|  | // dear imgui: Platform Binding 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.) | 
|  | // (Requires: SDL 2.0. Prefer SDL 2.0.4+ for full feature support.) | 
|  |  | 
|  | // Implemented features: | 
|  | //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. | 
|  | //  [X] Platform: Clipboard support. | 
|  | //  [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE). | 
|  | //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. | 
|  | // Missing features: | 
|  | //  [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. | 
|  |  | 
|  | // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. | 
|  | // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. | 
|  | // https://github.com/ocornut/imgui | 
|  |  | 
|  | // CHANGELOG | 
|  | // (minor and older changes stripped away, please see git history for details) | 
|  | //  2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. | 
|  | //  2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). | 
|  | //  2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. | 
|  | //  2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. | 
|  | //  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. | 
|  | //  2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. | 
|  | //  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. | 
|  | //  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. | 
|  | //  2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. | 
|  | //  2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. | 
|  | //  2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). | 
|  | //  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. | 
|  | //  2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. | 
|  | //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. | 
|  | //  2018-02-06: Inputs: Added mapping for ImGuiKey_Space. | 
|  | //  2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). | 
|  | //  2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. | 
|  | //  2018-01-20: Inputs: Added Horizontal Mouse Wheel support. | 
|  | //  2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. | 
|  | //  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. | 
|  | //  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). | 
|  | //  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. | 
|  |  | 
|  | #include "imgui.h" | 
|  | #include "imgui_impl_sdl.h" | 
|  |  | 
|  | // SDL | 
|  | #include <SDL.h> | 
|  | #include <SDL_syswm.h> | 
|  | #if defined(__APPLE__) | 
|  | #include "TargetConditionals.h" | 
|  | #endif | 
|  |  | 
|  | #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    SDL_VERSION_ATLEAST(2,0,4) | 
|  | #define SDL_HAS_VULKAN                      SDL_VERSION_ATLEAST(2,0,6) | 
|  |  | 
|  | // Data | 
|  | static SDL_Window*  g_Window = NULL; | 
|  | static Uint64       g_Time = 0; | 
|  | static bool         g_MousePressed[3] = { false, false, false }; | 
|  | static SDL_Cursor*  g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; | 
|  | static char*        g_ClipboardTextData = NULL; | 
|  |  | 
|  | static const char* ImGui_ImplSDL2_GetClipboardText(void*) | 
|  | { | 
|  | if (g_ClipboardTextData) | 
|  | SDL_free(g_ClipboardTextData); | 
|  | g_ClipboardTextData = SDL_GetClipboardText(); | 
|  | return g_ClipboardTextData; | 
|  | } | 
|  |  | 
|  | static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) | 
|  | { | 
|  | SDL_SetClipboardText(text); | 
|  | } | 
|  |  | 
|  | // 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. | 
|  | // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. | 
|  | // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. | 
|  | // If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field. | 
|  | bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) | 
|  | { | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | switch (event->type) | 
|  | { | 
|  | case SDL_MOUSEWHEEL: | 
|  | { | 
|  | if (event->wheel.x > 0) io.MouseWheelH += 1; | 
|  | if (event->wheel.x < 0) io.MouseWheelH -= 1; | 
|  | if (event->wheel.y > 0) io.MouseWheel += 1; | 
|  | if (event->wheel.y < 0) io.MouseWheel -= 1; | 
|  | return true; | 
|  | } | 
|  | case SDL_MOUSEBUTTONDOWN: | 
|  | { | 
|  | if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; | 
|  | if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; | 
|  | if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; | 
|  | return true; | 
|  | } | 
|  | case SDL_TEXTINPUT: | 
|  | { | 
|  | io.AddInputCharactersUTF8(event->text.text); | 
|  | return true; | 
|  | } | 
|  | case SDL_KEYDOWN: | 
|  | case SDL_KEYUP: | 
|  | { | 
|  | int key = event->key.keysym.scancode; | 
|  | IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown)); | 
|  | io.KeysDown[key] = (event->type == SDL_KEYDOWN); | 
|  | io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); | 
|  | io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); | 
|  | io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); | 
|  | io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); | 
|  | return true; | 
|  | } | 
|  | } | 
|  | return false; | 
|  | } | 
|  |  | 
|  | static bool ImGui_ImplSDL2_Init(SDL_Window* window) | 
|  | { | 
|  | g_Window = window; | 
|  |  | 
|  | // Setup back-end capabilities flags | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;       // We can honor GetMouseCursor() values (optional) | 
|  | io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;        // We can honor io.WantSetMousePos requests (optional, rarely used) | 
|  | io.BackendPlatformName = "imgui_impl_sdl"; | 
|  |  | 
|  | // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. | 
|  | io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB; | 
|  | io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; | 
|  | io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; | 
|  | io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; | 
|  | io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; | 
|  | io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; | 
|  | io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; | 
|  | io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; | 
|  | io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; | 
|  | io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT; | 
|  | io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE; | 
|  | io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE; | 
|  | io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE; | 
|  | io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN; | 
|  | io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE; | 
|  | io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_RETURN2; | 
|  | io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A; | 
|  | io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C; | 
|  | io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V; | 
|  | io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X; | 
|  | io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y; | 
|  | io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z; | 
|  |  | 
|  | io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; | 
|  | io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; | 
|  | io.ClipboardUserData = NULL; | 
|  |  | 
|  | g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); | 
|  | g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); | 
|  | g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); | 
|  | g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); | 
|  | g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); | 
|  | g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); | 
|  | g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); | 
|  | g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); | 
|  |  | 
|  | #ifdef _WIN32 | 
|  | SDL_SysWMinfo wmInfo; | 
|  | SDL_VERSION(&wmInfo.version); | 
|  | SDL_GetWindowWMInfo(window, &wmInfo); | 
|  | io.ImeWindowHandle = wmInfo.info.win.window; | 
|  | #else | 
|  | (void)window; | 
|  | #endif | 
|  |  | 
|  | return true; | 
|  | } | 
|  |  | 
|  | bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) | 
|  | { | 
|  | (void)sdl_gl_context; // Viewport branch will need this. | 
|  | return ImGui_ImplSDL2_Init(window); | 
|  | } | 
|  |  | 
|  | bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) | 
|  | { | 
|  | #if !SDL_HAS_VULKAN | 
|  | IM_ASSERT(0 && "Unsupported"); | 
|  | #endif | 
|  | return ImGui_ImplSDL2_Init(window); | 
|  | } | 
|  |  | 
|  | bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) | 
|  | { | 
|  | #if !defined(_WIN32) | 
|  | IM_ASSERT(0 && "Unsupported"); | 
|  | #endif | 
|  | return ImGui_ImplSDL2_Init(window); | 
|  | } | 
|  |  | 
|  | void ImGui_ImplSDL2_Shutdown() | 
|  | { | 
|  | g_Window = NULL; | 
|  |  | 
|  | // Destroy last known clipboard data | 
|  | if (g_ClipboardTextData) | 
|  | SDL_free(g_ClipboardTextData); | 
|  | g_ClipboardTextData = NULL; | 
|  |  | 
|  | // Destroy SDL mouse cursors | 
|  | for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) | 
|  | SDL_FreeCursor(g_MouseCursors[cursor_n]); | 
|  | memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); | 
|  | } | 
|  |  | 
|  | static void ImGui_ImplSDL2_UpdateMousePosAndButtons() | 
|  | { | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  |  | 
|  | // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) | 
|  | if (io.WantSetMousePos) | 
|  | SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y); | 
|  | else | 
|  | io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); | 
|  |  | 
|  | int mx, my; | 
|  | Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my); | 
|  | io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0;  // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. | 
|  | io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; | 
|  | io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; | 
|  | g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; | 
|  |  | 
|  | #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) | 
|  | SDL_Window* focused_window = SDL_GetKeyboardFocus(); | 
|  | if (g_Window == focused_window) | 
|  | { | 
|  | // SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?) | 
|  | // The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally. | 
|  | int wx, wy; | 
|  | SDL_GetWindowPosition(focused_window, &wx, &wy); | 
|  | SDL_GetGlobalMouseState(&mx, &my); | 
|  | mx -= wx; | 
|  | my -= wy; | 
|  | io.MousePos = ImVec2((float)mx, (float)my); | 
|  | } | 
|  |  | 
|  | // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor. | 
|  | // The function is only supported from SDL 2.0.4 (released Jan 2016) | 
|  | bool any_mouse_button_down = ImGui::IsAnyMouseDown(); | 
|  | SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE); | 
|  | #else | 
|  | if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS) | 
|  | io.MousePos = ImVec2((float)mx, (float)my); | 
|  | #endif | 
|  | } | 
|  |  | 
|  | static void ImGui_ImplSDL2_UpdateMouseCursor() | 
|  | { | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) | 
|  | return; | 
|  |  | 
|  | ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); | 
|  | if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) | 
|  | { | 
|  | // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor | 
|  | SDL_ShowCursor(SDL_FALSE); | 
|  | } | 
|  | else | 
|  | { | 
|  | // Show OS mouse cursor | 
|  | SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); | 
|  | SDL_ShowCursor(SDL_TRUE); | 
|  | } | 
|  | } | 
|  |  | 
|  | static void ImGui_ImplSDL2_UpdateGamepads() | 
|  | { | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | memset(io.NavInputs, 0, sizeof(io.NavInputs)); | 
|  | if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) | 
|  | return; | 
|  |  | 
|  | // Get gamepad | 
|  | SDL_GameController* game_controller = SDL_GameControllerOpen(0); | 
|  | if (!game_controller) | 
|  | { | 
|  | io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; | 
|  | return; | 
|  | } | 
|  |  | 
|  | // Update gamepad inputs | 
|  | #define MAP_BUTTON(NAV_NO, BUTTON_NO)       { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; } | 
|  | #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } | 
|  | const int thumb_dead_zone = 8000;           // SDL_gamecontroller.h suggests using this value. | 
|  | MAP_BUTTON(ImGuiNavInput_Activate,      SDL_CONTROLLER_BUTTON_A);               // Cross / A | 
|  | MAP_BUTTON(ImGuiNavInput_Cancel,        SDL_CONTROLLER_BUTTON_B);               // Circle / B | 
|  | MAP_BUTTON(ImGuiNavInput_Menu,          SDL_CONTROLLER_BUTTON_X);               // Square / X | 
|  | MAP_BUTTON(ImGuiNavInput_Input,         SDL_CONTROLLER_BUTTON_Y);               // Triangle / Y | 
|  | MAP_BUTTON(ImGuiNavInput_DpadLeft,      SDL_CONTROLLER_BUTTON_DPAD_LEFT);       // D-Pad Left | 
|  | MAP_BUTTON(ImGuiNavInput_DpadRight,     SDL_CONTROLLER_BUTTON_DPAD_RIGHT);      // D-Pad Right | 
|  | MAP_BUTTON(ImGuiNavInput_DpadUp,        SDL_CONTROLLER_BUTTON_DPAD_UP);         // D-Pad Up | 
|  | MAP_BUTTON(ImGuiNavInput_DpadDown,      SDL_CONTROLLER_BUTTON_DPAD_DOWN);       // D-Pad Down | 
|  | MAP_BUTTON(ImGuiNavInput_FocusPrev,     SDL_CONTROLLER_BUTTON_LEFTSHOULDER);    // L1 / LB | 
|  | MAP_BUTTON(ImGuiNavInput_FocusNext,     SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);   // R1 / RB | 
|  | MAP_BUTTON(ImGuiNavInput_TweakSlow,     SDL_CONTROLLER_BUTTON_LEFTSHOULDER);    // L1 / LB | 
|  | MAP_BUTTON(ImGuiNavInput_TweakFast,     SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);   // R1 / RB | 
|  | MAP_ANALOG(ImGuiNavInput_LStickLeft,    SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); | 
|  | MAP_ANALOG(ImGuiNavInput_LStickRight,   SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); | 
|  | MAP_ANALOG(ImGuiNavInput_LStickUp,      SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767); | 
|  | MAP_ANALOG(ImGuiNavInput_LStickDown,    SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); | 
|  |  | 
|  | io.BackendFlags |= ImGuiBackendFlags_HasGamepad; | 
|  | #undef MAP_BUTTON | 
|  | #undef MAP_ANALOG | 
|  | } | 
|  |  | 
|  | void ImGui_ImplSDL2_NewFrame(SDL_Window* window) | 
|  | { | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); | 
|  |  | 
|  | // Setup display size (every frame to accommodate for window resizing) | 
|  | int w, h; | 
|  | int display_w, display_h; | 
|  | SDL_GetWindowSize(window, &w, &h); | 
|  | SDL_GL_GetDrawableSize(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) | 
|  | static Uint64 frequency = SDL_GetPerformanceFrequency(); | 
|  | Uint64 current_time = SDL_GetPerformanceCounter(); | 
|  | io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f); | 
|  | g_Time = current_time; | 
|  |  | 
|  | ImGui_ImplSDL2_UpdateMousePosAndButtons(); | 
|  | ImGui_ImplSDL2_UpdateMouseCursor(); | 
|  |  | 
|  | // Update game controllers (if enabled and available) | 
|  | ImGui_ImplSDL2_UpdateGamepads(); | 
|  | } |