mirror of
https://github.com/tildearrow/furnace.git
synced 2024-11-18 02:25:11 +00:00
e1bd5b03f3
allows for local modification which is necessary see #442
974 lines
48 KiB
C++
974 lines
48 KiB
C++
// dear imgui: Platform Backend for SDL2
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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// (Prefer SDL 2.0.5+ for full feature support.)
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [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]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// Missing features:
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// [ ] 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.
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// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 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.
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// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
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// 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.
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
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// 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.
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// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
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// 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+)
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// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
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// 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).
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// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
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// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
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// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
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// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
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// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
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// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
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// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
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// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
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// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
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// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
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// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
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// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
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// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
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// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
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// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
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// 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.
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// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
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// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
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// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
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#include "imgui.h"
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#include "imgui_impl_sdl.h"
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#include <cmath>
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// SDL
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// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended)
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#include <SDL.h>
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#include <SDL_syswm.h>
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#if defined(__APPLE__)
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#include <TargetConditionals.h>
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extern "C" {
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#include "../../src/gui/macstuff.h"
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}
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#endif
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#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
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#else
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
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#endif
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#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
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#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5)
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#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
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#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5)
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#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
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#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
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#if !SDL_HAS_VULKAN
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static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
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#endif
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// SDL Data
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struct ImGui_ImplSDL2_Data
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{
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SDL_Window* Window;
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SDL_Renderer* Renderer;
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Uint64 Time;
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Uint32 MouseWindowID;
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int MouseButtonsDown;
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SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
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int PendingMouseLeaveFrame;
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char* ClipboardTextData;
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bool MouseCanUseGlobalState;
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bool UseVulkan;
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ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
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// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
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static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
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}
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// Forward Declarations
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static void ImGui_ImplSDL2_UpdateMonitors();
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static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
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static void ImGui_ImplSDL2_ShutdownPlatformInterface();
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// Functions
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static const char* ImGui_ImplSDL2_GetClipboardText(void*)
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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if (bd->ClipboardTextData)
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SDL_free(bd->ClipboardTextData);
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bd->ClipboardTextData = SDL_GetClipboardText();
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return bd->ClipboardTextData;
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}
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static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
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{
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SDL_SetClipboardText(text);
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}
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static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
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{
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switch (keycode)
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{
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case SDLK_TAB: return ImGuiKey_Tab;
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case SDLK_LEFT: return ImGuiKey_LeftArrow;
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case SDLK_RIGHT: return ImGuiKey_RightArrow;
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case SDLK_UP: return ImGuiKey_UpArrow;
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case SDLK_DOWN: return ImGuiKey_DownArrow;
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case SDLK_PAGEUP: return ImGuiKey_PageUp;
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case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
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case SDLK_HOME: return ImGuiKey_Home;
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case SDLK_END: return ImGuiKey_End;
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case SDLK_INSERT: return ImGuiKey_Insert;
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case SDLK_DELETE: return ImGuiKey_Delete;
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case SDLK_BACKSPACE: return ImGuiKey_Backspace;
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case SDLK_SPACE: return ImGuiKey_Space;
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case SDLK_RETURN: return ImGuiKey_Enter;
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case SDLK_ESCAPE: return ImGuiKey_Escape;
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case SDLK_QUOTE: return ImGuiKey_Apostrophe;
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case SDLK_COMMA: return ImGuiKey_Comma;
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case SDLK_MINUS: return ImGuiKey_Minus;
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case SDLK_PERIOD: return ImGuiKey_Period;
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case SDLK_SLASH: return ImGuiKey_Slash;
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case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
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case SDLK_EQUALS: return ImGuiKey_Equal;
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case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
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case SDLK_BACKSLASH: return ImGuiKey_Backslash;
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case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
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case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
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case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
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case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
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case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
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case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
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case SDLK_PAUSE: return ImGuiKey_Pause;
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case SDLK_KP_0: return ImGuiKey_Keypad0;
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case SDLK_KP_1: return ImGuiKey_Keypad1;
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case SDLK_KP_2: return ImGuiKey_Keypad2;
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case SDLK_KP_3: return ImGuiKey_Keypad3;
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case SDLK_KP_4: return ImGuiKey_Keypad4;
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case SDLK_KP_5: return ImGuiKey_Keypad5;
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case SDLK_KP_6: return ImGuiKey_Keypad6;
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case SDLK_KP_7: return ImGuiKey_Keypad7;
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case SDLK_KP_8: return ImGuiKey_Keypad8;
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case SDLK_KP_9: return ImGuiKey_Keypad9;
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case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
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case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
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case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
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case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
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case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
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case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
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case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
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case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
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case SDLK_LSHIFT: return ImGuiKey_LeftShift;
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case SDLK_LALT: return ImGuiKey_LeftAlt;
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case SDLK_LGUI: return ImGuiKey_LeftSuper;
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case SDLK_RCTRL: return ImGuiKey_RightCtrl;
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case SDLK_RSHIFT: return ImGuiKey_RightShift;
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case SDLK_RALT: return ImGuiKey_RightAlt;
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case SDLK_RGUI: return ImGuiKey_RightSuper;
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case SDLK_APPLICATION: return ImGuiKey_Menu;
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case SDLK_0: return ImGuiKey_0;
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case SDLK_1: return ImGuiKey_1;
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case SDLK_2: return ImGuiKey_2;
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case SDLK_3: return ImGuiKey_3;
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case SDLK_4: return ImGuiKey_4;
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case SDLK_5: return ImGuiKey_5;
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case SDLK_6: return ImGuiKey_6;
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case SDLK_7: return ImGuiKey_7;
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case SDLK_8: return ImGuiKey_8;
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case SDLK_9: return ImGuiKey_9;
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case SDLK_a: return ImGuiKey_A;
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case SDLK_b: return ImGuiKey_B;
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case SDLK_c: return ImGuiKey_C;
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case SDLK_d: return ImGuiKey_D;
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case SDLK_e: return ImGuiKey_E;
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case SDLK_f: return ImGuiKey_F;
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case SDLK_g: return ImGuiKey_G;
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case SDLK_h: return ImGuiKey_H;
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case SDLK_i: return ImGuiKey_I;
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case SDLK_j: return ImGuiKey_J;
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case SDLK_k: return ImGuiKey_K;
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case SDLK_l: return ImGuiKey_L;
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case SDLK_m: return ImGuiKey_M;
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case SDLK_n: return ImGuiKey_N;
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case SDLK_o: return ImGuiKey_O;
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case SDLK_p: return ImGuiKey_P;
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case SDLK_q: return ImGuiKey_Q;
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case SDLK_r: return ImGuiKey_R;
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case SDLK_s: return ImGuiKey_S;
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case SDLK_t: return ImGuiKey_T;
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case SDLK_u: return ImGuiKey_U;
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case SDLK_v: return ImGuiKey_V;
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case SDLK_w: return ImGuiKey_W;
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case SDLK_x: return ImGuiKey_X;
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case SDLK_y: return ImGuiKey_Y;
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case SDLK_z: return ImGuiKey_Z;
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case SDLK_F1: return ImGuiKey_F1;
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case SDLK_F2: return ImGuiKey_F2;
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case SDLK_F3: return ImGuiKey_F3;
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case SDLK_F4: return ImGuiKey_F4;
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case SDLK_F5: return ImGuiKey_F5;
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case SDLK_F6: return ImGuiKey_F6;
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case SDLK_F7: return ImGuiKey_F7;
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case SDLK_F8: return ImGuiKey_F8;
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case SDLK_F9: return ImGuiKey_F9;
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case SDLK_F10: return ImGuiKey_F10;
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case SDLK_F11: return ImGuiKey_F11;
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case SDLK_F12: return ImGuiKey_F12;
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}
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return ImGuiKey_None;
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}
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static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.AddKeyEvent(ImGuiKey_ModCtrl, (sdl_key_mods & KMOD_CTRL) != 0);
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io.AddKeyEvent(ImGuiKey_ModShift, (sdl_key_mods & KMOD_SHIFT) != 0);
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io.AddKeyEvent(ImGuiKey_ModAlt, (sdl_key_mods & KMOD_ALT) != 0);
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io.AddKeyEvent(ImGuiKey_ModSuper, (sdl_key_mods & KMOD_GUI) != 0);
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}
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
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bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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switch (event->type)
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{
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case SDL_MOUSEMOTION:
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{
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ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
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#ifdef __APPLE__
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#endif
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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int window_x, window_y;
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SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
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mouse_pos.x += window_x;
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mouse_pos.y += window_y;
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}
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#ifdef __APPLE__
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// Fix for high DPI mac
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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if (!platform_io.Monitors.empty() && platform_io.Monitors[0].DpiScale > 1.0f)
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{
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// The Framebuffer is scaled by an integer ceiling of the actual ratio, so 2.0 not 1.685 on Mac!
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mouse_pos.x *= std::ceil(platform_io.Monitors[0].DpiScale);
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mouse_pos.y *= std::ceil(platform_io.Monitors[0].DpiScale);
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}
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#endif
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io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
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return true;
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}
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case SDL_MOUSEWHEEL:
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{
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float wheel_x = (event->wheel.x > 0) ? 1.0f : (event->wheel.x < 0) ? -1.0f : 0.0f;
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float wheel_y = (event->wheel.y > 0) ? 1.0f : (event->wheel.y < 0) ? -1.0f : 0.0f;
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#ifdef __APPLE__
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wheel_x = -wheel_x;
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#endif
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io.AddMouseWheelEvent(wheel_x, wheel_y);
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return true;
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}
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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{
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int mouse_button = -1;
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if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
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if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
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if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
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if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
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if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
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if (mouse_button == -1)
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break;
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io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
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bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
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return true;
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}
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case SDL_TEXTINPUT:
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{
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io.AddInputCharactersUTF8(event->text.text);
|
|
return true;
|
|
}
|
|
case SDL_KEYDOWN:
|
|
case SDL_KEYUP:
|
|
{
|
|
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
|
|
ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
|
|
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;
|
|
}
|
|
case SDL_WINDOWEVENT:
|
|
{
|
|
// - 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->PendingMouseLeaveFrame = 0;
|
|
}
|
|
if (window_event == SDL_WINDOWEVENT_LEAVE)
|
|
bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
|
|
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
|
io.AddFocusEvent(true);
|
|
else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
|
|
io.AddFocusEvent(false);
|
|
if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED)
|
|
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
|
|
{
|
|
if (window_event == SDL_WINDOWEVENT_CLOSE)
|
|
viewport->PlatformRequestClose = true;
|
|
if (window_event == SDL_WINDOWEVENT_MOVED)
|
|
viewport->PlatformRequestMove = true;
|
|
if (window_event == SDL_WINDOWEVENT_RESIZED)
|
|
viewport->PlatformRequestResize = true;
|
|
return true;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IM_ASSERT(io.BackendPlatformUserData == NULL && "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_sdl";
|
|
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)
|
|
|
|
// SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
|
|
#ifndef __APPLE__
|
|
if (mouse_can_use_global_state)
|
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;// We can call io.AddMouseViewportEvent() with correct data (optional)
|
|
#endif
|
|
|
|
bd->Window = window;
|
|
bd->Renderer = renderer;
|
|
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
|
|
|
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
|
|
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
|
|
io.ClipboardUserData = NULL;
|
|
|
|
// 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*)window;
|
|
#ifdef _WIN32
|
|
SDL_SysWMinfo info;
|
|
SDL_VERSION(&info.version);
|
|
if (SDL_GetWindowWMInfo(window, &info))
|
|
main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
|
|
#endif
|
|
|
|
// 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)
|
|
#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH
|
|
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
|
|
#endif
|
|
|
|
// Update monitors
|
|
ImGui_ImplSDL2_UpdateMonitors();
|
|
|
|
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
|
|
// We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
|
|
if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
|
|
ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
|
{
|
|
return ImGui_ImplSDL2_Init(window, NULL, sdl_gl_context);
|
|
}
|
|
|
|
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
|
{
|
|
#if !SDL_HAS_VULKAN
|
|
IM_ASSERT(0 && "Unsupported");
|
|
#endif
|
|
if (!ImGui_ImplSDL2_Init(window, NULL, NULL))
|
|
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, NULL, NULL);
|
|
}
|
|
|
|
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
|
|
{
|
|
return ImGui_ImplSDL2_Init(window, NULL, NULL);
|
|
}
|
|
|
|
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
|
|
{
|
|
return ImGui_ImplSDL2_Init(window, renderer, NULL);
|
|
}
|
|
|
|
void ImGui_ImplSDL2_Shutdown()
|
|
{
|
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
|
IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
ImGui_ImplSDL2_ShutdownPlatformInterface();
|
|
|
|
if (bd->ClipboardTextData)
|
|
SDL_free(bd->ClipboardTextData);
|
|
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
|
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
|
|
|
|
io.BackendPlatformName = NULL;
|
|
io.BackendPlatformUserData = NULL;
|
|
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::FindViewportByPlatformHandle((void*)focused_window)));
|
|
#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 ImGuiConfigFlags_NavEnableSetMousePos 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;
|
|
}
|
|
#ifdef __APPLE__
|
|
// Fix for high DPI mac
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
if (!platform_io.Monitors.empty() && platform_io.Monitors[0].DpiScale > 1.0f)
|
|
{
|
|
// The Framebuffer is scaled by an integer ceiling of the actual ratio, so 2.0 not 1.685 on Mac!
|
|
mouse_x *= std::ceil(platform_io.Monitors[0].DpiScale);
|
|
mouse_y *= std::ceil(platform_io.Monitors[0].DpiScale);
|
|
}
|
|
#endif
|
|
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 (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID))
|
|
if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window))
|
|
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_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
|
|
SDL_ShowCursor(SDL_TRUE);
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplSDL2_UpdateGamepads()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
|
return;
|
|
|
|
// Get gamepad
|
|
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
|
SDL_GameController* game_controller = SDL_GameControllerOpen(0);
|
|
if (!game_controller)
|
|
return;
|
|
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
|
|
|
// Update gamepad inputs
|
|
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
|
|
#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
|
|
#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
|
|
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
|
MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
|
|
MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
|
|
MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
|
|
MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
|
|
MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
|
|
MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
|
|
MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
|
|
MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
|
#undef MAP_BUTTON
|
|
#undef MAP_ANALOG
|
|
}
|
|
|
|
// FIXME-PLATFORM: SDL doesn't have an event to notify the application of display/monitor changes
|
|
static void ImGui_ImplSDL2_UpdateMonitors()
|
|
{
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
platform_io.Monitors.resize(0);
|
|
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
|
|
#ifdef __APPLE__
|
|
monitor.DpiScale=getMacDPIScale();
|
|
#else
|
|
float dpi = 0.0f;
|
|
if (!SDL_GetDisplayDPI(n, &dpi, NULL, NULL))
|
|
monitor.DpiScale = dpi / 96.0f;
|
|
#endif
|
|
#endif
|
|
platform_io.Monitors.push_back(monitor);
|
|
}
|
|
}
|
|
|
|
void ImGui_ImplSDL2_NewFrame()
|
|
{
|
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
|
IM_ASSERT(bd != NULL && "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 != NULL)
|
|
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
|
|
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);
|
|
|
|
#if defined(__APPLE__)
|
|
// On Apple, The window size is reported in Low DPI, even when running in high DPI mode
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
if (!platform_io.Monitors.empty() && platform_io.Monitors[0].DpiScale > 1.0f && display_h != h)
|
|
{
|
|
io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
|
|
io.DisplaySize = ImVec2((float)display_w, (float)display_h);
|
|
}
|
|
#endif
|
|
|
|
// 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 = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
|
|
bd->Time = current_time;
|
|
|
|
if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
|
{
|
|
bd->MouseWindowID = 0;
|
|
bd->PendingMouseLeaveFrame = 0;
|
|
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
|
}
|
|
|
|
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* RenderUserData 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 = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; }
|
|
~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == NULL && GLContext == NULL); }
|
|
};
|
|
|
|
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 != NULL);
|
|
SDL_GLContext backup_context = NULL;
|
|
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*)vd->Window;
|
|
#if defined(_WIN32)
|
|
SDL_SysWMinfo info;
|
|
SDL_VERSION(&info.version);
|
|
if (SDL_GetWindowWMInfo(vd->Window, &info))
|
|
viewport->PlatformHandleRaw = info.info.win.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 = NULL;
|
|
vd->Window = NULL;
|
|
IM_DELETE(vd);
|
|
}
|
|
viewport->PlatformUserData = viewport->PlatformHandle = NULL;
|
|
}
|
|
|
|
static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
|
|
{
|
|
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
|
|
#if defined(_WIN32)
|
|
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);
|
|
}
|
|
|
|
// 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 <vulkan/vulkan.h> so we can safely include this.
|
|
#if SDL_HAS_VULKAN
|
|
#include <SDL_vulkan.h>
|
|
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_InitPlatformInterface(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 = vd->Window;
|
|
}
|
|
|
|
static void ImGui_ImplSDL2_ShutdownPlatformInterface()
|
|
{
|
|
ImGui::DestroyPlatformWindows();
|
|
}
|