2023-02-07 13:49:37 +01:00
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
2023-02-07 13:26:24 +01:00
// 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.)
2024-07-02 11:37:18 +02:00
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN**)
2023-02-07 13:26:24 +01:00
// Implemented features:
// [X] Platform: Clipboard support.
2023-04-04 19:43:51 +02:00
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
2023-02-07 13:26:24 +01:00
// [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'.
// 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.
2023-09-11 13:47:08 +02:00
// 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
2023-02-07 13:26:24 +01:00
# pragma once
# include "imgui.h" // IMGUI_IMPL_API
2023-07-13 11:27:52 +02:00
# ifndef IMGUI_DISABLE
2023-02-07 13:26:24 +01:00
struct SDL_Window ;
struct SDL_Renderer ;
2024-02-14 11:37:18 +01:00
struct SDL_Gamepad ;
2023-02-07 13:26:24 +01:00
typedef union SDL_Event SDL_Event ;
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL ( SDL_Window * window , void * sdl_gl_context ) ;
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan ( SDL_Window * window ) ;
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D ( SDL_Window * window ) ;
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal ( SDL_Window * window ) ;
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer ( SDL_Window * window , SDL_Renderer * renderer ) ;
2023-08-15 12:48:46 +02:00
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther ( SDL_Window * window ) ;
2023-02-07 13:26:24 +01:00
IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown ( ) ;
IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame ( ) ;
IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent ( const SDL_Event * event ) ;
2023-07-13 11:27:52 +02:00
2024-02-14 11:37:18 +01:00
// 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_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst , ImGui_ImplSDL3_GamepadMode_AutoAll , ImGui_ImplSDL3_GamepadMode_Manual } ;
IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode ( ImGui_ImplSDL3_GamepadMode mode , SDL_Gamepad * * manual_gamepads_array = NULL , int manual_gamepads_count = - 1 ) ;
2023-07-13 11:27:52 +02:00
# endif // #ifndef IMGUI_DISABLE