2018-06-08 17:37:33 +00:00
// ImGui Platform Binding for: SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
2018-06-11 10:33:51 +00:00
// Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Clipboard support.
2018-06-08 17:37:33 +00:00
// Missing features:
2018-06-11 10:33:51 +00:00
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
2018-06-08 17:37:33 +00:00
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
2018-06-10 13:45:54 +00:00
// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
2018-06-08 17:37:33 +00:00
// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
# include "imgui.h"
2018-06-10 13:45:54 +00:00
# include "imgui_impl_sdl.h"
2018-06-08 17:37:33 +00:00
// SDL
// (the multi-viewports feature requires SDL features supported from SDL 2.0.5+)
# include <SDL.h>
# include <SDL_syswm.h>
# define SDL_HAS_WARP_MOUSE_GLOBAL SDL_VERSION_ATLEAST(2,0,4)
# define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
# define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
# define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
# if !SDL_HAS_VULKAN
static const Uint32 SDL_WINDOW_VULKAN = 0x10000000 ;
# endif
// Data
static SDL_Window * g_Window = NULL ;
static Uint64 g_Time = 0 ;
static bool g_MousePressed [ 3 ] = { false , false , false } ;
static SDL_Cursor * g_MouseCursors [ ImGuiMouseCursor_Count_ ] = { 0 } ;
static char * g_ClipboardTextData = NULL ;
static const char * ImGui_ImplSDL2_GetClipboardText ( void * )
{
if ( g_ClipboardTextData )
SDL_free ( g_ClipboardTextData ) ;
g_ClipboardTextData = SDL_GetClipboardText ( ) ;
return g_ClipboardTextData ;
}
static void ImGui_ImplSDL2_SetClipboardText ( void * , const char * text )
{
SDL_SetClipboardText ( text ) ;
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
bool ImGui_ImplSDL2_ProcessEvent ( SDL_Event * event )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
switch ( event - > type )
{
case SDL_MOUSEWHEEL :
{
if ( event - > wheel . x > 0 ) io . MouseWheelH + = 1 ;
if ( event - > wheel . x < 0 ) io . MouseWheelH - = 1 ;
if ( event - > wheel . y > 0 ) io . MouseWheel + = 1 ;
if ( event - > wheel . y < 0 ) io . MouseWheel - = 1 ;
return true ;
}
case SDL_MOUSEBUTTONDOWN :
{
if ( event - > button . button = = SDL_BUTTON_LEFT ) g_MousePressed [ 0 ] = true ;
if ( event - > button . button = = SDL_BUTTON_RIGHT ) g_MousePressed [ 1 ] = true ;
if ( event - > button . button = = SDL_BUTTON_MIDDLE ) g_MousePressed [ 2 ] = true ;
return true ;
}
case SDL_TEXTINPUT :
{
io . AddInputCharactersUTF8 ( event - > text . text ) ;
return true ;
}
case SDL_KEYDOWN :
case SDL_KEYUP :
{
int key = event - > key . keysym . scancode ;
IM_ASSERT ( key > = 0 & & key < IM_ARRAYSIZE ( io . KeysDown ) ) ;
io . KeysDown [ key ] = ( event - > type = = SDL_KEYDOWN ) ;
io . KeyShift = ( ( SDL_GetModState ( ) & KMOD_SHIFT ) ! = 0 ) ;
io . KeyCtrl = ( ( SDL_GetModState ( ) & KMOD_CTRL ) ! = 0 ) ;
io . KeyAlt = ( ( SDL_GetModState ( ) & KMOD_ALT ) ! = 0 ) ;
io . KeySuper = ( ( SDL_GetModState ( ) & KMOD_GUI ) ! = 0 ) ;
return true ;
}
}
return false ;
}
static bool ImGui_ImplSDL2_Init ( SDL_Window * window )
{
g_Window = window ;
// Setup back-end capabilities flags
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . BackendFlags | = ImGuiBackendFlags_HasMouseCursors ; // We can honor GetMouseCursor() values (optional)
# if SDL_HAS_WARP_MOUSE_GLOBAL
io . BackendFlags | = ImGuiBackendFlags_HasSetMousePos ; // We can honor io.WantSetMousePos requests (optional, rarely used)
# endif
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
io . KeyMap [ ImGuiKey_Tab ] = SDL_SCANCODE_TAB ;
io . KeyMap [ ImGuiKey_LeftArrow ] = SDL_SCANCODE_LEFT ;
io . KeyMap [ ImGuiKey_RightArrow ] = SDL_SCANCODE_RIGHT ;
io . KeyMap [ ImGuiKey_UpArrow ] = SDL_SCANCODE_UP ;
io . KeyMap [ ImGuiKey_DownArrow ] = SDL_SCANCODE_DOWN ;
io . KeyMap [ ImGuiKey_PageUp ] = SDL_SCANCODE_PAGEUP ;
io . KeyMap [ ImGuiKey_PageDown ] = SDL_SCANCODE_PAGEDOWN ;
io . KeyMap [ ImGuiKey_Home ] = SDL_SCANCODE_HOME ;
io . KeyMap [ ImGuiKey_End ] = SDL_SCANCODE_END ;
io . KeyMap [ ImGuiKey_Insert ] = SDL_SCANCODE_INSERT ;
io . KeyMap [ ImGuiKey_Delete ] = SDL_SCANCODE_DELETE ;
io . KeyMap [ ImGuiKey_Backspace ] = SDL_SCANCODE_BACKSPACE ;
io . KeyMap [ ImGuiKey_Space ] = SDL_SCANCODE_SPACE ;
io . KeyMap [ ImGuiKey_Enter ] = SDL_SCANCODE_RETURN ;
io . KeyMap [ ImGuiKey_Escape ] = SDL_SCANCODE_ESCAPE ;
io . KeyMap [ ImGuiKey_A ] = SDL_SCANCODE_A ;
io . KeyMap [ ImGuiKey_C ] = SDL_SCANCODE_C ;
io . KeyMap [ ImGuiKey_V ] = SDL_SCANCODE_V ;
io . KeyMap [ ImGuiKey_X ] = SDL_SCANCODE_X ;
io . KeyMap [ ImGuiKey_Y ] = SDL_SCANCODE_Y ;
io . KeyMap [ ImGuiKey_Z ] = SDL_SCANCODE_Z ;
io . SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText ;
io . GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText ;
io . ClipboardUserData = NULL ;
g_MouseCursors [ ImGuiMouseCursor_Arrow ] = SDL_CreateSystemCursor ( SDL_SYSTEM_CURSOR_ARROW ) ;
g_MouseCursors [ ImGuiMouseCursor_TextInput ] = SDL_CreateSystemCursor ( SDL_SYSTEM_CURSOR_IBEAM ) ;
g_MouseCursors [ ImGuiMouseCursor_ResizeAll ] = SDL_CreateSystemCursor ( SDL_SYSTEM_CURSOR_SIZEALL ) ;
g_MouseCursors [ ImGuiMouseCursor_ResizeNS ] = SDL_CreateSystemCursor ( SDL_SYSTEM_CURSOR_SIZENS ) ;
g_MouseCursors [ ImGuiMouseCursor_ResizeEW ] = SDL_CreateSystemCursor ( SDL_SYSTEM_CURSOR_SIZEWE ) ;
g_MouseCursors [ ImGuiMouseCursor_ResizeNESW ] = SDL_CreateSystemCursor ( SDL_SYSTEM_CURSOR_SIZENESW ) ;
g_MouseCursors [ ImGuiMouseCursor_ResizeNWSE ] = SDL_CreateSystemCursor ( SDL_SYSTEM_CURSOR_SIZENWSE ) ;
# ifdef _WIN32
SDL_SysWMinfo wmInfo ;
SDL_VERSION ( & wmInfo . version ) ;
SDL_GetWindowWMInfo ( window , & wmInfo ) ;
io . ImeWindowHandle = wmInfo . info . win . window ;
# else
( void ) window ;
# endif
return true ;
}
bool ImGui_ImplSDL2_InitForOpenGL ( SDL_Window * window , void * sdl_gl_context )
{
( void ) sdl_gl_context ; // Viewport branch will need this.
return ImGui_ImplSDL2_Init ( window ) ;
}
bool ImGui_ImplSDL2_InitForVulkan ( SDL_Window * window )
{
# if !SDL_HAS_VULKAN
IM_ASSERT ( 0 & & " Unsupported " ) ;
# endif
return ImGui_ImplSDL2_Init ( window ) ;
}
void ImGui_ImplSDL2_Shutdown ( )
{
g_Window = NULL ;
// Destroy last known clipboard data
if ( g_ClipboardTextData )
SDL_free ( g_ClipboardTextData ) ;
2018-06-13 17:22:22 +00:00
g_ClipboardTextData = NULL ;
2018-06-08 17:37:33 +00:00
// Destroy SDL mouse cursors
for ( ImGuiMouseCursor cursor_n = 0 ; cursor_n < ImGuiMouseCursor_Count_ ; cursor_n + + )
SDL_FreeCursor ( g_MouseCursors [ cursor_n ] ) ;
memset ( g_MouseCursors , 0 , sizeof ( g_MouseCursors ) ) ;
}
static void ImGui_ImplSDL2_UpdateMousePosAndButtons ( )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
const ImVec2 mouse_pos_backup = io . MousePos ;
io . MousePos = ImVec2 ( - FLT_MAX , - FLT_MAX ) ;
// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
// (When multi-viewports are enabled, all imgui positions are same as OS positions.)
# if SDL_HAS_WARP_MOUSE_GLOBAL
if ( io . WantSetMousePos )
SDL_WarpMouseGlobal ( ( int ) mouse_pos_backup . x , ( int ) mouse_pos_backup . y ) ;
# endif
int mx , my ;
Uint32 mouse_buttons = SDL_GetMouseState ( & mx , & my ) ;
io . MouseDown [ 0 ] = g_MousePressed [ 0 ] | | ( mouse_buttons & SDL_BUTTON ( SDL_BUTTON_LEFT ) ) ! = 0 ; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io . MouseDown [ 1 ] = g_MousePressed [ 1 ] | | ( mouse_buttons & SDL_BUTTON ( SDL_BUTTON_RIGHT ) ) ! = 0 ;
io . MouseDown [ 2 ] = g_MousePressed [ 2 ] | | ( mouse_buttons & SDL_BUTTON ( SDL_BUTTON_MIDDLE ) ) ! = 0 ;
g_MousePressed [ 0 ] = g_MousePressed [ 1 ] = g_MousePressed [ 2 ] = false ;
# if SDL_HAS_CAPTURE_MOUSE
SDL_Window * focused_window = SDL_GetKeyboardFocus ( ) ;
if ( g_Window = = focused_window )
{
// SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?)
// The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
int wx , wy ;
SDL_GetWindowPosition ( focused_window , & wx , & wy ) ;
SDL_GetGlobalMouseState ( & mx , & my ) ;
mx - = wx ;
my - = wy ;
io . MousePos = ImVec2 ( ( float ) mx , ( float ) my ) ;
}
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor.
// The function is only supported from SDL 2.0.4 (released Jan 2016)
bool any_mouse_button_down = ImGui : : IsAnyMouseDown ( ) ;
SDL_CaptureMouse ( any_mouse_button_down ? SDL_TRUE : SDL_FALSE ) ;
# else
if ( SDL_GetWindowFlags ( g_Window ) & SDL_WINDOW_INPUT_FOCUS )
io . MousePos = ImVec2 ( ( float ) mx , ( float ) my ) ;
# endif
}
static void ImGui_ImplSDL2_UpdateMouseCursor ( )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
if ( io . ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange )
return ;
ImGuiMouseCursor imgui_cursor = ImGui : : GetMouseCursor ( ) ;
if ( io . MouseDrawCursor | | imgui_cursor = = ImGuiMouseCursor_None )
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
SDL_ShowCursor ( SDL_FALSE ) ;
}
else
{
// Show OS mouse cursor
SDL_SetCursor ( g_MouseCursors [ imgui_cursor ] ? g_MouseCursors [ imgui_cursor ] : g_MouseCursors [ ImGuiMouseCursor_Arrow ] ) ;
SDL_ShowCursor ( SDL_TRUE ) ;
}
}
void ImGui_ImplSDL2_NewFrame ( SDL_Window * window )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
IM_ASSERT ( io . Fonts - > IsBuilt ( ) ) ; // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame()
// Setup display size (every frame to accommodate for window resizing)
int w , h ;
int display_w , display_h ;
SDL_GetWindowSize ( window , & w , & h ) ;
SDL_GL_GetDrawableSize ( window , & display_w , & display_h ) ;
io . DisplaySize = ImVec2 ( ( float ) w , ( float ) h ) ;
io . DisplayFramebufferScale = ImVec2 ( w > 0 ? ( ( float ) display_w / w ) : 0 , h > 0 ? ( ( float ) display_h / h ) : 0 ) ;
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
static Uint64 frequency = SDL_GetPerformanceFrequency ( ) ;
Uint64 current_time = SDL_GetPerformanceCounter ( ) ;
io . DeltaTime = g_Time > 0 ? ( float ) ( ( double ) ( current_time - g_Time ) / frequency ) : ( float ) ( 1.0f / 60.0f ) ;
g_Time = current_time ;
ImGui_ImplSDL2_UpdateMousePosAndButtons ( ) ;
ImGui_ImplSDL2_UpdateMouseCursor ( ) ;
}