// dear imgui: Platform Binding 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.) // Implemented features: // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Clipboard support. // [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE). // Missing features: // [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. // [ ] Platform: Gamepad support (need to use SDL_GameController API to fill the io.NavInputs[] value when ImGuiConfigFlags_NavEnableGamepad is set). // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 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" #include "imgui_impl_sdl.h" // SDL // (the multi-viewports feature requires SDL features supported from SDL 2.0.5+) #include #include #define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4) #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) #define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5) #if !SDL_HAS_VULKAN static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; #endif // Data static SDL_Window* g_Window = NULL; static Uint64 g_Time = 0; static bool g_MousePressed[3] = { false, false, false }; static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; static char* g_ClipboardTextData = NULL; static const char* ImGui_ImplSDL2_GetClipboardText(void*) { if (g_ClipboardTextData) SDL_free(g_ClipboardTextData); g_ClipboardTextData = SDL_GetClipboardText(); return g_ClipboardTextData; } static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) { SDL_SetClipboardText(text); } // 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. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // 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(SDL_Event* event) { ImGuiIO& io = ImGui::GetIO(); switch (event->type) { case SDL_MOUSEWHEEL: { if (event->wheel.x > 0) io.MouseWheelH += 1; if (event->wheel.x < 0) io.MouseWheelH -= 1; if (event->wheel.y > 0) io.MouseWheel += 1; if (event->wheel.y < 0) io.MouseWheel -= 1; return true; } case SDL_MOUSEBUTTONDOWN: { if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; return true; } case SDL_TEXTINPUT: { io.AddInputCharactersUTF8(event->text.text); return true; } case SDL_KEYDOWN: case SDL_KEYUP: { int key = event->key.keysym.scancode; IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown)); io.KeysDown[key] = (event->type == SDL_KEYDOWN); io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); return true; } } return false; } static bool ImGui_ImplSDL2_Init(SDL_Window* window) { g_Window = window; // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB; io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT; io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE; io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE; io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE; io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN; io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE; io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A; io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C; io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V; io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X; io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y; io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z; io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; io.ClipboardUserData = NULL; g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); #ifdef _WIN32 SDL_SysWMinfo wmInfo; SDL_VERSION(&wmInfo.version); SDL_GetWindowWMInfo(window, &wmInfo); io.ImeWindowHandle = wmInfo.info.win.window; #else (void)window; #endif return true; } bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) { (void)sdl_gl_context; // Viewport branch will need this. return ImGui_ImplSDL2_Init(window); } bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) { #if !SDL_HAS_VULKAN IM_ASSERT(0 && "Unsupported"); #endif return ImGui_ImplSDL2_Init(window); } void ImGui_ImplSDL2_Shutdown() { g_Window = NULL; // Destroy last known clipboard data if (g_ClipboardTextData) SDL_free(g_ClipboardTextData); g_ClipboardTextData = NULL; // Destroy SDL mouse cursors for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) SDL_FreeCursor(g_MouseCursors[cursor_n]); memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); } static void ImGui_ImplSDL2_UpdateMousePosAndButtons() { ImGuiIO& io = ImGui::GetIO(); // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) if (io.WantSetMousePos) SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y); else io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); int mx, my; Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my); io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; #if SDL_HAS_CAPTURE_MOUSE && !defined(__EMSCRIPTEN__) SDL_Window* focused_window = SDL_GetKeyboardFocus(); if (g_Window == focused_window) { // SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?) // The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally. int wx, wy; SDL_GetWindowPosition(focused_window, &wx, &wy); SDL_GetGlobalMouseState(&mx, &my); mx -= wx; my -= wy; io.MousePos = ImVec2((float)mx, (float)my); } // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor. // The function is only supported from SDL 2.0.4 (released Jan 2016) bool any_mouse_button_down = ImGui::IsAnyMouseDown(); SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE); #else if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS) io.MousePos = ImVec2((float)mx, (float)my); #endif } static void ImGui_ImplSDL2_UpdateMouseCursor() { ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) return; 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_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); SDL_ShowCursor(SDL_TRUE); } } void ImGui_ImplSDL2_NewFrame(SDL_Window* window) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() // Setup display size (every frame to accommodate for window resizing) int w, h; int display_w, display_h; SDL_GetWindowSize(window, &w, &h); SDL_GL_GetDrawableSize(window, &display_w, &display_h); io.DisplaySize = ImVec2((float)w, (float)h); io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) static Uint64 frequency = SDL_GetPerformanceFrequency(); Uint64 current_time = SDL_GetPerformanceCounter(); io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f); g_Time = current_time; ImGui_ImplSDL2_UpdateMousePosAndButtons(); ImGui_ImplSDL2_UpdateMouseCursor(); }