mirror of
https://github.com/ocornut/imgui.git
synced 2024-12-24 05:25:00 +01:00
49 lines
3.0 KiB
C
49 lines
3.0 KiB
C
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
|
|
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
|
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
|
|
|
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
|
|
|
|
// 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
|
|
|
|
#pragma once
|
|
#include "imgui.h" // IMGUI_IMPL_API
|
|
#ifndef IMGUI_DISABLE
|
|
|
|
struct SDL_Window;
|
|
struct SDL_Renderer;
|
|
struct SDL_Gamepad;
|
|
typedef union SDL_Event SDL_Event;
|
|
|
|
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
|
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);
|
|
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window);
|
|
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);
|
|
|
|
// 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 = nullptr, int manual_gamepads_count = -1);
|
|
|
|
#endif // #ifndef IMGUI_DISABLE
|