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| // dear imgui: Platform Backend for SDL3 | |
| // This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..) | |
| // (Info: SDL3 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 (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. | |
| // [X] Platform: IME support. | |
| // 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) | |
| // 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) | |
| // 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650) | |
| // 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode. | |
| // 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. | |
| // 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler. | |
| // 2025-01-20: Made ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_Manual) accept an empty array. | |
| // 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten. | |
| // 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807) | |
| // 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: | |
| // - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn | |
| // - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn | |
| // - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn | |
| // 2024-08-19: Storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. | |
| // 2024-08-19: ImGui_ImplSDL3_ProcessEvent() now ignores events intended for other SDL windows. (#7853) | |
| // 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807) | |
| // 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801) | |
| // 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794) | |
| // 2024-07-02: Update for SDL3 api changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762). | |
| // 2024-07-01: Update for SDL3 api changes: SDL_SetTextInputRect() changed to SDL_SetTextInputArea(). | |
| // 2024-06-26: Update for SDL3 api changes: SDL_StartTextInput()/SDL_StopTextInput()/SDL_SetTextInputRect() functions signatures. | |
| // 2024-06-24: Update for SDL3 api changes: SDL_EVENT_KEY_DOWN/SDL_EVENT_KEY_UP contents. | |
| // 2024-06-03; Update for SDL3 api changes: SDL_SYSTEM_CURSOR_ renames. | |
| // 2024-05-15: Update for SDL3 api changes: SDLK_ renames. | |
| // 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. | |
| // Clang warnings with -Weverything | |
| // SDL | |
| // FIXME-LEGACY: remove when SDL 3.1.3 preview is released. | |
| // SDL Data | |
| struct ImGui_ImplSDL3_Data | |
| { | |
| SDL_Window* Window; | |
| SDL_WindowID WindowID; | |
| SDL_Renderer* Renderer; | |
| Uint64 Time; | |
| char* ClipboardTextData; | |
| // IME handling | |
| SDL_Window* ImeWindow; | |
| // 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(ImGuiContext*) | |
| { | |
| ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); | |
| if (bd->ClipboardTextData) | |
| SDL_free(bd->ClipboardTextData); | |
| const char* sdl_clipboard_text = SDL_GetClipboardText(); | |
| bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : nullptr; | |
| return bd->ClipboardTextData; | |
| } | |
| static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text) | |
| { | |
| SDL_SetClipboardText(text); | |
| } | |
| static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) | |
| { | |
| ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); | |
| SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle; | |
| SDL_Window* window = SDL_GetWindowFromID(window_id); | |
| if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != nullptr) | |
| { | |
| SDL_StopTextInput(bd->ImeWindow); | |
| bd->ImeWindow = nullptr; | |
| } | |
| 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_SetTextInputArea(window, &r, 0); | |
| SDL_StartTextInput(window); | |
| bd->ImeWindow = window; | |
| } | |
| } | |
| // Not static to allow third-party code to use that if they want to (but undocumented) | |
| ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode); | |
| ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode) | |
| { | |
| // Keypad doesn't have individual key values in SDL3 | |
| switch (scancode) | |
| { | |
| case SDL_SCANCODE_KP_0: return ImGuiKey_Keypad0; | |
| case SDL_SCANCODE_KP_1: return ImGuiKey_Keypad1; | |
| case SDL_SCANCODE_KP_2: return ImGuiKey_Keypad2; | |
| case SDL_SCANCODE_KP_3: return ImGuiKey_Keypad3; | |
| case SDL_SCANCODE_KP_4: return ImGuiKey_Keypad4; | |
| case SDL_SCANCODE_KP_5: return ImGuiKey_Keypad5; | |
| case SDL_SCANCODE_KP_6: return ImGuiKey_Keypad6; | |
| case SDL_SCANCODE_KP_7: return ImGuiKey_Keypad7; | |
| case SDL_SCANCODE_KP_8: return ImGuiKey_Keypad8; | |
| case SDL_SCANCODE_KP_9: return ImGuiKey_Keypad9; | |
| case SDL_SCANCODE_KP_PERIOD: return ImGuiKey_KeypadDecimal; | |
| case SDL_SCANCODE_KP_DIVIDE: return ImGuiKey_KeypadDivide; | |
| case SDL_SCANCODE_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; | |
| case SDL_SCANCODE_KP_MINUS: return ImGuiKey_KeypadSubtract; | |
| case SDL_SCANCODE_KP_PLUS: return ImGuiKey_KeypadAdd; | |
| case SDL_SCANCODE_KP_ENTER: return ImGuiKey_KeypadEnter; | |
| case SDL_SCANCODE_KP_EQUALS: return ImGuiKey_KeypadEqual; | |
| default: break; | |
| } | |
| 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_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; | |
| } | |
| // Fallback to scancode | |
| switch (scancode) | |
| { | |
| case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent; | |
| case SDL_SCANCODE_MINUS: return ImGuiKey_Minus; | |
| case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal; | |
| case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket; | |
| case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket; | |
| case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102; | |
| case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash; | |
| case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon; | |
| case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe; | |
| case SDL_SCANCODE_COMMA: return ImGuiKey_Comma; | |
| case SDL_SCANCODE_PERIOD: return ImGuiKey_Period; | |
| case SDL_SCANCODE_SLASH: return ImGuiKey_Slash; | |
| default: break; | |
| } | |
| 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); | |
| } | |
| static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id) | |
| { | |
| ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); | |
| return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr; | |
| } | |
| // 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: | |
| { | |
| if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == nullptr) | |
| 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_EVENT_MOUSE_WHEEL: | |
| { | |
| if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == nullptr) | |
| 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); | |
| float wheel_x = -event->wheel.x; | |
| float wheel_y = event->wheel.y; | |
| 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: | |
| { | |
| if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == nullptr) | |
| 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_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: | |
| { | |
| if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == nullptr) | |
| return false; | |
| io.AddInputCharactersUTF8(event->text.text); | |
| return true; | |
| } | |
| case SDL_EVENT_KEY_DOWN: | |
| case SDL_EVENT_KEY_UP: | |
| { | |
| if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == nullptr) | |
| return false; | |
| ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod); | |
| //IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n", | |
| // (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod); | |
| ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode); | |
| io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN)); | |
| io.SetKeyEventNativeData(key, event->key.key, event->key.scancode, event->key.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: | |
| { | |
| if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr) | |
| return false; | |
| 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: | |
| { | |
| if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr) | |
| return false; | |
| bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1; | |
| return true; | |
| } | |
| case SDL_EVENT_WINDOW_FOCUS_GAINED: | |
| case SDL_EVENT_WINDOW_FOCUS_LOST: | |
| { | |
| if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr) | |
| return false; | |
| io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED); | |
| 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) | |
| { | |
| viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(window); | |
| viewport->PlatformHandleRaw = nullptr; | |
| viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr); | |
| viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr); | |
| } | |
| 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; | |
| 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; | |
| // 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->WindowID = SDL_GetWindowID(window); | |
| bd->Renderer = renderer; | |
| bd->MouseCanUseGlobalState = mouse_can_use_global_state; | |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | |
| platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText; | |
| platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText; | |
| platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData; | |
| platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; }; | |
| // 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_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT); | |
| bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_PROGRESS); | |
| 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) | |
| SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); | |
| // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710) | |
| SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); | |
| 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) | |
| { | |
| IM_ASSERT(0 && "Unsupported"); | |
| 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_InitForSDLGPU(SDL_Window* window) | |
| { | |
| return ImGui_ImplSDL3_Init(window, nullptr, 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) | |
| // - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside. | |
| // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to migitate the issue we wait until mouse has moved to begin capture. | |
| bool want_capture = false; | |
| for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++) | |
| if (ImGui::IsMouseDragging(button_n, 1.0f)) | |
| want_capture = true; | |
| SDL_CaptureMouse(want_capture); | |
| SDL_Window* focused_window = SDL_GetKeyboardFocus(); | |
| const bool is_app_focused = (bd->Window == focused_window); | |
| 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 | |
| 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, 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) | |
| const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window); | |
| if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode) | |
| { | |
| // 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; | |
| } | |
| bd->WantUpdateGamepadsList = false; | |
| SDL_free(sdl_gamepads); | |
| } | |
| // 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(); | |
| } | |
| //----------------------------------------------------------------------------- | |