mirror of
https://github.com/Drezil/imgui.git
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Backends: SDL3: update to run with SDL3. Examples: Add SDL3+Gl example. Remove some version checks. (#6146)
More update upcoming in docking branch.
This commit is contained in:
@ -1,15 +1,13 @@
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// dear imgui: Platform Backend for SDL3
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// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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// (Prefer SDL 2.0.5+ for full feature support.)
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// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// Missing features:
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// [ ] Platform: SDL3 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -24,18 +22,17 @@
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#include "imgui_impl_sdl3.h"
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// SDL
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#include <SDL.h>
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#include <SDL_syswm.h>
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_syswm.h>
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#if defined(__APPLE__)
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#include <TargetConditionals.h>
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#endif
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#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
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#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
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#else
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
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#endif
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#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
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// SDL Data
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struct ImGui_ImplSDL3_Data
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@ -194,10 +191,10 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
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static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);
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io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);
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io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);
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io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
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io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0);
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io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0);
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io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0);
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io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
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}
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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@ -212,30 +209,25 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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switch (event->type)
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{
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case SDL_MOUSEMOTION:
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case SDL_EVENT_MOUSE_MOTION:
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{
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ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
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io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
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return true;
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}
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case SDL_MOUSEWHEEL:
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case SDL_EVENT_MOUSE_WHEEL:
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{
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//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
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#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
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float wheel_x = -event->wheel.preciseX;
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float wheel_y = event->wheel.preciseY;
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#else
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float wheel_x = -(float)event->wheel.x;
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float wheel_y = (float)event->wheel.y;
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#endif
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#ifdef __EMSCRIPTEN__
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float wheel_x = -event->wheel.x;
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float wheel_y = event->wheel.y;
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#ifdef __EMSCRIPTEN__
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wheel_x /= 100.0f;
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#endif
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#endif
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io.AddMouseWheelEvent(wheel_x, wheel_y);
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return true;
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}
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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case SDL_EVENT_MOUSE_BUTTON_UP:
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{
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int mouse_button = -1;
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if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
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@ -245,45 +237,45 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
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if (mouse_button == -1)
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break;
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io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
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bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
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io.AddMouseButtonEvent(mouse_button, (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN));
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bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
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return true;
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}
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case SDL_TEXTINPUT:
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case SDL_EVENT_TEXT_INPUT:
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{
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io.AddInputCharactersUTF8(event->text.text);
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return true;
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}
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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case SDL_EVENT_KEY_DOWN:
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case SDL_EVENT_KEY_UP:
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{
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ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
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ImGuiKey key = ImGui_ImplSDL3_KeycodeToImGuiKey(event->key.keysym.sym);
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io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
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io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
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io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
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return true;
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}
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case SDL_WINDOWEVENT:
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case SDL_EVENT_WINDOW_MOUSE_ENTER:
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{
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// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
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// - However we won't get a correct LEAVE event for a captured window.
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// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
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// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
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// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
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Uint8 window_event = event->window.event;
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if (window_event == SDL_WINDOWEVENT_ENTER)
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{
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bd->MouseWindowID = event->window.windowID;
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bd->PendingMouseLeaveFrame = 0;
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}
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if (window_event == SDL_WINDOWEVENT_LEAVE)
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bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
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if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
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io.AddFocusEvent(true);
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else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
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io.AddFocusEvent(false);
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bd->MouseWindowID = event->window.windowID;
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bd->PendingMouseLeaveFrame = 0;
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return true;
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}
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// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
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// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
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// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
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// FIXME: Unconfirmed whether this is still needed with SDL3.
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case SDL_EVENT_WINDOW_MOUSE_LEAVE:
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{
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bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
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return true;
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}
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case SDL_EVENT_WINDOW_FOCUS_GAINED:
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io.AddFocusEvent(true);
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return true;
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case SDL_EVENT_WINDOW_FOCUS_LOST:
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io.AddFocusEvent(false);
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return true;
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}
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return false;
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}
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@ -308,8 +300,8 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer)
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ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
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io.BackendPlatformUserData = (void*)bd;
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io.BackendPlatformName = "imgui_impl_sdl3";
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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bd->Window = window;
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bd->Renderer = renderer;
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@ -335,8 +327,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer)
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandleRaw = nullptr;
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SDL_SysWMinfo info;
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SDL_VERSION(&info.version);
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if (SDL_GetWindowWMInfo(window, &info))
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if (SDL_GetWindowWMInfo(window, &info, SDL_SYSWM_CURRENT_VERSION))
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{
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#if defined(SDL_VIDEO_DRIVER_WINDOWS)
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main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
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@ -370,9 +361,6 @@ bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
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bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
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{
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#if !SDL_HAS_VULKAN
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IM_ASSERT(0 && "Unsupported");
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#endif
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return ImGui_ImplSDL3_Init(window, nullptr);
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}
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@ -403,7 +391,7 @@ void ImGui_ImplSDL3_Shutdown()
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if (bd->ClipboardTextData)
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SDL_free(bd->ClipboardTextData);
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
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SDL_FreeCursor(bd->MouseCursors[cursor_n]);
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SDL_DestroyCursor(bd->MouseCursors[cursor_n]);
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bd->LastMouseCursor = NULL;
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io.BackendPlatformName = nullptr;
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@ -429,15 +417,17 @@ static void ImGui_ImplSDL3_UpdateMouseData()
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{
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// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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if (io.WantSetMousePos)
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SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
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SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
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// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
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if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
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{
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int window_x, window_y, mouse_x_global, mouse_y_global;
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// 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)
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float mouse_x_global, mouse_y_global;
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int window_x, window_y;
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SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
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SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
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io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
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SDL_GetWindowPosition(focused_window, &window_x, &window_y);
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io.AddMousePosEvent(mouse_x_global - window_x, mouse_y_global - window_y);
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}
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}
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}
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@ -453,7 +443,7 @@ static void ImGui_ImplSDL3_UpdateMouseCursor()
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if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
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{
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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SDL_ShowCursor(SDL_FALSE);
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SDL_HideCursor();
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}
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else
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{
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@ -464,7 +454,7 @@ static void ImGui_ImplSDL3_UpdateMouseCursor()
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SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
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bd->LastMouseCursor = expected_cursor;
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}
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SDL_ShowCursor(SDL_TRUE);
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SDL_ShowCursor();
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}
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}
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@ -476,40 +466,40 @@ static void ImGui_ImplSDL3_UpdateGamepads()
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// Get gamepad
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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SDL_GameController* game_controller = SDL_GameControllerOpen(0);
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if (!game_controller)
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SDL_Gamepad* gamepad = SDL_OpenGamepad(0);
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if (!gamepad)
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return;
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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// Update gamepad inputs
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#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
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#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
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#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
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#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GetGamepadButton(gamepad, BUTTON_NO) != 0); }
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#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GetGamepadAxis(gamepad, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
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const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
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MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
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MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
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MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
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MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
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MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
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MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
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MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
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MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
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MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
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MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
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MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
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MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
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MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
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MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
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MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
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MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
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MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
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MAP_BUTTON(ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
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MAP_BUTTON(ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_X); // Xbox X, PS Square
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_B); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_Y); // Xbox Y, PS Triangle
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_A); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
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MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
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MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
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MAP_BUTTON(ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
|
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MAP_BUTTON(ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
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MAP_ANALOG(ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
|
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MAP_ANALOG(ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
|
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MAP_BUTTON(ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
|
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MAP_BUTTON(ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
|
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MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
}
|
||||
@ -526,10 +516,7 @@ void ImGui_ImplSDL3_NewFrame()
|
||||
SDL_GetWindowSize(bd->Window, &w, &h);
|
||||
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
|
||||
w = h = 0;
|
||||
if (bd->Renderer != nullptr)
|
||||
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
|
||||
else
|
||||
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
|
||||
SDL_GetWindowSizeInPixels(bd->Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
|
@ -1,14 +1,13 @@
|
||||
// dear imgui: Platform Backend for SDL3
|
||||
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// Missing features:
|
||||
// [ ] Platform: SDL3 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.
|
||||
|
||||
// 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.
|
||||
@ -30,7 +29,3 @@ IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SD
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame();
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
static inline void ImGui_ImplSDL3_NewFrame(SDL_Window*) { ImGui_ImplSDL3_NewFrame(); } // 1.84: removed unnecessary parameter
|
||||
#endif
|
||||
|
Reference in New Issue
Block a user