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+// dear imgui: Platform Backend for SDL3
+// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..)
+// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
+
+// 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.
+// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
+// Missing features or Issues:
+// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
+// [x] Platform: IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+// 2026-01-15: Changed GetClipboardText() handler to return nullptr on error aka clipboard contents is not text. Consistent with other backends. (#9168)
+// 2025-11-05: Fixed an issue with missing characters events when an already active text field changes viewports. (#9054)
+// 2025-10-22: Fixed Platform_OpenInShellFn() return value (unused in core).
+// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_EVENT_MOUSE_MOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786)
+// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
+// 2025-09-15: Use SDL_GetWindowDisplayScale() on Mac to output DisplayFrameBufferScale. The function is more reliable during resolution changes e.g. going fullscreen. (#8703, #4414)
+// 2025-06-27: IME: avoid calling SDL_StartTextInput() again if already active. (#8727)
+// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
+// 2025-05-06: [Docking] macOS: fixed secondary viewports not appearing on other monitors before of parenting.
+// 2025-04-09: [Docking] Revert update monitors and work areas information every frame. Only do it on Windows. (#8415, #8558)
+// 2025-04-22: IME: honor ImGuiPlatformImeData->WantTextInput as an alternative way to call SDL_StartTextInput(), without IME being necessarily visible.
+// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
+// 2025-03-30: Update for SDL3 api changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801)
+// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
+// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
+// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650)
+// 2025-02-25: [Docking] Revert to use SDL_GetDisplayBounds() for WorkPos/WorkRect if SDL_GetDisplayUsableBounds() failed.
+// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
+// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
+// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
+// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
+// 2025-01-20: Made ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_Manual) accept an empty array.
+// 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten.
+// 2024-09-11: (Docking) Added support for viewport->ParentViewportId field to support parenting at OS level. (#7973)
+// 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807)
+// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
+// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
+// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
+// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
+// 2024-08-19: Storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
+// 2024-08-19: ImGui_ImplSDL3_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
+// 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807)
+// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801)
+// 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794)
+// 2024-07-02: Update for SDL3 api changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762).
+// 2024-07-01: Update for SDL3 api changes: SDL_SetTextInputRect() changed to SDL_SetTextInputArea().
+// 2024-06-26: Update for SDL3 api changes: SDL_StartTextInput()/SDL_StopTextInput()/SDL_SetTextInputRect() functions signatures.
+// 2024-06-24: Update for SDL3 api changes: SDL_EVENT_KEY_DOWN/SDL_EVENT_KEY_UP contents.
+// 2024-06-03; Update for SDL3 api changes: SDL_SYSTEM_CURSOR_ renames.
+// 2024-05-15: Update for SDL3 api changes: SDLK_ renames.
+// 2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME.
+// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
+// 2023-11-13: Updated for recent SDL3 API changes.
+// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
+// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391)
+// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
+// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
+// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
+// 2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_sdl3.h"
+
+// Clang warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
+#endif
+
+// SDL
+#include <SDL3/SDL.h>
+#include <stdio.h> // for snprintf()
+#if defined(__APPLE__)
+#include <TargetConditionals.h>
+#endif
+#ifdef _WIN32
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN
+#endif
+#include <windows.h>
+#endif
+
+#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
+#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
+#else
+#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
+#endif
+
+// FIXME-LEGACY: remove when SDL 3.1.3 preview is released.
+#ifndef SDLK_APOSTROPHE
+#define SDLK_APOSTROPHE SDLK_QUOTE
+#endif
+#ifndef SDLK_GRAVE
+#define SDLK_GRAVE SDLK_BACKQUOTE
+#endif
+
+// SDL Data
+struct ImGui_ImplSDL3_Data
+{
+ SDL_Window* Window;
+ SDL_WindowID WindowID;
+ SDL_Renderer* Renderer;
+ Uint64 Time;
+ char* ClipboardTextData;
+ char BackendPlatformName[48];
+ bool UseVulkan;
+ bool WantUpdateMonitors;
+
+ // IME handling
+ SDL_Window* ImeWindow;
+ ImGuiPlatformImeData ImeData;
+ bool ImeDirty;
+
+ // Mouse handling
+ Uint32 MouseWindowID;
+ int MouseButtonsDown;
+ SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
+ SDL_Cursor* MouseLastCursor;
+ int MousePendingLeaveFrame;
+ bool MouseCanUseGlobalState;
+ bool MouseCanUseCapture;
+ bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
+
+ // Gamepad handling
+ ImVector<SDL_Gamepad*> Gamepads;
+ ImGui_ImplSDL3_GamepadMode GamepadMode;
+ bool WantUpdateGamepadsList;
+
+ ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
+// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
+static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
+}
+
+// Forward Declarations
+static void ImGui_ImplSDL3_UpdateIme();
+static void ImGui_ImplSDL3_UpdateMonitors();
+static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context);
+static void ImGui_ImplSDL3_ShutdownMultiViewportSupport();
+
+// Functions
+static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ if (bd->ClipboardTextData)
+ SDL_free(bd->ClipboardTextData);
+ if (SDL_HasClipboardText())
+ bd->ClipboardTextData = SDL_GetClipboardText();
+ else
+ bd->ClipboardTextData = nullptr;
+ return bd->ClipboardTextData;
+}
+
+static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text)
+{
+ SDL_SetClipboardText(text);
+}
+
+static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
+{
+ return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id);
+}
+
+static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data)
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ bd->ImeData = *data;
+ bd->ImeDirty = true;
+ ImGui_ImplSDL3_UpdateIme();
+}
+
+// We discard viewport passed via ImGuiPlatformImeData and always call SDL_StartTextInput() on SDL_GetKeyboardFocus().
+static void ImGui_ImplSDL3_UpdateIme()
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ ImGuiPlatformImeData* data = &bd->ImeData;
+ SDL_Window* window = SDL_GetKeyboardFocus();
+
+ // Stop previous input
+ if ((!(data->WantVisible || data->WantTextInput) || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
+ {
+ SDL_StopTextInput(bd->ImeWindow);
+ bd->ImeWindow = nullptr;
+ }
+ if ((!bd->ImeDirty && bd->ImeWindow == window) || (window == nullptr))
+ return;
+
+ // Start/update current input
+ bd->ImeDirty = false;
+ if (data->WantVisible)
+ {
+ ImVec2 viewport_pos;
+ if (ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(SDL_GetWindowID(window)))
+ viewport_pos = viewport->Pos;
+ SDL_Rect r;
+ r.x = (int)(data->InputPos.x - viewport_pos.x);
+ r.y = (int)(data->InputPos.y - viewport_pos.y);
+ r.w = 1;
+ r.h = (int)data->InputLineHeight;
+ SDL_SetTextInputArea(window, &r, 0);
+ bd->ImeWindow = window;
+ }
+ if (!SDL_TextInputActive(window) && (data->WantVisible || data->WantTextInput))
+ SDL_StartTextInput(window);
+}
+
+// Not static to allow third-party code to use that if they want to (but undocumented)
+ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode);
+ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
+{
+ // Keypad doesn't have individual key values in SDL3
+ switch (scancode)
+ {
+ case SDL_SCANCODE_KP_0: return ImGuiKey_Keypad0;
+ case SDL_SCANCODE_KP_1: return ImGuiKey_Keypad1;
+ case SDL_SCANCODE_KP_2: return ImGuiKey_Keypad2;
+ case SDL_SCANCODE_KP_3: return ImGuiKey_Keypad3;
+ case SDL_SCANCODE_KP_4: return ImGuiKey_Keypad4;
+ case SDL_SCANCODE_KP_5: return ImGuiKey_Keypad5;
+ case SDL_SCANCODE_KP_6: return ImGuiKey_Keypad6;
+ case SDL_SCANCODE_KP_7: return ImGuiKey_Keypad7;
+ case SDL_SCANCODE_KP_8: return ImGuiKey_Keypad8;
+ case SDL_SCANCODE_KP_9: return ImGuiKey_Keypad9;
+ case SDL_SCANCODE_KP_PERIOD: return ImGuiKey_KeypadDecimal;
+ case SDL_SCANCODE_KP_DIVIDE: return ImGuiKey_KeypadDivide;
+ case SDL_SCANCODE_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
+ case SDL_SCANCODE_KP_MINUS: return ImGuiKey_KeypadSubtract;
+ case SDL_SCANCODE_KP_PLUS: return ImGuiKey_KeypadAdd;
+ case SDL_SCANCODE_KP_ENTER: return ImGuiKey_KeypadEnter;
+ case SDL_SCANCODE_KP_EQUALS: return ImGuiKey_KeypadEqual;
+ default: break;
+ }
+ switch (keycode)
+ {
+ case SDLK_TAB: return ImGuiKey_Tab;
+ case SDLK_LEFT: return ImGuiKey_LeftArrow;
+ case SDLK_RIGHT: return ImGuiKey_RightArrow;
+ case SDLK_UP: return ImGuiKey_UpArrow;
+ case SDLK_DOWN: return ImGuiKey_DownArrow;
+ case SDLK_PAGEUP: return ImGuiKey_PageUp;
+ case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
+ case SDLK_HOME: return ImGuiKey_Home;
+ case SDLK_END: return ImGuiKey_End;
+ case SDLK_INSERT: return ImGuiKey_Insert;
+ case SDLK_DELETE: return ImGuiKey_Delete;
+ case SDLK_BACKSPACE: return ImGuiKey_Backspace;
+ case SDLK_SPACE: return ImGuiKey_Space;
+ case SDLK_RETURN: return ImGuiKey_Enter;
+ case SDLK_ESCAPE: return ImGuiKey_Escape;
+ //case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
+ case SDLK_COMMA: return ImGuiKey_Comma;
+ //case SDLK_MINUS: return ImGuiKey_Minus;
+ case SDLK_PERIOD: return ImGuiKey_Period;
+ //case SDLK_SLASH: return ImGuiKey_Slash;
+ case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
+ //case SDLK_EQUALS: return ImGuiKey_Equal;
+ //case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
+ //case SDLK_BACKSLASH: return ImGuiKey_Backslash;
+ //case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
+ //case SDLK_GRAVE: return ImGuiKey_GraveAccent;
+ case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
+ case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
+ case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
+ case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
+ case SDLK_PAUSE: return ImGuiKey_Pause;
+ case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
+ case SDLK_LSHIFT: return ImGuiKey_LeftShift;
+ case SDLK_LALT: return ImGuiKey_LeftAlt;
+ case SDLK_LGUI: return ImGuiKey_LeftSuper;
+ case SDLK_RCTRL: return ImGuiKey_RightCtrl;
+ case SDLK_RSHIFT: return ImGuiKey_RightShift;
+ case SDLK_RALT: return ImGuiKey_RightAlt;
+ case SDLK_RGUI: return ImGuiKey_RightSuper;
+ case SDLK_APPLICATION: return ImGuiKey_Menu;
+ case SDLK_0: return ImGuiKey_0;
+ case SDLK_1: return ImGuiKey_1;
+ case SDLK_2: return ImGuiKey_2;
+ case SDLK_3: return ImGuiKey_3;
+ case SDLK_4: return ImGuiKey_4;
+ case SDLK_5: return ImGuiKey_5;
+ case SDLK_6: return ImGuiKey_6;
+ case SDLK_7: return ImGuiKey_7;
+ case SDLK_8: return ImGuiKey_8;
+ case SDLK_9: return ImGuiKey_9;
+ case SDLK_A: return ImGuiKey_A;
+ case SDLK_B: return ImGuiKey_B;
+ case SDLK_C: return ImGuiKey_C;
+ case SDLK_D: return ImGuiKey_D;
+ case SDLK_E: return ImGuiKey_E;
+ case SDLK_F: return ImGuiKey_F;
+ case SDLK_G: return ImGuiKey_G;
+ case SDLK_H: return ImGuiKey_H;
+ case SDLK_I: return ImGuiKey_I;
+ case SDLK_J: return ImGuiKey_J;
+ case SDLK_K: return ImGuiKey_K;
+ case SDLK_L: return ImGuiKey_L;
+ case SDLK_M: return ImGuiKey_M;
+ case SDLK_N: return ImGuiKey_N;
+ case SDLK_O: return ImGuiKey_O;
+ case SDLK_P: return ImGuiKey_P;
+ case SDLK_Q: return ImGuiKey_Q;
+ case SDLK_R: return ImGuiKey_R;
+ case SDLK_S: return ImGuiKey_S;
+ case SDLK_T: return ImGuiKey_T;
+ case SDLK_U: return ImGuiKey_U;
+ case SDLK_V: return ImGuiKey_V;
+ case SDLK_W: return ImGuiKey_W;
+ case SDLK_X: return ImGuiKey_X;
+ case SDLK_Y: return ImGuiKey_Y;
+ case SDLK_Z: return ImGuiKey_Z;
+ case SDLK_F1: return ImGuiKey_F1;
+ case SDLK_F2: return ImGuiKey_F2;
+ case SDLK_F3: return ImGuiKey_F3;
+ case SDLK_F4: return ImGuiKey_F4;
+ case SDLK_F5: return ImGuiKey_F5;
+ case SDLK_F6: return ImGuiKey_F6;
+ case SDLK_F7: return ImGuiKey_F7;
+ case SDLK_F8: return ImGuiKey_F8;
+ case SDLK_F9: return ImGuiKey_F9;
+ case SDLK_F10: return ImGuiKey_F10;
+ case SDLK_F11: return ImGuiKey_F11;
+ case SDLK_F12: return ImGuiKey_F12;
+ case SDLK_F13: return ImGuiKey_F13;
+ case SDLK_F14: return ImGuiKey_F14;
+ case SDLK_F15: return ImGuiKey_F15;
+ case SDLK_F16: return ImGuiKey_F16;
+ case SDLK_F17: return ImGuiKey_F17;
+ case SDLK_F18: return ImGuiKey_F18;
+ case SDLK_F19: return ImGuiKey_F19;
+ case SDLK_F20: return ImGuiKey_F20;
+ case SDLK_F21: return ImGuiKey_F21;
+ case SDLK_F22: return ImGuiKey_F22;
+ case SDLK_F23: return ImGuiKey_F23;
+ case SDLK_F24: return ImGuiKey_F24;
+ case SDLK_AC_BACK: return ImGuiKey_AppBack;
+ case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
+ default: break;
+ }
+
+ // Fallback to scancode
+ switch (scancode)
+ {
+ case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent;
+ case SDL_SCANCODE_MINUS: return ImGuiKey_Minus;
+ case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal;
+ case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket;
+ case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket;
+ case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102;
+ case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash;
+ case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon;
+ case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
+ case SDL_SCANCODE_COMMA: return ImGuiKey_Comma;
+ case SDL_SCANCODE_PERIOD: return ImGuiKey_Period;
+ case SDL_SCANCODE_SLASH: return ImGuiKey_Slash;
+ default: break;
+ }
+ return ImGuiKey_None;
+}
+
+static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0);
+ io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0);
+ io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0);
+ io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
+}
+
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ switch (event->type)
+ {
+ case SDL_EVENT_MOUSE_MOTION:
+ {
+ if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == nullptr)
+ return false;
+ ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
+ if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ int window_x, window_y;
+ SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
+ mouse_pos.x += window_x;
+ mouse_pos.y += window_y;
+ }
+ io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
+ io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
+ return true;
+ }
+ case SDL_EVENT_MOUSE_WHEEL:
+ {
+ if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == nullptr)
+ return false;
+ //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
+ float wheel_x = -event->wheel.x;
+ float wheel_y = event->wheel.y;
+ io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
+ io.AddMouseWheelEvent(wheel_x, wheel_y);
+ return true;
+ }
+ case SDL_EVENT_MOUSE_BUTTON_DOWN:
+ case SDL_EVENT_MOUSE_BUTTON_UP:
+ {
+ if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == nullptr)
+ return false;
+ int mouse_button = -1;
+ if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
+ if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
+ if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
+ if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
+ if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
+ if (mouse_button == -1)
+ break;
+ io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
+ io.AddMouseButtonEvent(mouse_button, (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN));
+ bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
+ return true;
+ }
+ case SDL_EVENT_TEXT_INPUT:
+ {
+ if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == nullptr)
+ return false;
+ io.AddInputCharactersUTF8(event->text.text);
+ return true;
+ }
+ case SDL_EVENT_KEY_DOWN:
+ case SDL_EVENT_KEY_UP:
+ {
+ ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID);
+ if (viewport == nullptr)
+ return false;
+ //IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=0x%08X ('%s'), scancode=%d ('%s'), mod=%X, windowID=%d, viewport=%08X\n",
+ // (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod, event->key.windowID, viewport ? viewport->ID : 0);
+ ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
+ ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
+ io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
+ io.SetKeyEventNativeData(key, (int)event->key.key, (int)event->key.scancode, (int)event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
+ return true;
+ }
+ case SDL_EVENT_DISPLAY_ORIENTATION:
+ case SDL_EVENT_DISPLAY_ADDED:
+ case SDL_EVENT_DISPLAY_REMOVED:
+ case SDL_EVENT_DISPLAY_MOVED:
+ case SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED:
+ {
+ bd->WantUpdateMonitors = true;
+ return true;
+ }
+ case SDL_EVENT_WINDOW_MOUSE_ENTER:
+ {
+ if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
+ return false;
+ bd->MouseWindowID = event->window.windowID;
+ bd->MousePendingLeaveFrame = 0;
+ return true;
+ }
+ // - 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.
+ // FIXME: Unconfirmed whether this is still needed with SDL3.
+ case SDL_EVENT_WINDOW_MOUSE_LEAVE:
+ {
+ if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
+ return false;
+ bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
+ return true;
+ }
+ case SDL_EVENT_WINDOW_FOCUS_GAINED:
+ case SDL_EVENT_WINDOW_FOCUS_LOST:
+ {
+ ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID);
+ if (viewport == nullptr)
+ return false;
+ //IMGUI_DEBUG_LOG("%s: windowId %d, viewport: %08X\n", (event->type == SDL_EVENT_WINDOW_FOCUS_GAINED) ? "SDL_EVENT_WINDOW_FOCUS_GAINED" : "SDL_WINDOWEVENT_FOCUS_LOST", event->window.windowID, viewport ? viewport->ID : 0);
+ io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
+ return true;
+ }
+ case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
+ case SDL_EVENT_WINDOW_MOVED:
+ case SDL_EVENT_WINDOW_RESIZED:
+ {
+ ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID);
+ if (viewport == NULL)
+ return false;
+ if (event->type == SDL_EVENT_WINDOW_CLOSE_REQUESTED)
+ viewport->PlatformRequestClose = true;
+ if (event->type == SDL_EVENT_WINDOW_MOVED)
+ viewport->PlatformRequestMove = true;
+ if (event->type == SDL_EVENT_WINDOW_RESIZED)
+ viewport->PlatformRequestResize = true;
+ return true;
+ }
+ case SDL_EVENT_GAMEPAD_ADDED:
+ case SDL_EVENT_GAMEPAD_REMOVED:
+ {
+ bd->WantUpdateGamepadsList = true;
+ return true;
+ }
+ default:
+ break;
+ }
+ return false;
+}
+
+static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
+{
+ viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(window);
+ viewport->PlatformHandleRaw = nullptr;
+#if defined(_WIN32) && !defined(__WINRT__)
+ viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
+#elif defined(__APPLE__)
+ viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr);
+#endif
+}
+
+static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IMGUI_CHECKVERSION();
+ IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
+ IM_UNUSED(sdl_gl_context); // Unused in this branch
+ //SDL_SetHint(SDL_HINT_EVENT_LOGGING, "2");
+
+ const int ver_linked = SDL_GetVersion();
+
+ // Setup backend capabilities flags
+ ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
+ snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl3 (%d.%d.%d; %d.%d.%d)",
+ SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION, SDL_VERSIONNUM_MAJOR(ver_linked), SDL_VERSIONNUM_MINOR(ver_linked), SDL_VERSIONNUM_MICRO(ver_linked));
+ io.BackendPlatformUserData = (void*)bd;
+ io.BackendPlatformName = bd->BackendPlatformName;
+ io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+ io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
+ // (ImGuiBackendFlags_PlatformHasViewports and ImGuiBackendFlags_HasParentViewport may be set just below)
+ // (ImGuiBackendFlags_HasMouseHoveredViewport is set dynamically in our _NewFrame function)
+
+ bd->Window = window;
+ bd->WindowID = SDL_GetWindowID(window);
+ bd->Renderer = renderer;
+
+ // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
+ // We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame.
+#ifndef __APPLE__
+ bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState;
+#else
+ bd->MouseCanReportHoveredViewport = false;
+#endif
+
+ // Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
+ // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
+ bd->MouseCanUseGlobalState = false;
+ bd->MouseCanUseCapture = false;
+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
+ const char* sdl_backend = SDL_GetCurrentVideoDriver();
+ const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
+ for (const char* item : capture_and_global_state_whitelist)
+ if (strncmp(sdl_backend, item, strlen(item)) == 0)
+ bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true;
+#endif
+ if (bd->MouseCanUseGlobalState)
+ {
+ io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
+ io.BackendFlags |= ImGuiBackendFlags_HasParentViewport; // We can honor viewport->ParentViewportId by applying the corresponding parent/child relationship at platform level (optional)
+ }
+
+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+ platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
+ platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
+ platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
+ platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url); };
+
+ // Update monitor a first time during init
+ ImGui_ImplSDL3_UpdateMonitors();
+
+ // Gamepad handling
+ bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
+ bd->WantUpdateGamepadsList = true;
+
+ // Load mouse cursors
+ bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_DEFAULT);
+ bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_TEXT);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_MOVE);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NS_RESIZE);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_EW_RESIZE);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE);
+ bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER);
+ bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT);
+ bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_PROGRESS);
+ bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED);
+
+ // Set platform dependent data in viewport
+ // Our mouse update function expect PlatformHandle to be filled for the main viewport
+ ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+ ImGui_ImplSDL3_SetupPlatformHandles(main_viewport, window);
+
+ // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
+ // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
+ // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
+ // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
+ // you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_EVENT_WINDOW_FOCUS_GAINED)
+ SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
+
+ // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
+ SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
+
+ // SDL 3.x : see https://github.com/libsdl-org/SDL/issues/6659
+ SDL_SetHint("SDL_BORDERLESS_WINDOWED_STYLE", "0");
+
+ // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
+ // We left the call to ImGui_ImplSDL3_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
+ if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)
+ ImGui_ImplSDL3_InitMultiViewportSupport(window, sdl_gl_context);
+
+ return true;
+}
+
+// Should technically be a SDL_GLContext but due to typedef it is sane to keep it void* in public interface.
+bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
+{
+ return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
+}
+
+bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
+{
+ if (!ImGui_ImplSDL3_Init(window, nullptr, nullptr))
+ return false;
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ bd->UseVulkan = true;
+ return true;
+}
+
+bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
+{
+#if !defined(_WIN32)
+ IM_ASSERT(0 && "Unsupported");
+#endif
+ return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
+}
+
+bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window)
+{
+ return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
+}
+
+bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
+{
+ return ImGui_ImplSDL3_Init(window, renderer, nullptr);
+}
+
+bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window)
+{
+ return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
+}
+
+bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
+{
+ return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
+}
+
+static void ImGui_ImplSDL3_CloseGamepads();
+
+void ImGui_ImplSDL3_Shutdown()
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+
+ ImGui_ImplSDL3_ShutdownMultiViewportSupport();
+ if (bd->ClipboardTextData)
+ SDL_free(bd->ClipboardTextData);
+ for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+ SDL_DestroyCursor(bd->MouseCursors[cursor_n]);
+ ImGui_ImplSDL3_CloseGamepads();
+
+ io.BackendPlatformName = nullptr;
+ io.BackendPlatformUserData = nullptr;
+ io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport | ImGuiBackendFlags_HasParentViewport);
+ platform_io.ClearPlatformHandlers();
+ 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_ImplSDL3_UpdateMouseData()
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+
+ // We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
+ // - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
+ // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture.
+ if (bd->MouseCanUseCapture)
+ {
+ bool want_capture = false;
+ for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
+ if (ImGui::IsMouseDragging(button_n, 1.0f))
+ want_capture = true;
+ SDL_CaptureMouse(want_capture);
+ }
+
+ SDL_Window* focused_window = SDL_GetKeyboardFocus();
+ const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL3_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL));
+#else
+ SDL_Window* focused_window = bd->Window;
+ const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
+#endif
+ if (is_app_focused)
+ {
+ // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
+ if (io.WantSetMousePos)
+ {
+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
+ if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ SDL_WarpMouseGlobal(io.MousePos.x, io.MousePos.y);
+ else
+#endif
+ SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
+ }
+
+ // (Optional) Fallback to provide unclamped mouse position when focused but not hovered (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
+ // Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature.
+ SDL_Window* hovered_window = SDL_GetMouseFocus();
+ const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window);
+ if (hovered_window == nullptr && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
+ {
+ // 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)
+ float mouse_x, mouse_y;
+ int window_x, window_y;
+ SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
+ if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
+ {
+ SDL_GetWindowPosition(focused_window, &window_x, &window_y);
+ mouse_x -= window_x;
+ mouse_y -= window_y;
+ }
+ io.AddMousePosEvent(mouse_x, mouse_y);
+ }
+ }
+
+ // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
+ // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
+ // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
+ // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
+ // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
+ // by the backend, and use its flawed heuristic to guess the viewport behind.
+ // - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
+ if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
+ {
+ ImGuiID mouse_viewport_id = 0;
+ if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL3_GetViewportForWindowID(bd->MouseWindowID))
+ mouse_viewport_id = mouse_viewport->ID;
+ io.AddMouseViewportEvent(mouse_viewport_id);
+ }
+}
+
+static void ImGui_ImplSDL3_UpdateMouseCursor()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+ return;
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_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_HideCursor();
+ }
+ else
+ {
+ // Show OS mouse cursor
+ SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
+ if (bd->MouseLastCursor != expected_cursor)
+ {
+ SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
+ bd->MouseLastCursor = expected_cursor;
+ }
+ SDL_ShowCursor();
+ }
+}
+
+static void ImGui_ImplSDL3_CloseGamepads()
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ if (bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
+ for (SDL_Gamepad* gamepad : bd->Gamepads)
+ SDL_CloseGamepad(gamepad);
+ bd->Gamepads.resize(0);
+}
+
+void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count)
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ ImGui_ImplSDL3_CloseGamepads();
+ if (mode == ImGui_ImplSDL3_GamepadMode_Manual)
+ {
+ IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0);
+ for (int n = 0; n < manual_gamepads_count; n++)
+ bd->Gamepads.push_back(manual_gamepads_array[n]);
+ }
+ else
+ {
+ IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
+ bd->WantUpdateGamepadsList = true;
+ }
+ bd->GamepadMode = mode;
+}
+
+static void ImGui_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no)
+{
+ bool merged_value = false;
+ for (SDL_Gamepad* gamepad : bd->Gamepads)
+ merged_value |= SDL_GetGamepadButton(gamepad, button_no) != 0;
+ io.AddKeyEvent(key, merged_value);
+}
+
+static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
+static void ImGui_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1)
+{
+ float merged_value = 0.0f;
+ for (SDL_Gamepad* gamepad : bd->Gamepads)
+ {
+ float vn = Saturate((float)(SDL_GetGamepadAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
+ if (merged_value < vn)
+ merged_value = vn;
+ }
+ io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
+}
+
+static void ImGui_ImplSDL3_UpdateGamepads()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+
+ // Update list of gamepads to use
+ if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
+ {
+ ImGui_ImplSDL3_CloseGamepads();
+ int sdl_gamepads_count = 0;
+ SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
+ for (int n = 0; n < sdl_gamepads_count; n++)
+ if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
+ {
+ bd->Gamepads.push_back(gamepad);
+ if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
+ break;
+ }
+ bd->WantUpdateGamepadsList = false;
+ SDL_free(sdl_gamepads);
+ }
+
+ io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+ if (bd->Gamepads.Size == 0)
+ return;
+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+
+ // Update gamepad inputs
+ const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
+}
+
+static void ImGui_ImplSDL3_UpdateMonitors()
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+ platform_io.Monitors.resize(0);
+ bd->WantUpdateMonitors = false;
+
+ int display_count;
+ SDL_DisplayID* displays = SDL_GetDisplays(&display_count);
+ 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.
+ SDL_DisplayID display_id = displays[n];
+ ImGuiPlatformMonitor monitor;
+ SDL_Rect r;
+ SDL_GetDisplayBounds(display_id, &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_GetDisplayUsableBounds(display_id, &r) && r.w > 0 && r.h > 0)
+ {
+ monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
+ monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
+ }
+ monitor.DpiScale = SDL_GetDisplayContentScale(display_id); // See https://wiki.libsdl.org/SDL3/README-highdpi for details.
+ monitor.PlatformHandle = (void*)(intptr_t)n;
+ if (monitor.DpiScale <= 0.0f)
+ continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
+ platform_io.Monitors.push_back(monitor);
+ }
+ SDL_free(displays);
+}
+
+static void ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(SDL_Window* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
+{
+ int w, h;
+ SDL_GetWindowSize(window, &w, &h);
+ if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+ w = h = 0;
+
+#if defined(__APPLE__)
+ float fb_scale_x = SDL_GetWindowDisplayScale(window); // Seems more reliable during resolution change (#8703)
+ float fb_scale_y = fb_scale_x;
+#else
+ int display_w, display_h;
+ SDL_GetWindowSizeInPixels(window, &display_w, &display_h);
+ float fb_scale_x = (w > 0) ? (float)display_w / (float)w : 1.0f;
+ float fb_scale_y = (h > 0) ? (float)display_h / (float)h : 1.0f;
+#endif
+
+ if (out_size != nullptr)
+ *out_size = ImVec2((float)w, (float)h);
+ if (out_framebuffer_scale != nullptr)
+ *out_framebuffer_scale = ImVec2(fb_scale_x, fb_scale_y);
+}
+
+void ImGui_ImplSDL3_NewFrame()
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup main viewport size (every frame to accommodate for window resizing)
+ ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
+
+ // Update monitors
+#ifdef WIN32
+ bd->WantUpdateMonitors = true; // Keep polling under Windows to handle changes of work area when resizing task-bar (#8415)
+#endif
+ if (bd->WantUpdateMonitors)
+ ImGui_ImplSDL3_UpdateMonitors();
+
+ // Setup time step (we could also use SDL_GetTicksNS() available since SDL3)
+ // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
+ static Uint64 frequency = SDL_GetPerformanceFrequency();
+ Uint64 current_time = SDL_GetPerformanceCounter();
+ if (current_time <= bd->Time)
+ current_time = bd->Time + 1;
+ io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
+ bd->Time = current_time;
+
+ if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
+ {
+ bd->MouseWindowID = 0;
+ bd->MousePendingLeaveFrame = 0;
+ io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
+ }
+
+ // Our io.AddMouseViewportEvent() calls will only be valid when not capturing.
+ // Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects.
+ if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr)
+ io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
+ else
+ io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport;
+
+ ImGui_ImplSDL3_UpdateMouseData();
+ ImGui_ImplSDL3_UpdateMouseCursor();
+ ImGui_ImplSDL3_UpdateIme();
+
+ // Update game controllers (if enabled and available)
+ ImGui_ImplSDL3_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* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
+struct ImGui_ImplSDL3_ViewportData
+{
+ SDL_Window* Window;
+ SDL_Window* ParentWindow;
+ Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID.
+ bool WindowOwned;
+ SDL_GLContext GLContext;
+
+ ImGui_ImplSDL3_ViewportData() { Window = ParentWindow = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
+ ~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
+};
+
+static SDL_Window* ImGui_ImplSDL3_GetSDLWindowFromViewport(ImGuiViewport* viewport)
+{
+ if (viewport != nullptr)
+ {
+ SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
+ return SDL_GetWindowFromID(window_id);
+ }
+ return nullptr;
+}
+
+static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
+ viewport->PlatformUserData = vd;
+
+ vd->ParentWindow = ImGui_ImplSDL3_GetSDLWindowFromViewport(viewport->ParentViewport);
+
+ ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+ ImGui_ImplSDL3_ViewportData* main_viewport_data = (ImGui_ImplSDL3_ViewportData*)main_viewport->PlatformUserData;
+
+ // Share GL resources with main context
+ bool use_opengl = (main_viewport_data->GLContext != nullptr);
+ SDL_GLContext backup_context = nullptr;
+ if (use_opengl)
+ {
+ backup_context = SDL_GL_GetCurrentContext();
+ SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
+ SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
+ }
+
+ SDL_WindowFlags sdl_flags = 0;
+ sdl_flags |= SDL_WINDOW_HIDDEN;
+ sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
+ sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_HIGH_PIXEL_DENSITY;
+ sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
+ sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
+ sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_UTILITY : 0;
+ sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
+ vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
+#ifndef __APPLE__ // On Mac, SDL3 Parenting appears to prevent viewport from appearing in another monitor
+ SDL_SetWindowParent(vd->Window, vd->ParentWindow);
+#endif
+ SDL_SetWindowPosition(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
+ 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);
+
+ ImGui_ImplSDL3_SetupPlatformHandles(viewport, vd->Window);
+}
+
+static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport)
+{
+ if (ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData)
+ {
+ if (vd->GLContext && vd->WindowOwned)
+ SDL_GL_DestroyContext(vd->GLContext);
+ if (vd->Window && vd->WindowOwned)
+ SDL_DestroyWindow(vd->Window);
+ vd->GLContext = nullptr;
+ vd->Window = nullptr;
+ IM_DELETE(vd);
+ }
+ viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
+}
+
+static void ImGui_ImplSDL3_ShowWindow(ImGuiViewport* viewport)
+{
+ ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
+#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES)))
+ HWND hwnd = (HWND)viewport->PlatformHandleRaw;
+
+ // SDL hack: Show icon in task bar (#7989)
+ // Note: SDL_WINDOW_UTILITY can be used to control task bar visibility, but on Windows, it does not affect child windows.
+ if (!(viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon))
+ {
+ LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
+ ex_style |= WS_EX_APPWINDOW;
+ ex_style &= ~WS_EX_TOOLWINDOW;
+ ::ShowWindow(hwnd, SW_HIDE);
+ ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
+ }
+#endif
+
+#ifdef __APPLE__
+ SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, "1"); // Otherwise new window appear under
+#else
+ SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "0" : "1");
+#endif
+ SDL_ShowWindow(vd->Window);
+}
+
+static void ImGui_ImplSDL3_UpdateWindow(ImGuiViewport* viewport)
+{
+ ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
+ IM_UNUSED(vd);
+
+#ifndef __APPLE__ // On Mac, SDL3 Parenting appears to prevent viewport from appearing in another monitor
+ // Update SDL3 parent if it changed _after_ creation.
+ // This is for advanced apps that are manipulating ParentViewportID manually.
+ SDL_Window* new_parent = ImGui_ImplSDL3_GetSDLWindowFromViewport(viewport->ParentViewport);
+ if (new_parent != vd->ParentWindow)
+ {
+ vd->ParentWindow = new_parent;
+ SDL_SetWindowParent(vd->Window, vd->ParentWindow);
+ }
+#endif
+}
+
+static ImVec2 ImGui_ImplSDL3_GetWindowPos(ImGuiViewport* viewport)
+{
+ ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
+ int x = 0, y = 0;
+ SDL_GetWindowPosition(vd->Window, &x, &y);
+ return ImVec2((float)x, (float)y);
+}
+
+static void ImGui_ImplSDL3_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
+{
+ ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
+ SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
+}
+
+static ImVec2 ImGui_ImplSDL3_GetWindowSize(ImGuiViewport* viewport)
+{
+ ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
+ int w = 0, h = 0;
+ SDL_GetWindowSize(vd->Window, &w, &h);
+ return ImVec2((float)w, (float)h);
+}
+
+static void ImGui_ImplSDL3_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
+{
+ ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
+ SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
+}
+
+static ImVec2 ImGui_ImplSDL3_GetWindowFramebufferScale(ImGuiViewport* viewport)
+{
+ ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
+ ImVec2 framebuffer_scale;
+ ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, &framebuffer_scale);
+ return framebuffer_scale;
+}
+
+static void ImGui_ImplSDL3_SetWindowTitle(ImGuiViewport* viewport, const char* title)
+{
+ ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
+ SDL_SetWindowTitle(vd->Window, title);
+}
+
+static void ImGui_ImplSDL3_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
+{
+ ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
+ SDL_SetWindowOpacity(vd->Window, alpha);
+}
+
+static void ImGui_ImplSDL3_SetWindowFocus(ImGuiViewport* viewport)
+{
+ ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
+ SDL_RaiseWindow(vd->Window);
+}
+
+static bool ImGui_ImplSDL3_GetWindowFocus(ImGuiViewport* viewport)
+{
+ ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
+ return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
+}
+
+static bool ImGui_ImplSDL3_GetWindowMinimized(ImGuiViewport* viewport)
+{
+ ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
+ return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
+}
+
+static void ImGui_ImplSDL3_RenderWindow(ImGuiViewport* viewport, void*)
+{
+ ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
+ if (vd->GLContext)
+ SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
+}
+
+static void ImGui_ImplSDL3_SwapBuffers(ImGuiViewport* viewport, void*)
+{
+ ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_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.
+#include <SDL3/SDL_vulkan.h>
+static int ImGui_ImplSDL3_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
+{
+ ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
+ (void)vk_allocator;
+ bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
+ return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
+}
+
+static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context)
+{
+ // Register platform interface (will be coupled with a renderer interface)
+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+ platform_io.Platform_CreateWindow = ImGui_ImplSDL3_CreateWindow;
+ platform_io.Platform_DestroyWindow = ImGui_ImplSDL3_DestroyWindow;
+ platform_io.Platform_ShowWindow = ImGui_ImplSDL3_ShowWindow;
+ platform_io.Platform_UpdateWindow = ImGui_ImplSDL3_UpdateWindow;
+ platform_io.Platform_SetWindowPos = ImGui_ImplSDL3_SetWindowPos;
+ platform_io.Platform_GetWindowPos = ImGui_ImplSDL3_GetWindowPos;
+ platform_io.Platform_SetWindowSize = ImGui_ImplSDL3_SetWindowSize;
+ platform_io.Platform_GetWindowSize = ImGui_ImplSDL3_GetWindowSize;
+ platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplSDL3_GetWindowFramebufferScale;
+ platform_io.Platform_SetWindowFocus = ImGui_ImplSDL3_SetWindowFocus;
+ platform_io.Platform_GetWindowFocus = ImGui_ImplSDL3_GetWindowFocus;
+ platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL3_GetWindowMinimized;
+ platform_io.Platform_SetWindowTitle = ImGui_ImplSDL3_SetWindowTitle;
+ platform_io.Platform_RenderWindow = ImGui_ImplSDL3_RenderWindow;
+ platform_io.Platform_SwapBuffers = ImGui_ImplSDL3_SwapBuffers;
+ platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL3_SetWindowAlpha;
+ platform_io.Platform_CreateVkSurface = ImGui_ImplSDL3_CreateVkSurface;
+
+ // 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_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
+ vd->Window = window;
+ vd->WindowID = SDL_GetWindowID(window);
+ vd->WindowOwned = false;
+ vd->GLContext = (SDL_GLContext)sdl_gl_context;
+ main_viewport->PlatformUserData = vd;
+ main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID;
+}
+
+static void ImGui_ImplSDL3_ShutdownMultiViewportSupport()
+{
+ ImGui::DestroyPlatformWindows();
+}
+
+//-----------------------------------------------------------------------------
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
+
+#endif // #ifndef IMGUI_DISABLE