value);
|
||
|
}
|
||
|
|
||
|
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
|
||
|
static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1)
|
||
|
{
|
||
|
float merged_value = 0.0f;
|
||
|
for (SDL_GameController* gamepad : bd->Gamepads)
|
||
|
{
|
||
|
float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
|
||
|
if (merged_value < vn)
|
||
|
merged_value = vn;
|
||
|
}
|
||
|
io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
|
||
|
}
|
||
|
|
||
|
static void ImGui_ImplSDL2_UpdateGamepads()
|
||
|
{
|
||
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
|
||
|
// Update list of controller(s) to use
|
||
|
if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
|
||
|
{
|
||
|
ImGui_ImplSDL2_CloseGamepads();
|
||
|
int joystick_count = SDL_NumJoysticks();
|
||
|
for (int n = 0; n < joystick_count; n++)
|
||
|
if (SDL_IsGameController(n))
|
||
|
if (SDL_GameController* gamepad = SDL_GameControllerOpen(n))
|
||
|
{
|
||
|
bd->Gamepads.push_back(gamepad);
|
||
|
if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst)
|
||
|
break;
|
||
|
}
|
||
|
bd->WantUpdateGamepadsList = false;
|
||
|
}
|
||
|
|
||
|
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||
|
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||
|
return;
|
||
|
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||
|
if (bd->Gamepads.Size == 0)
|
||
|
return;
|
||
|
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||
|
|
||
|
// Update gamepad inputs
|
||
|
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
||
|
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
|
||
|
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
|
||
|
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
|
||
|
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
|
||
|
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
|
||
|
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
|
||
|
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
|
||
|
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
|
||
|
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
|
||
|
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
|
||
|
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
|
||
|
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
|
||
|
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
|
||
|
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
|
||
|
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
|
||
|
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
|
||
|
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||
|
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||
|
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
||
|
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||
|
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
||
|
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
||
|
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
||
|
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
||
|
}
|
||
|
|
||
|
void ImGui_ImplSDL2_NewFrame()
|
||
|
{
|
||
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||
|
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
|
||
|
// Setup 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);
|
||
|
#if SDL_HAS_VULKAN
|
||
|
else if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_VULKAN)
|
||
|
SDL_Vulkan_GetDrawableSize(bd->Window, &display_w, &display_h);
|
||
|
#endif
|
||
|
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->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
||
|
{
|
||
|
bd->MouseWindowID = 0;
|
||
|
bd->MouseLastLeaveFrame = 0;
|
||
|
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||
|
}
|
||
|
|
||
|
ImGui_ImplSDL2_UpdateMouseData();
|
||
|
ImGui_ImplSDL2_UpdateMouseCursor();
|
||
|
|
||
|
// Update game controllers (if enabled and available)
|
||
|
ImGui_ImplSDL2_UpdateGamepads();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
#if defined(__clang__)
|
||
|
#pragma clang diagnostic pop
|
||
|
#endif
|
||
|
|
||
|
#endif // #ifndef IMGUI_DISABLE
|
||
| external/imgui/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 are obsolete since 1.87 and not supported since 1.91.5]
|
||
|
// [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;
|
||
|
struct _SDL_GameController;
|
||
|
typedef union SDL_Event SDL_Event;
|
||
|
|
||
|
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||
|
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);
|
||
|
|
||
|
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
|
||
|
// When using manual mode, caller is responsible for opening/closing gamepad.
|
||
|
enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
|
||
|
IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
|
||
|
|
||
|
#endif // #ifndef IMGUI_DISABLE
|
||
| external/imgui/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.
|
||
|
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||
|
|
||
|
// 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
|
||
|
// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer2_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
|
||
|
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
|
||
|
// 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* Renderer; // Main viewport's renderer
|
||
|
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();
|
||
|
IMGUI_CHECKVERSION();
|
||
|
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->Renderer = 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(SDL_Renderer* renderer)
|
||
|
{
|
||
|
// 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(renderer, nullptr);
|
||
|
SDL_RenderSetClipRect(renderer, nullptr);
|
||
|
}
|
||
|
|
||
|
void ImGui_ImplSDLRenderer2_NewFrame()
|
||
|
{
|
||
|
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||
|
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
|
||
|
|
||
|
if (!bd->FontTexture)
|
||
|
ImGui_ImplSDLRenderer2_CreateDeviceObjects();
|
||
|
}
|
||
|
|
||
|
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
|
||
|
{
|
||
|
// 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(renderer, &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(renderer) == SDL_TRUE;
|
||
|
SDL_RenderGetViewport(renderer, &old.Viewport);
|
||
|
SDL_RenderGetClipRect(renderer, &old.ClipRect);
|
||
|
|
||
|
// Setup desired state
|
||
|
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
|
||
|
|
||
|
// Setup render state structure (for callbacks and custom texture bindings)
|
||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||
|
ImGui_ImplSDLRenderer2_RenderState render_state;
|
||
|
render_state.Renderer = renderer;
|
||
|
platform_io.Renderer_RenderState = &render_state;
|
||
|
|
||
|
// 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
|
||
|
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||
|
{
|
||
|
const ImDrawList* draw_list = draw_data->CmdLists[n];
|
||
|
const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
|
||
|
const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
|
||
|
|
||
|
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
||
|
{
|
||
|
const ImDrawCmd* pcmd = &draw_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(renderer);
|
||
|
else
|
||
|
pcmd->UserCallback(draw_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(renderer, &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(renderer, tex,
|
||
|
xy, (int)sizeof(ImDrawVert),
|
||
|
color, (int)sizeof(ImDrawVert),
|
||
|
uv, (int)sizeof(ImDrawVert),
|
||
|
draw_list->VtxBuffer.Size - pcmd->VtxOffset,
|
||
|
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
platform_io.Renderer_RenderState = NULL;
|
||
|
|
||
|
// Restore modified SDL_Renderer state
|
||
|
SDL_RenderSetViewport(renderer, &old.Viewport);
|
||
|
SDL_RenderSetClipRect(renderer, 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();
|
||
|
|
||
|
// Build texture atlas
|
||
|
unsigned char* pixels;
|
||
|
int width, height;
|
||
|
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||
|
|
||
|
// Upload texture to graphics system
|
||
|
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||
|
bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
|
||
|
if (bd->FontTexture == nullptr)
|
||
|
{
|
||
|
SDL_Log("error creating texture");
|
||
|
return false;
|
||
|
}
|
||
|
SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
|
||
|
SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
|
||
|
SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
|
||
|
|
||
|
// Store our identifier
|
||
|
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void ImGui_ImplSDLRenderer2_DestroyFontsTexture()
|
||
|
{
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||
|
if (bd->FontTexture)
|
||
|
{
|
||
|
io.Fonts->SetTexID(0);
|
||
|
SDL_DestroyTexture(bd->FontTexture);
|
||
|
bd->FontTexture = nullptr;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool ImGui_ImplSDLRenderer2_CreateDeviceObjects()
|
||
|
{
|
||
|
return ImGui_ImplSDLRenderer2_CreateFontsTexture();
|
||
|
}
|
||
|
|
||
|
void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
|
||
|
{
|
||
|
ImGui_ImplSDLRenderer2_DestroyFontsTexture();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
#if defined(__clang__)
|
||
|
#pragma clang diagnostic pop
|
||
|
#endif
|
||
|
|
||
|
#endif // #ifndef IMGUI_DISABLE
|
||
| external/imgui/backend/imgui_impl_sdlrenderer2.h | ||
|---|---|---|
|
// 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.
|
||
|
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||
|
|
||
|
// 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
|
||
|
#ifndef IMGUI_DISABLE
|
||
|
#include "imgui.h" // IMGUI_IMPL_API
|
||
|
|
||
|
struct SDL_Renderer;
|
||
|
|
||
|
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||
|
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
|
||
|
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
|
||
|
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
|
||
|
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
|
||
|
|
||
|
// Called by Init/NewFrame/Shutdown
|
||
|
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture();
|
||
|
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture();
|
||
|
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects();
|
||
|
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
|
||
|
|
||
|
// [BETA] Selected render state data shared with callbacks.
|
||
|
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer2_RenderDrawData() call.
|
||
|
// (Please open an issue if you feel you need access to more data)
|
||
|
struct ImGui_ImplSDLRenderer2_RenderState
|
||
|
{
|
||
|
SDL_Renderer* Renderer;
|
||
|
};
|
||
|
|
||
|
#endif // #ifndef IMGUI_DISABLE
|
||
| external/imgui/imconfig.h | ||
|---|---|---|
|
//-----------------------------------------------------------------------------
|
||
|
// DEAR IMGUI COMPILE-TIME OPTIONS
|
||
|
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
|
||
|
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
|
||
|
// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
|
||
|
// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
|
||
|
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
|
||
|
// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
#pragma once
|
||
|
|
||
|
//---- Define assertion handler. Defaults to calling assert().
|
||
|
// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
|
||
|
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
|
||
|
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
|
||
|
|
||
|
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
|
||
|
// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
|
||
|
// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
|
||
|
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
|
||
|
//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export
|
||
|
//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import
|
||
|
//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden
|
||
|
|
||
|
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
|
||
|
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||
|
|
||
|
//---- Disable all of Dear ImGui or don't implement standard windows/tools.
|
||
|
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
|
||
|
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
|
||
|
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
|
||
|
//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty.
|
||
|
|
||
|
//---- Don't implement some functions to reduce linkage requirements.
|
||
|
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
|
||
|
//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
|
||
|
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
|
||
|
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME).
|
||
|
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
|
||
|
//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")).
|
||
|
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
|
||
|
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
|
||
|
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
|
||
|
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
|
||
|
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
|
||
|
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
|
||
|
|
||
|
//---- Enable Test Engine / Automation features.
|
||
|
//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details.
|
||
|
|
||
|
//---- Include imgui_user.h at the end of imgui.h as a convenience
|
||
|
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
|
||
|
//#define IMGUI_INCLUDE_IMGUI_USER_H
|
||
|
//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h"
|
||
|
|
||
|
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
|
||
|
//#define IMGUI_USE_BGRA_PACKED_COLOR
|
||
|
|
||
|
//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
|
||
|
//#define IMGUI_USE_WCHAR32
|
||
|
|
||
|
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
|
||
|
// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
|
||
|
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
|
||
|
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
|
||
|
//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined.
|
||
|
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
|
||
|
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
|
||
|
//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined.
|
||
|
|
||
|
//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
|
||
|
// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h.
|
||
|
//#define IMGUI_USE_STB_SPRINTF
|
||
|
|
||
|
//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
|
||
|
// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
|
||
|
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
|
||
|
//#define IMGUI_ENABLE_FREETYPE
|
||
|
|
||
|
//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT)
|
||
|
// Only works in combination with IMGUI_ENABLE_FREETYPE.
|
||
|
// - lunasvg is currently easier to acquire/install, as e.g. it is part of vcpkg.
|
||
|
// - plutosvg will support more fonts and may load them faster. It currently requires to be built manually but it is fairly easy. See misc/freetype/README for instructions.
|
||
|
// - Both require headers to be available in the include path + program to be linked with the library code (not provided).
|
||
|
// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
|
||
|
//#define IMGUI_ENABLE_FREETYPE_PLUTOSVG
|
||
|
//#define IMGUI_ENABLE_FREETYPE_LUNASVG
|
||
|
|
||
|
//---- Use stb_truetype to build and rasterize the font atlas (default)
|
||
|
// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
|
||
|
//#define IMGUI_ENABLE_STB_TRUETYPE
|
||
|
|
||
|
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
|
||
|
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
|
||
|
/*
|
||
|
#define IM_VEC2_CLASS_EXTRA \
|
||
|
constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \
|
||
|
operator MyVec2() const { return MyVec2(x,y); }
|
||
|
|
||
|
#define IM_VEC4_CLASS_EXTRA \
|
||
|
constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
|
||
|
operator MyVec4() const { return MyVec4(x,y,z,w); }
|
||
|
*/
|
||
|
//---- ...Or use Dear ImGui's own very basic math operators.
|
||
|
//#define IMGUI_DEFINE_MATH_OPERATORS
|
||
|
|
||
|
//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
|
||
|
// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
|
||
|
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
|
||
|
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
|
||
|
//#define ImDrawIdx unsigned int
|
||
|
|
||
|
//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
|
||
|
//struct ImDrawList;
|
||
|
//struct ImDrawCmd;
|
||
|
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
|
||
|
//#define ImDrawCallback MyImDrawCallback
|
||
|
|
||
|
//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase)
|
||
|
// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
|
||
|
//#define IM_DEBUG_BREAK IM_ASSERT(0)
|
||
|
//#define IM_DEBUG_BREAK __debugbreak()
|
||
|
|
||
|
//---- Debug Tools: Enable slower asserts
|
||
|
//#define IMGUI_DEBUG_PARANOID
|
||
|
|
||
|
//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files)
|
||
|
/*
|
||
|
namespace ImGui
|
||
|
{
|
||
|
void MyFunction(const char* name, MyMatrix44* mtx);
|
||
|
}
|
||
|
*/
|
||
| external/imgui/imgui.cpp | ||
|---|---|---|
|
// dear imgui, v1.91.5
|
||
|
// (main code and documentation)
|
||
|
|
||
|
// Help:
|
||
|
// - See links below.
|
||
|
// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
|
||
|
// - Read top of imgui.cpp for more details, links and comments.
|
||
|
|
||
|
// Resources:
|
||
|
// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
|
||
|
// - Homepage ................... https://github.com/ocornut/imgui
|
||
|
// - Releases & changelog ....... https://github.com/ocornut/imgui/releases
|
||
|
// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!)
|
||
|
// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
|
||
|
// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
|
||
|
// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
|
||
|
// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
|
||
|
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
|
||
|
// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools
|
||
|
// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
|
||
|
// - Issues & support ........... https://github.com/ocornut/imgui/issues
|
||
|
// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
|
||
|
|
||
|
// For first-time users having issues compiling/linking/running/loading fonts:
|
||
|
// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
|
||
|
// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
|
||
|
|
||
|
// Copyright (c) 2014-2024 Omar Cornut
|
||
|
// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
|
||
|
// See LICENSE.txt for copyright and licensing details (standard MIT License).
|
||
|
// This library is free but needs your support to sustain development and maintenance.
|
||
|
// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts.
|
||
|
// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Funding
|
||
|
// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
|
||
|
|
||
|
// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
|
||
|
// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
|
||
|
// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
|
||
|
// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
|
||
|
// to a better solution or official support for them.
|
||
|
|
||
|
/*
|
||
|
|
||
|
Index of this file:
|
||
|
|
||
|
DOCUMENTATION
|
||
|
|
||
|
- MISSION STATEMENT
|
||
|
- CONTROLS GUIDE
|
||
|
- PROGRAMMER GUIDE
|
||
|
- READ FIRST
|
||
|
- HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
|
||
|
- GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
|
||
|
- HOW A SIMPLE APPLICATION MAY LOOK LIKE
|
||
|
- HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
|
||
|
- API BREAKING CHANGES (read me when you update!)
|
||
|
- FREQUENTLY ASKED QUESTIONS (FAQ)
|
||
|
- Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)
|
||
|
|
||
|
CODE
|
||
|
(search for "[SECTION]" in the code to find them)
|
||
|
|
||
|
// [SECTION] INCLUDES
|
||
|
// [SECTION] FORWARD DECLARATIONS
|
||
|
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
|
||
|
// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO)
|
||
|
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
|
||
|
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
|
||
|
// [SECTION] MISC HELPERS/UTILITIES (File functions)
|
||
|
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
|
||
|
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
|
||
|
// [SECTION] ImGuiStorage
|
||
|
// [SECTION] ImGuiTextFilter
|
||
|
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
|
||
|
// [SECTION] ImGuiListClipper
|
||
|
// [SECTION] STYLING
|
||
Move imgui code to "external" directory.