// dear imgui: Platform Backend for SDL2 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) // (Prefer SDL 2.0.5+ for full feature support.) // 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: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // Missing features or Issues: // [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows). // [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). // 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-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f. // 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190) // 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.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn // - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn // 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. // 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853) // 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions. // 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library. // 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode(). // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. // 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: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()). // 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3. // 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version). // 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096) // 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019) // 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710) // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). // 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations. // 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). // 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. // 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. // 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST. // 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+) // 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950) // 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends. // 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2). // 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state). // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. // 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" #ifndef IMGUI_DISABLE #include "imgui_impl_sdl2.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 // (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended) #include #include #ifdef __APPLE__ #include #endif #ifdef __EMSCRIPTEN__ #include #endif #if SDL_VERSION_ATLEAST(2,0,4) && !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 #define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5) #define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5) #define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5) #define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4) #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) #define SDL_HAS_DISPLAY_EVENT SDL_VERSION_ATLEAST(2,0,9) #define SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT SDL_VERSION_ATLEAST(2,0,18) #if SDL_HAS_VULKAN #include #else static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; #endif // SDL Data struct ImGui_ImplSDL2_Data { SDL_Window* Window; Uint32 WindowID; SDL_Renderer* Renderer; Uint64 Time; char* ClipboardTextData; bool UseVulkan; bool WantUpdateMonitors; // Mouse handling Uint32 MouseWindowID; int MouseButtonsDown; SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; SDL_Cursor* MouseLastCursor; int MouseLastLeaveFrame; bool MouseCanUseGlobalState; bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state. // Gamepad handling ImVector Gamepads; ImGui_ImplSDL2_GamepadMode GamepadMode; bool WantUpdateGamepadsList; ImGui_ImplSDL2_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_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; } // Forward Declarations static void ImGui_ImplSDL2_UpdateMonitors(); static void ImGui_ImplSDL2_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context); static void ImGui_ImplSDL2_ShutdownMultiViewportSupport(); // Functions static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*) { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); if (bd->ClipboardTextData) SDL_free(bd->ClipboardTextData); bd->ClipboardTextData = SDL_GetClipboardText(); return bd->ClipboardTextData; } static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text) { SDL_SetClipboardText(text); } // Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow(). static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) { if (data->WantVisible) { SDL_Rect r; r.x = (int)(data->InputPos.x - viewport->Pos.x); r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight); r.w = 1; r.h = (int)data->InputLineHeight; SDL_SetTextInputRect(&r); } } // Not static to allow third-party code to use that if they want to (but undocumented) ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode); ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode) { IM_UNUSED(scancode); 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_QUOTE: 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_BACKQUOTE: 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; default: break; } return ImGuiKey_None; } static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) { ImGuiIO& io = ImGui::GetIO(); io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0); io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0); io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0); io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0); } static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id) { return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id); } // 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. bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?"); ImGuiIO& io = ImGui::GetIO(); switch (event->type) { case SDL_MOUSEMOTION: { if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr) return false; ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { int window_x, window_y; SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y); mouse_pos.x += window_x; mouse_pos.y += window_y; } io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); return true; } case SDL_MOUSEWHEEL: { if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == 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); #if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten! float wheel_x = -event->wheel.preciseX; float wheel_y = event->wheel.preciseY; #else float wheel_x = -(float)event->wheel.x; float wheel_y = (float)event->wheel.y; #endif #if defined(__EMSCRIPTEN__) && !SDL_VERSION_ATLEAST(2,31,0) wheel_x /= 100.0f; #endif io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); io.AddMouseWheelEvent(wheel_x, wheel_y); return true; } case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: { if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == 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_MOUSEBUTTONDOWN)); bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); return true; } case SDL_TEXTINPUT: { if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == nullptr) return false; io.AddInputCharactersUTF8(event->text.text); return true; } case SDL_KEYDOWN: case SDL_KEYUP: { if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == nullptr) return false; ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode); io.AddKeyEvent(key, (event->type == SDL_KEYDOWN)); io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. return true; } #if SDL_HAS_DISPLAY_EVENT case SDL_DISPLAYEVENT: { // 2.0.26 has SDL_DISPLAYEVENT_CONNECTED/SDL_DISPLAYEVENT_DISCONNECTED/SDL_DISPLAYEVENT_ORIENTATION, // so change of DPI/Scaling are not reflected in this event. (SDL3 has it) bd->WantUpdateMonitors = true; return true; } #endif case SDL_WINDOWEVENT: { ImGuiViewport* viewport = ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID); if (viewport == NULL) return false; // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right. // - However we won't get a correct LEAVE event for a captured window. // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details. Uint8 window_event = event->window.event; if (window_event == SDL_WINDOWEVENT_ENTER) { bd->MouseWindowID = event->window.windowID; bd->MouseLastLeaveFrame = 0; } if (window_event == SDL_WINDOWEVENT_LEAVE) bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1; if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) io.AddFocusEvent(true); else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST) io.AddFocusEvent(false); else if (window_event == SDL_WINDOWEVENT_CLOSE) viewport->PlatformRequestClose = true; else if (window_event == SDL_WINDOWEVENT_MOVED) viewport->PlatformRequestMove = true; else if (window_event == SDL_WINDOWEVENT_RESIZED) viewport->PlatformRequestResize = true; return true; } case SDL_CONTROLLERDEVICEADDED: case SDL_CONTROLLERDEVICEREMOVED: { bd->WantUpdateGamepadsList = true; return true; } } return false; } #ifdef __EMSCRIPTEN__ EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); }); #endif static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context) { ImGuiIO& io = ImGui::GetIO(); IMGUI_CHECKVERSION(); IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); // Check and store if we are on a SDL backend that supports global mouse position // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) bool mouse_can_use_global_state = false; #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE const char* sdl_backend = SDL_GetCurrentVideoDriver(); const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) mouse_can_use_global_state = true; #endif // Setup backend capabilities flags ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); io.BackendPlatformUserData = (void*)bd; io.BackendPlatformName = "imgui_impl_sdl2"; io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) if (mouse_can_use_global_state) io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) bd->Window = window; bd->WindowID = SDL_GetWindowID(window); bd->Renderer = renderer; // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960) // We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame. bd->MouseCanUseGlobalState = mouse_can_use_global_state; #ifndef __APPLE__ bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState; #else bd->MouseCanReportHoveredViewport = false; #endif ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; platform_io.Platform_ClipboardUserData = nullptr; platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData; #ifdef __EMSCRIPTEN__ platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; }; #endif // Update monitor a first time during init ImGui_ImplSDL2_UpdateMonitors(); // Gamepad handling bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst; bd->WantUpdateGamepadsList = true; // Load mouse cursors bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); // Set platform dependent data in viewport // Our mouse update function expect PlatformHandle to be filled for the main viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->PlatformHandle = (void*)(intptr_t)bd->WindowID; main_viewport->PlatformHandleRaw = nullptr; SDL_SysWMinfo info; SDL_VERSION(&info.version); if (SDL_GetWindowWMInfo(window, &info)) { #if defined(SDL_VIDEO_DRIVER_WINDOWS) main_viewport->PlatformHandleRaw = (void*)info.info.win.window; #elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; #endif } // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) #ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); #endif // From 2.0.18: Enable native IME. // IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any. // For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow(). #ifdef SDL_HINT_IME_SHOW_UI SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); #endif // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710) #ifdef SDL_HINT_MOUSE_AUTO_CAPTURE SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); #endif // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. // We left the call to ImGui_ImplSDL2_InitMultiViewportSupport() outside of #ifdef to avoid unused-function warnings. if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui_ImplSDL2_InitMultiViewportSupport(window, sdl_gl_context); return true; } bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) { return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context); } bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) { #if !SDL_HAS_VULKAN IM_ASSERT(0 && "Unsupported"); #endif if (!ImGui_ImplSDL2_Init(window, nullptr, nullptr)) return false; ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); bd->UseVulkan = true; return true; } bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) { #if !defined(_WIN32) IM_ASSERT(0 && "Unsupported"); #endif return ImGui_ImplSDL2_Init(window, nullptr, nullptr); } bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) { return ImGui_ImplSDL2_Init(window, nullptr, nullptr); } bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) { return ImGui_ImplSDL2_Init(window, renderer, nullptr); } bool ImGui_ImplSDL2_InitForOther(SDL_Window* window) { return ImGui_ImplSDL2_Init(window, nullptr, nullptr); } static void ImGui_ImplSDL2_CloseGamepads(); void ImGui_ImplSDL2_Shutdown() { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplSDL2_ShutdownMultiViewportSupport(); if (bd->ClipboardTextData) SDL_free(bd->ClipboardTextData); for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) SDL_FreeCursor(bd->MouseCursors[cursor_n]); ImGui_ImplSDL2_CloseGamepads(); io.BackendPlatformName = nullptr; io.BackendPlatformUserData = nullptr; io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); IM_DELETE(bd); } // This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4. static void ImGui_ImplSDL2_UpdateMouseData() { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE); SDL_Window* focused_window = SDL_GetKeyboardFocus(); const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL2_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL)); #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 io.ConfigNavMoveSetMousePos is enabled by user) if (io.WantSetMousePos) { #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y); else #endif SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y); } // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured) if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) { // 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) // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) int mouse_x, mouse_y, window_x, window_y; SDL_GetGlobalMouseState(&mouse_x, &mouse_y); if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) { SDL_GetWindowPosition(focused_window, &window_x, &window_y); mouse_x -= window_x; mouse_y -= window_y; } io.AddMousePosEvent((float)mouse_x, (float)mouse_y); } } // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag. // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported // by the backend, and use its flawed heuristic to guess the viewport behind. // - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) { ImGuiID mouse_viewport_id = 0; if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL2_GetViewportForWindowID(bd->MouseWindowID)) mouse_viewport_id = mouse_viewport->ID; io.AddMouseViewportEvent(mouse_viewport_id); } } static void ImGui_ImplSDL2_UpdateMouseCursor() { ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) return; ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) { // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor SDL_ShowCursor(SDL_FALSE); } else { // Show OS mouse cursor SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; if (bd->MouseLastCursor != expected_cursor) { SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) bd->MouseLastCursor = expected_cursor; } SDL_ShowCursor(SDL_TRUE); } } static void ImGui_ImplSDL2_CloseGamepads() { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual) for (SDL_GameController* gamepad : bd->Gamepads) SDL_GameControllerClose(gamepad); bd->Gamepads.resize(0); } void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count) { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGui_ImplSDL2_CloseGamepads(); if (mode == ImGui_ImplSDL2_GamepadMode_Manual) { IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0); for (int n = 0; n < manual_gamepads_count; n++) bd->Gamepads.push_back(manual_gamepads_array[n]); } else { IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0); bd->WantUpdateGamepadsList = true; } bd->GamepadMode = mode; } static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no) { bool merged_value = false; for (SDL_GameController* gamepad : bd->Gamepads) merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0; io.AddKeyEvent(key, merged_value); } static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1) { float merged_value = 0.0f; for (SDL_GameController* gamepad : bd->Gamepads) { float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0)); if (merged_value < vn) merged_value = vn; } io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value); } static void ImGui_ImplSDL2_UpdateGamepads() { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); // Update list of controller(s) to use if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual) { ImGui_ImplSDL2_CloseGamepads(); int joystick_count = SDL_NumJoysticks(); for (int n = 0; n < joystick_count; n++) if (SDL_IsGameController(n)) if (SDL_GameController* gamepad = SDL_GameControllerOpen(n)) { bd->Gamepads.push_back(gamepad); if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst) break; } bd->WantUpdateGamepadsList = false; } // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) return; io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; if (bd->Gamepads.Size == 0) return; io.BackendFlags |= ImGuiBackendFlags_HasGamepad; // Update gamepad inputs const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START); ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK); ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767); ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK); ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK); ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768); ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767); ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768); ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); } // FIXME: Note that doesn't update with DPI/Scaling change only as SDL2 doesn't have an event for it (SDL3 has). static void ImGui_ImplSDL2_UpdateMonitors() { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Monitors.resize(0); bd->WantUpdateMonitors = false; int display_count = SDL_GetNumVideoDisplays(); for (int n = 0; n < display_count; n++) { // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. ImGuiPlatformMonitor monitor; SDL_Rect r; SDL_GetDisplayBounds(n, &r); monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y); monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h); #if SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_GetDisplayUsableBounds(n, &r); monitor.WorkPos = ImVec2((float)r.x, (float)r.y); monitor.WorkSize = ImVec2((float)r.w, (float)r.h); #endif #if SDL_HAS_PER_MONITOR_DPI // FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set // DpiScale to cocoa_window.backingScaleFactor here. float dpi = 0.0f; if (!SDL_GetDisplayDPI(n, &dpi, nullptr, nullptr)) { if (dpi <= 0.0f) continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902. monitor.DpiScale = dpi / 96.0f; } #endif monitor.PlatformHandle = (void*)(intptr_t)n; platform_io.Monitors.push_back(monitor); } } void ImGui_ImplSDL2_NewFrame() { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?"); ImGuiIO& io = ImGui::GetIO(); // Setup display size (every frame to accommodate for window resizing) int w, h; int display_w, display_h; SDL_GetWindowSize(bd->Window, &w, &h); if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) w = h = 0; if (bd->Renderer != nullptr) SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h); #if SDL_HAS_VULKAN else if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_VULKAN) SDL_Vulkan_GetDrawableSize(bd->Window, &display_w, &display_h); #endif else SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h); io.DisplaySize = ImVec2((float)w, (float)h); if (w > 0 && h > 0) io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); // Update monitors if (bd->WantUpdateMonitors) ImGui_ImplSDL2_UpdateMonitors(); // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644) static Uint64 frequency = SDL_GetPerformanceFrequency(); Uint64 current_time = SDL_GetPerformanceCounter(); if (current_time <= bd->Time) current_time = bd->Time + 1; io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); bd->Time = current_time; if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) { bd->MouseWindowID = 0; bd->MouseLastLeaveFrame = 0; io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); } // Our io.AddMouseViewportEvent() calls will only be valid when not capturing. // Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects. if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr) io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; else io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport; ImGui_ImplSDL2_UpdateMouseData(); ImGui_ImplSDL2_UpdateMouseCursor(); // Update game controllers (if enabled and available) ImGui_ImplSDL2_UpdateGamepads(); } //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. struct ImGui_ImplSDL2_ViewportData { SDL_Window* Window; Uint32 WindowID; bool WindowOwned; SDL_GLContext GLContext; ImGui_ImplSDL2_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; } ~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); } }; static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport) { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); viewport->PlatformUserData = vd; ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData; // Share GL resources with main context bool use_opengl = (main_viewport_data->GLContext != nullptr); SDL_GLContext backup_context = nullptr; if (use_opengl) { backup_context = SDL_GL_GetCurrentContext(); SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext); } Uint32 sdl_flags = 0; sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0); sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI; sdl_flags |= SDL_WINDOW_HIDDEN; sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0; sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE; #if !defined(_WIN32) // See SDL hack in ImGui_ImplSDL2_ShowWindow(). sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0; #endif #if SDL_HAS_ALWAYS_ON_TOP sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0; #endif vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); vd->WindowOwned = true; if (use_opengl) { vd->GLContext = SDL_GL_CreateContext(vd->Window); SDL_GL_SetSwapInterval(0); } if (use_opengl && backup_context) SDL_GL_MakeCurrent(vd->Window, backup_context); viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(vd->Window); viewport->PlatformHandleRaw = nullptr; SDL_SysWMinfo info; SDL_VERSION(&info.version); if (SDL_GetWindowWMInfo(vd->Window, &info)) { #if defined(SDL_VIDEO_DRIVER_WINDOWS) viewport->PlatformHandleRaw = info.info.win.window; #elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; #endif } } static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport) { if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData) { if (vd->GLContext && vd->WindowOwned) SDL_GL_DeleteContext(vd->GLContext); if (vd->Window && vd->WindowOwned) SDL_DestroyWindow(vd->Window); vd->GLContext = nullptr; vd->Window = nullptr; IM_DELETE(vd); } viewport->PlatformUserData = viewport->PlatformHandle = nullptr; } static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; #if defined(_WIN32) && !(defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES)) HWND hwnd = (HWND)viewport->PlatformHandleRaw; // SDL hack: Hide icon from task bar // Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition. if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) { LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); ex_style &= ~WS_EX_APPWINDOW; ex_style |= WS_EX_TOOLWINDOW; ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); } #endif #if SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT SDL_SetHint(SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "1" : "0"); #elif defined(_WIN32) // SDL hack: SDL always activate/focus windows :/ if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) { ::ShowWindow(hwnd, SW_SHOWNA); return; } #endif SDL_ShowWindow(vd->Window); } static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; int x = 0, y = 0; SDL_GetWindowPosition(vd->Window, &x, &y); return ImVec2((float)x, (float)y); } static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y); } static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; int w = 0, h = 0; SDL_GetWindowSize(vd->Window, &w, &h); return ImVec2((float)w, (float)h); } static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y); } static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; SDL_SetWindowTitle(vd->Window, title); } #if SDL_HAS_WINDOW_ALPHA static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; SDL_SetWindowOpacity(vd->Window, alpha); } #endif static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; SDL_RaiseWindow(vd->Window); } static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; } static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0; } static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; if (vd->GLContext) SDL_GL_MakeCurrent(vd->Window, vd->GLContext); } static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; if (vd->GLContext) { SDL_GL_MakeCurrent(vd->Window, vd->GLContext); SDL_GL_SwapWindow(vd->Window); } } // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) // SDL is graceful enough to _not_ need so we can safely include this. #if SDL_HAS_VULKAN #include static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; (void)vk_allocator; SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface); return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY } #endif // SDL_HAS_VULKAN static void ImGui_ImplSDL2_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context) { // Register platform interface (will be coupled with a renderer interface) ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow; platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow; platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow; platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos; platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos; platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize; platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize; platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus; platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus; platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized; platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle; platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow; platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers; #if SDL_HAS_WINDOW_ALPHA platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha; #endif #if SDL_HAS_VULKAN platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface; #endif // Register main window handle (which is owned by the main application, not by us) // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); vd->Window = window; vd->WindowID = SDL_GetWindowID(window); vd->WindowOwned = false; vd->GLContext = sdl_gl_context; main_viewport->PlatformUserData = vd; main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID; } static void ImGui_ImplSDL2_ShutdownMultiViewportSupport() { ImGui::DestroyPlatformWindows(); } //----------------------------------------------------------------------------- #if defined(__clang__) #pragma clang diagnostic pop #endif #endif // #ifndef IMGUI_DISABLE