// 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(); } 304'>304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927