| // dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*) |
| // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) |
| // (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) |
| // (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE) |
| |
| // Implemented features: |
| // [X] Platform: Clipboard support. |
| // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. |
| // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] |
| // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. |
| // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. |
| // Missing features: |
| // [ ] Platform: IME SUPPORT IS BROKEN IN SDL3 BECAUSE INPUTS GETS SENT TO BOTH APP AND IME + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. |
| |
| // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
| // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
| // Learn about Dear ImGui: |
| // - FAQ https://dearimgui.com/faq |
| // - Getting Started https://dearimgui.com/getting-started |
| // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
| // - Introduction, links and more at the top of imgui.cpp |
| |
| // CHANGELOG |
| // (minor and older changes stripped away, please see git history for details) |
| // 2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME. |
| // 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode(). |
| // 2023-11-13: Updated for recent SDL3 API changes. |
| // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. |
| // 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391) |
| // 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306) |
| // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702) |
| // 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644) |
| // 2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog. |
| |
| #include "imgui.h" |
| #ifndef IMGUI_DISABLE |
| #include "imgui_impl_sdl3.h" |
| |
| // Clang warnings with -Weverything |
| #if defined(__clang__) |
| #pragma clang diagnostic push |
| #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision |
| #endif |
| |
| // SDL |
| #include <SDL3/SDL.h> |
| #if defined(__APPLE__) |
| #include <TargetConditionals.h> |
| #endif |
| #ifdef _WIN32 |
| #ifndef WIN32_LEAN_AND_MEAN |
| #define WIN32_LEAN_AND_MEAN |
| #endif |
| #include <windows.h> |
| #endif |
| |
| #if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) |
| #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 |
| #else |
| #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 |
| #endif |
| |
| // FIXME-LEGACY: remove when SDL 3.1.3 preview is released. |
| #ifndef SDLK_APOSTROPHE |
| #define SDLK_APOSTROPHE SDLK_QUOTE |
| #endif |
| #ifndef SDLK_GRAVE |
| #define SDLK_GRAVE SDLK_BACKQUOTE |
| #endif |
| |
| // SDL Data |
| struct ImGui_ImplSDL3_Data |
| { |
| SDL_Window* Window; |
| SDL_Renderer* Renderer; |
| Uint64 Time; |
| char* ClipboardTextData; |
| |
| // Mouse handling |
| Uint32 MouseWindowID; |
| int MouseButtonsDown; |
| SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; |
| SDL_Cursor* MouseLastCursor; |
| int MousePendingLeaveFrame; |
| bool MouseCanUseGlobalState; |
| |
| // Gamepad handling |
| ImVector<SDL_Gamepad*> Gamepads; |
| ImGui_ImplSDL3_GamepadMode GamepadMode; |
| bool WantUpdateGamepadsList; |
| |
| ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); } |
| }; |
| |
| // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts |
| // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. |
| // FIXME: multi-context support is not well tested and probably dysfunctional in this backend. |
| // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. |
| static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData() |
| { |
| return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; |
| } |
| |
| // Functions |
| static const char* ImGui_ImplSDL3_GetClipboardText(void*) |
| { |
| ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); |
| if (bd->ClipboardTextData) |
| SDL_free(bd->ClipboardTextData); |
| bd->ClipboardTextData = SDL_GetClipboardText(); |
| return bd->ClipboardTextData; |
| } |
| |
| static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text) |
| { |
| SDL_SetClipboardText(text); |
| } |
| |
| static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data) |
| { |
| if (data->WantVisible) |
| { |
| SDL_Rect r; |
| r.x = (int)data->InputPos.x; |
| r.y = (int)data->InputPos.y; |
| r.w = 1; |
| r.h = (int)data->InputLineHeight; |
| SDL_SetTextInputRect(&r); |
| SDL_StartTextInput(); |
| } |
| else |
| { |
| SDL_StopTextInput(); |
| } |
| } |
| |
| static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode) |
| { |
| switch (keycode) |
| { |
| case SDLK_TAB: return ImGuiKey_Tab; |
| case SDLK_LEFT: return ImGuiKey_LeftArrow; |
| case SDLK_RIGHT: return ImGuiKey_RightArrow; |
| case SDLK_UP: return ImGuiKey_UpArrow; |
| case SDLK_DOWN: return ImGuiKey_DownArrow; |
| case SDLK_PAGEUP: return ImGuiKey_PageUp; |
| case SDLK_PAGEDOWN: return ImGuiKey_PageDown; |
| case SDLK_HOME: return ImGuiKey_Home; |
| case SDLK_END: return ImGuiKey_End; |
| case SDLK_INSERT: return ImGuiKey_Insert; |
| case SDLK_DELETE: return ImGuiKey_Delete; |
| case SDLK_BACKSPACE: return ImGuiKey_Backspace; |
| case SDLK_SPACE: return ImGuiKey_Space; |
| case SDLK_RETURN: return ImGuiKey_Enter; |
| case SDLK_ESCAPE: return ImGuiKey_Escape; |
| case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe; |
| case SDLK_COMMA: return ImGuiKey_Comma; |
| case SDLK_MINUS: return ImGuiKey_Minus; |
| case SDLK_PERIOD: return ImGuiKey_Period; |
| case SDLK_SLASH: return ImGuiKey_Slash; |
| case SDLK_SEMICOLON: return ImGuiKey_Semicolon; |
| case SDLK_EQUALS: return ImGuiKey_Equal; |
| case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; |
| case SDLK_BACKSLASH: return ImGuiKey_Backslash; |
| case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; |
| case SDLK_GRAVE: return ImGuiKey_GraveAccent; |
| case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; |
| case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; |
| case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; |
| case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen; |
| case SDLK_PAUSE: return ImGuiKey_Pause; |
| case SDLK_KP_0: return ImGuiKey_Keypad0; |
| case SDLK_KP_1: return ImGuiKey_Keypad1; |
| case SDLK_KP_2: return ImGuiKey_Keypad2; |
| case SDLK_KP_3: return ImGuiKey_Keypad3; |
| case SDLK_KP_4: return ImGuiKey_Keypad4; |
| case SDLK_KP_5: return ImGuiKey_Keypad5; |
| case SDLK_KP_6: return ImGuiKey_Keypad6; |
| case SDLK_KP_7: return ImGuiKey_Keypad7; |
| case SDLK_KP_8: return ImGuiKey_Keypad8; |
| case SDLK_KP_9: return ImGuiKey_Keypad9; |
| case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal; |
| case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide; |
| case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; |
| case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract; |
| case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd; |
| case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter; |
| case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual; |
| case SDLK_LCTRL: return ImGuiKey_LeftCtrl; |
| case SDLK_LSHIFT: return ImGuiKey_LeftShift; |
| case SDLK_LALT: return ImGuiKey_LeftAlt; |
| case SDLK_LGUI: return ImGuiKey_LeftSuper; |
| case SDLK_RCTRL: return ImGuiKey_RightCtrl; |
| case SDLK_RSHIFT: return ImGuiKey_RightShift; |
| case SDLK_RALT: return ImGuiKey_RightAlt; |
| case SDLK_RGUI: return ImGuiKey_RightSuper; |
| case SDLK_APPLICATION: return ImGuiKey_Menu; |
| case SDLK_0: return ImGuiKey_0; |
| case SDLK_1: return ImGuiKey_1; |
| case SDLK_2: return ImGuiKey_2; |
| case SDLK_3: return ImGuiKey_3; |
| case SDLK_4: return ImGuiKey_4; |
| case SDLK_5: return ImGuiKey_5; |
| case SDLK_6: return ImGuiKey_6; |
| case SDLK_7: return ImGuiKey_7; |
| case SDLK_8: return ImGuiKey_8; |
| case SDLK_9: return ImGuiKey_9; |
| case SDLK_a: return ImGuiKey_A; |
| case SDLK_b: return ImGuiKey_B; |
| case SDLK_c: return ImGuiKey_C; |
| case SDLK_d: return ImGuiKey_D; |
| case SDLK_e: return ImGuiKey_E; |
| case SDLK_f: return ImGuiKey_F; |
| case SDLK_g: return ImGuiKey_G; |
| case SDLK_h: return ImGuiKey_H; |
| case SDLK_i: return ImGuiKey_I; |
| case SDLK_j: return ImGuiKey_J; |
| case SDLK_k: return ImGuiKey_K; |
| case SDLK_l: return ImGuiKey_L; |
| case SDLK_m: return ImGuiKey_M; |
| case SDLK_n: return ImGuiKey_N; |
| case SDLK_o: return ImGuiKey_O; |
| case SDLK_p: return ImGuiKey_P; |
| case SDLK_q: return ImGuiKey_Q; |
| case SDLK_r: return ImGuiKey_R; |
| case SDLK_s: return ImGuiKey_S; |
| case SDLK_t: return ImGuiKey_T; |
| case SDLK_u: return ImGuiKey_U; |
| case SDLK_v: return ImGuiKey_V; |
| case SDLK_w: return ImGuiKey_W; |
| case SDLK_x: return ImGuiKey_X; |
| case SDLK_y: return ImGuiKey_Y; |
| case SDLK_z: return ImGuiKey_Z; |
| case SDLK_F1: return ImGuiKey_F1; |
| case SDLK_F2: return ImGuiKey_F2; |
| case SDLK_F3: return ImGuiKey_F3; |
| case SDLK_F4: return ImGuiKey_F4; |
| case SDLK_F5: return ImGuiKey_F5; |
| case SDLK_F6: return ImGuiKey_F6; |
| case SDLK_F7: return ImGuiKey_F7; |
| case SDLK_F8: return ImGuiKey_F8; |
| case SDLK_F9: return ImGuiKey_F9; |
| case SDLK_F10: return ImGuiKey_F10; |
| case SDLK_F11: return ImGuiKey_F11; |
| case SDLK_F12: return ImGuiKey_F12; |
| case SDLK_F13: return ImGuiKey_F13; |
| case SDLK_F14: return ImGuiKey_F14; |
| case SDLK_F15: return ImGuiKey_F15; |
| case SDLK_F16: return ImGuiKey_F16; |
| case SDLK_F17: return ImGuiKey_F17; |
| case SDLK_F18: return ImGuiKey_F18; |
| case SDLK_F19: return ImGuiKey_F19; |
| case SDLK_F20: return ImGuiKey_F20; |
| case SDLK_F21: return ImGuiKey_F21; |
| case SDLK_F22: return ImGuiKey_F22; |
| case SDLK_F23: return ImGuiKey_F23; |
| case SDLK_F24: return ImGuiKey_F24; |
| case SDLK_AC_BACK: return ImGuiKey_AppBack; |
| case SDLK_AC_FORWARD: return ImGuiKey_AppForward; |
| } |
| return ImGuiKey_None; |
| } |
| |
| static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0); |
| io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0); |
| io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0); |
| io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0); |
| } |
| |
| // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
| // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. |
| // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. |
| // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
| // If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field. |
| bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) |
| { |
| ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); |
| IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?"); |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| switch (event->type) |
| { |
| case SDL_EVENT_MOUSE_MOTION: |
| { |
| 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_EVENT_MOUSE_WHEEL: |
| { |
| //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); |
| float wheel_x = -event->wheel.x; |
| float wheel_y = event->wheel.y; |
| #ifdef __EMSCRIPTEN__ |
| wheel_x /= 100.0f; |
| #endif |
| io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); |
| io.AddMouseWheelEvent(wheel_x, wheel_y); |
| return true; |
| } |
| case SDL_EVENT_MOUSE_BUTTON_DOWN: |
| case SDL_EVENT_MOUSE_BUTTON_UP: |
| { |
| 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_EVENT_MOUSE_BUTTON_DOWN)); |
| bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); |
| return true; |
| } |
| case SDL_EVENT_TEXT_INPUT: |
| { |
| io.AddInputCharactersUTF8(event->text.text); |
| return true; |
| } |
| case SDL_EVENT_KEY_DOWN: |
| case SDL_EVENT_KEY_UP: |
| { |
| ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); |
| ImGuiKey key = ImGui_ImplSDL3_KeycodeToImGuiKey(event->key.keysym.sym); |
| io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN)); |
| 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_EVENT_WINDOW_MOUSE_ENTER: |
| { |
| bd->MouseWindowID = event->window.windowID; |
| bd->MousePendingLeaveFrame = 0; |
| return true; |
| } |
| // - 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. |
| // FIXME: Unconfirmed whether this is still needed with SDL3. |
| case SDL_EVENT_WINDOW_MOUSE_LEAVE: |
| { |
| bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1; |
| return true; |
| } |
| case SDL_EVENT_WINDOW_FOCUS_GAINED: |
| io.AddFocusEvent(true); |
| return true; |
| case SDL_EVENT_WINDOW_FOCUS_LOST: |
| io.AddFocusEvent(false); |
| return true; |
| case SDL_EVENT_GAMEPAD_ADDED: |
| case SDL_EVENT_GAMEPAD_REMOVED: |
| { |
| bd->WantUpdateGamepadsList = true; |
| return true; |
| } |
| } |
| return false; |
| } |
| |
| static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window) |
| { |
| IM_UNUSED(window); |
| viewport->PlatformHandleRaw = nullptr; |
| #if defined(__WIN32__) && !defined(__WINRT__) |
| viewport->PlatformHandleRaw = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.win32.hwnd", nullptr); |
| #elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) |
| viewport->PlatformHandleRaw = (void*)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.cocoa.window", nullptr); |
| #endif |
| } |
| |
| static bool ImGui_ImplSDL3_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!"); |
| IM_UNUSED(sdl_gl_context); // Unused in this branch |
| |
| // 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_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)(); |
| io.BackendPlatformUserData = (void*)bd; |
| io.BackendPlatformName = "imgui_impl_sdl3"; |
| io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) |
| io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) |
| |
| bd->Window = window; |
| bd->Renderer = renderer; |
| bd->MouseCanUseGlobalState = mouse_can_use_global_state; |
| |
| io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText; |
| io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText; |
| io.ClipboardUserData = nullptr; |
| io.SetPlatformImeDataFn = ImGui_ImplSDL3_SetPlatformImeData; |
| |
| // Gamepad handling |
| bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst; |
| bd->WantUpdateGamepadsList = true; |
| |
| // Load mouse cursors |
| bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_DEFAULT); |
| bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_TEXT); |
| bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_MOVE); |
| bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NS_RESIZE); |
| bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_EW_RESIZE); |
| bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE); |
| bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE); |
| bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER); |
| bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED); |
| |
| // Set platform dependent data in viewport |
| // Our mouse update function expect PlatformHandle to be filled for the main viewport |
| ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
| ImGui_ImplSDL3_SetupPlatformHandles(main_viewport, window); |
| |
| // 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_EVENT_MOUSE_BUTTON_DOWN 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 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710) |
| #ifdef SDL_HINT_MOUSE_AUTO_CAPTURE |
| SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); |
| #endif |
| |
| return true; |
| } |
| |
| bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) |
| { |
| IM_UNUSED(sdl_gl_context); // Viewport branch will need this. |
| return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context); |
| } |
| |
| bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window) |
| { |
| return ImGui_ImplSDL3_Init(window, nullptr, nullptr); |
| } |
| |
| bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window) |
| { |
| #if !defined(_WIN32) |
| IM_ASSERT(0 && "Unsupported"); |
| #endif |
| return ImGui_ImplSDL3_Init(window, nullptr, nullptr); |
| } |
| |
| bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window) |
| { |
| return ImGui_ImplSDL3_Init(window, nullptr, nullptr); |
| } |
| |
| bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) |
| { |
| return ImGui_ImplSDL3_Init(window, renderer, nullptr); |
| } |
| |
| bool ImGui_ImplSDL3_InitForOther(SDL_Window* window) |
| { |
| return ImGui_ImplSDL3_Init(window, nullptr, nullptr); |
| } |
| |
| static void ImGui_ImplSDL3_CloseGamepads(); |
| |
| void ImGui_ImplSDL3_Shutdown() |
| { |
| ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_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_DestroyCursor(bd->MouseCursors[cursor_n]); |
| ImGui_ImplSDL3_CloseGamepads(); |
| |
| io.BackendPlatformName = nullptr; |
| io.BackendPlatformUserData = nullptr; |
| io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); |
| IM_DELETE(bd); |
| } |
| |
| static void ImGui_ImplSDL3_UpdateMouseData() |
| { |
| ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| // We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) 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 |
| SDL_Window* focused_window = bd->Window; |
| const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only |
| #endif |
| if (is_app_focused) |
| { |
| // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) |
| if (io.WantSetMousePos) |
| SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y); |
| |
| // (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured) |
| if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) |
| { |
| // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) |
| float mouse_x_global, mouse_y_global; |
| int window_x, window_y; |
| SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); |
| SDL_GetWindowPosition(focused_window, &window_x, &window_y); |
| io.AddMousePosEvent(mouse_x_global - window_x, mouse_y_global - window_y); |
| } |
| } |
| } |
| |
| static void ImGui_ImplSDL3_UpdateMouseCursor() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) |
| return; |
| ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_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_HideCursor(); |
| } |
| 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(); |
| } |
| } |
| |
| static void ImGui_ImplSDL3_CloseGamepads() |
| { |
| ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); |
| if (bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual) |
| for (SDL_Gamepad* gamepad : bd->Gamepads) |
| SDL_CloseGamepad(gamepad); |
| bd->Gamepads.resize(0); |
| } |
| |
| void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count) |
| { |
| ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); |
| ImGui_ImplSDL3_CloseGamepads(); |
| if (mode == ImGui_ImplSDL3_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_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no) |
| { |
| bool merged_value = false; |
| for (SDL_Gamepad* gamepad : bd->Gamepads) |
| merged_value |= SDL_GetGamepadButton(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_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1) |
| { |
| float merged_value = 0.0f; |
| for (SDL_Gamepad* gamepad : bd->Gamepads) |
| { |
| float vn = Saturate((float)(SDL_GetGamepadAxis(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_ImplSDL3_UpdateGamepads() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); |
| |
| // Update list of gamepads to use |
| if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual) |
| { |
| ImGui_ImplSDL3_CloseGamepads(); |
| int sdl_gamepads_count = 0; |
| SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count); |
| for (int n = 0; n < sdl_gamepads_count; n++) |
| if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n])) |
| { |
| bd->Gamepads.push_back(gamepad); |
| if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst) |
| break; |
| } |
| SDL_free(sdl_gamepads); |
| 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_gamepad.h suggests using this value. |
| ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START); |
| ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK); |
| ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square |
| ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle |
| ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle |
| ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross |
| ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT); |
| ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT); |
| ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP); |
| ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN); |
| ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER); |
| ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER); |
| ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767); |
| ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767); |
| ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK); |
| ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK); |
| ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768); |
| ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767); |
| ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768); |
| ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767); |
| ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768); |
| ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767); |
| ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768); |
| ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767); |
| } |
| |
| void ImGui_ImplSDL3_NewFrame() |
| { |
| ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); |
| IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_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; |
| SDL_GetWindowSizeInPixels(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->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) |
| { |
| bd->MouseWindowID = 0; |
| bd->MousePendingLeaveFrame = 0; |
| io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); |
| } |
| |
| ImGui_ImplSDL3_UpdateMouseData(); |
| ImGui_ImplSDL3_UpdateMouseCursor(); |
| |
| // Update game controllers (if enabled and available) |
| ImGui_ImplSDL3_UpdateGamepads(); |
| } |
| |
| //----------------------------------------------------------------------------- |
| |
| #if defined(__clang__) |
| #pragma clang diagnostic pop |
| #endif |
| |
| #endif // #ifndef IMGUI_DISABLE |