diff options
Diffstat (limited to 'external/imgui/backends/imgui_impl_sdl3.cpp')
| -rw-r--r-- | external/imgui/backends/imgui_impl_sdl3.cpp | 1293 |
1 files changed, 1293 insertions, 0 deletions
diff --git a/external/imgui/backends/imgui_impl_sdl3.cpp b/external/imgui/backends/imgui_impl_sdl3.cpp new file mode 100644 index 0000000..368f261 --- /dev/null +++ b/external/imgui/backends/imgui_impl_sdl3.cpp @@ -0,0 +1,1293 @@ +// 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 |
