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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 @@ | ||||
| // 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.) | ||||
| // (Prefer SDL 2.0.5+ for full feature support.) | ||||
| // (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. | ||||
| @@ -24,18 +22,17 @@ | ||||
| #include "imgui_impl_sdl3.h" | ||||
|  | ||||
| // SDL | ||||
| #include <SDL.h> | ||||
| #include <SDL_syswm.h> | ||||
| #include <SDL3/SDL.h> | ||||
| #include <SDL3/SDL_syswm.h> | ||||
| #if defined(__APPLE__) | ||||
| #include <TargetConditionals.h> | ||||
| #endif | ||||
|  | ||||
| #if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) | ||||
| #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 | ||||
| #define SDL_HAS_VULKAN                      SDL_VERSION_ATLEAST(2,0,6) | ||||
|  | ||||
| // SDL Data | ||||
| struct ImGui_ImplSDL3_Data | ||||
| @@ -194,10 +191,10 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode) | ||||
| static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) | ||||
| { | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|     io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0); | ||||
|     io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0); | ||||
|     io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0); | ||||
|     io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0); | ||||
|     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. | ||||
| @@ -212,30 +209,25 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) | ||||
|  | ||||
|     switch (event->type) | ||||
|     { | ||||
|         case SDL_MOUSEMOTION: | ||||
|         case SDL_EVENT_MOUSE_MOTION: | ||||
|         { | ||||
|             ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); | ||||
|             io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); | ||||
|             return true; | ||||
|         } | ||||
|         case SDL_MOUSEWHEEL: | ||||
|         case SDL_EVENT_MOUSE_WHEEL: | ||||
|         { | ||||
|             //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); | ||||
| #if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten! | ||||
|             float wheel_x = -event->wheel.preciseX; | ||||
|             float wheel_y = event->wheel.preciseY; | ||||
| #else | ||||
|             float wheel_x = -(float)event->wheel.x; | ||||
|             float wheel_y = (float)event->wheel.y; | ||||
| #endif | ||||
| #ifdef __EMSCRIPTEN__ | ||||
|             float wheel_x = -event->wheel.x; | ||||
|             float wheel_y = event->wheel.y; | ||||
|     #ifdef __EMSCRIPTEN__ | ||||
|             wheel_x /= 100.0f; | ||||
| #endif | ||||
|     #endif | ||||
|             io.AddMouseWheelEvent(wheel_x, wheel_y); | ||||
|             return true; | ||||
|         } | ||||
|         case SDL_MOUSEBUTTONDOWN: | ||||
|         case SDL_MOUSEBUTTONUP: | ||||
|         case SDL_EVENT_MOUSE_BUTTON_DOWN: | ||||
|         case SDL_EVENT_MOUSE_BUTTON_UP: | ||||
|         { | ||||
|             int mouse_button = -1; | ||||
|             if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } | ||||
| @@ -245,45 +237,45 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) | ||||
|             if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; } | ||||
|             if (mouse_button == -1) | ||||
|                 break; | ||||
|             io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN)); | ||||
|             bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); | ||||
|             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_TEXTINPUT: | ||||
|         case SDL_EVENT_TEXT_INPUT: | ||||
|         { | ||||
|             io.AddInputCharactersUTF8(event->text.text); | ||||
|             return true; | ||||
|         } | ||||
|         case SDL_KEYDOWN: | ||||
|         case SDL_KEYUP: | ||||
|         case SDL_EVENT_KEY_DOWN: | ||||
|         case SDL_EVENT_KEY_UP: | ||||
|         { | ||||
|             ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); | ||||
|             ImGuiKey key = ImGui_ImplSDL3_KeycodeToImGuiKey(event->key.keysym.sym); | ||||
|             io.AddKeyEvent(key, (event->type == SDL_KEYDOWN)); | ||||
|             io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN)); | ||||
|             io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. | ||||
|             return true; | ||||
|         } | ||||
|         case SDL_WINDOWEVENT: | ||||
|         { | ||||
|             // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right. | ||||
|             // - However we won't get a correct LEAVE event for a captured window. | ||||
|             // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, | ||||
|             //   causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why | ||||
|             //   we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details. | ||||
|             Uint8 window_event = event->window.event; | ||||
|             if (window_event == SDL_WINDOWEVENT_ENTER) | ||||
|         case SDL_EVENT_WINDOW_MOUSE_ENTER: | ||||
|         { | ||||
|             bd->MouseWindowID = event->window.windowID; | ||||
|             bd->PendingMouseLeaveFrame = 0; | ||||
|             } | ||||
|             if (window_event == SDL_WINDOWEVENT_LEAVE) | ||||
|                 bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; | ||||
|             if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) | ||||
|                 io.AddFocusEvent(true); | ||||
|             else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST) | ||||
|                 io.AddFocusEvent(false); | ||||
|             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: | ||||
|         { | ||||
|             bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; | ||||
|             return true; | ||||
|         } | ||||
|         case SDL_EVENT_WINDOW_FOCUS_GAINED: | ||||
|             io.AddFocusEvent(true); | ||||
|             return true; | ||||
|         case SDL_EVENT_WINDOW_FOCUS_LOST: | ||||
|             io.AddFocusEvent(false); | ||||
|             return true; | ||||
|     } | ||||
|     return false; | ||||
| } | ||||
| @@ -335,8 +327,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer) | ||||
|     ImGuiViewport* main_viewport = ImGui::GetMainViewport(); | ||||
|     main_viewport->PlatformHandleRaw = nullptr; | ||||
|     SDL_SysWMinfo info; | ||||
|     SDL_VERSION(&info.version); | ||||
|     if (SDL_GetWindowWMInfo(window, &info)) | ||||
|     if (SDL_GetWindowWMInfo(window, &info, SDL_SYSWM_CURRENT_VERSION)) | ||||
|     { | ||||
| #if defined(SDL_VIDEO_DRIVER_WINDOWS) | ||||
|         main_viewport->PlatformHandleRaw = (void*)info.info.win.window; | ||||
| @@ -370,9 +361,6 @@ bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) | ||||
|  | ||||
| bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window) | ||||
| { | ||||
| #if !SDL_HAS_VULKAN | ||||
|     IM_ASSERT(0 && "Unsupported"); | ||||
| #endif | ||||
|     return ImGui_ImplSDL3_Init(window, nullptr); | ||||
| } | ||||
|  | ||||
| @@ -403,7 +391,7 @@ void ImGui_ImplSDL3_Shutdown() | ||||
|     if (bd->ClipboardTextData) | ||||
|         SDL_free(bd->ClipboardTextData); | ||||
|     for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) | ||||
|         SDL_FreeCursor(bd->MouseCursors[cursor_n]); | ||||
|         SDL_DestroyCursor(bd->MouseCursors[cursor_n]); | ||||
|     bd->LastMouseCursor = NULL; | ||||
|  | ||||
|     io.BackendPlatformName = nullptr; | ||||
| @@ -429,15 +417,17 @@ static void ImGui_ImplSDL3_UpdateMouseData() | ||||
|     { | ||||
|         // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) | ||||
|         if (io.WantSetMousePos) | ||||
|             SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y); | ||||
|             SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y); | ||||
|  | ||||
|         // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured) | ||||
|         if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) | ||||
|         { | ||||
|             int window_x, window_y, mouse_x_global, mouse_y_global; | ||||
|             // 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) | ||||
|             float mouse_x_global, mouse_y_global; | ||||
|             int window_x, window_y; | ||||
|             SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); | ||||
|             SDL_GetWindowPosition(bd->Window, &window_x, &window_y); | ||||
|             io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y)); | ||||
|             SDL_GetWindowPosition(focused_window, &window_x, &window_y); | ||||
|             io.AddMousePosEvent(mouse_x_global - window_x, mouse_y_global - window_y); | ||||
|         } | ||||
|     } | ||||
| } | ||||
| @@ -453,7 +443,7 @@ static void ImGui_ImplSDL3_UpdateMouseCursor() | ||||
|     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); | ||||
|         SDL_HideCursor(); | ||||
|     } | ||||
|     else | ||||
|     { | ||||
| @@ -464,7 +454,7 @@ static void ImGui_ImplSDL3_UpdateMouseCursor() | ||||
|             SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) | ||||
|             bd->LastMouseCursor = expected_cursor; | ||||
|         } | ||||
|         SDL_ShowCursor(SDL_TRUE); | ||||
|         SDL_ShowCursor(); | ||||
|     } | ||||
| } | ||||
|  | ||||
| @@ -476,40 +466,40 @@ static void ImGui_ImplSDL3_UpdateGamepads() | ||||
|  | ||||
|     // Get gamepad | ||||
|     io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; | ||||
|     SDL_GameController* game_controller = SDL_GameControllerOpen(0); | ||||
|     if (!game_controller) | ||||
|     SDL_Gamepad* gamepad = SDL_OpenGamepad(0); | ||||
|     if (!gamepad) | ||||
|         return; | ||||
|     io.BackendFlags |= ImGuiBackendFlags_HasGamepad; | ||||
|  | ||||
|     // Update gamepad inputs | ||||
|     #define IM_SATURATE(V)                      (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) | ||||
|     #define MAP_BUTTON(KEY_NO, BUTTON_NO)       { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); } | ||||
|     #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); } | ||||
|     #define MAP_BUTTON(KEY_NO, BUTTON_NO)       { io.AddKeyEvent(KEY_NO, SDL_GetGamepadButton(gamepad, BUTTON_NO) != 0); } | ||||
|     #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); } | ||||
|     const int thumb_dead_zone = 8000;           // SDL_gamecontroller.h suggests using this value. | ||||
|     MAP_BUTTON(ImGuiKey_GamepadStart,           SDL_CONTROLLER_BUTTON_START); | ||||
|     MAP_BUTTON(ImGuiKey_GamepadBack,            SDL_CONTROLLER_BUTTON_BACK); | ||||
|     MAP_BUTTON(ImGuiKey_GamepadFaceLeft,        SDL_CONTROLLER_BUTTON_X);              // Xbox X, PS Square | ||||
|     MAP_BUTTON(ImGuiKey_GamepadFaceRight,       SDL_CONTROLLER_BUTTON_B);              // Xbox B, PS Circle | ||||
|     MAP_BUTTON(ImGuiKey_GamepadFaceUp,          SDL_CONTROLLER_BUTTON_Y);              // Xbox Y, PS Triangle | ||||
|     MAP_BUTTON(ImGuiKey_GamepadFaceDown,        SDL_CONTROLLER_BUTTON_A);              // Xbox A, PS Cross | ||||
|     MAP_BUTTON(ImGuiKey_GamepadDpadLeft,        SDL_CONTROLLER_BUTTON_DPAD_LEFT); | ||||
|     MAP_BUTTON(ImGuiKey_GamepadDpadRight,       SDL_CONTROLLER_BUTTON_DPAD_RIGHT); | ||||
|     MAP_BUTTON(ImGuiKey_GamepadDpadUp,          SDL_CONTROLLER_BUTTON_DPAD_UP); | ||||
|     MAP_BUTTON(ImGuiKey_GamepadDpadDown,        SDL_CONTROLLER_BUTTON_DPAD_DOWN); | ||||
|     MAP_BUTTON(ImGuiKey_GamepadL1,              SDL_CONTROLLER_BUTTON_LEFTSHOULDER); | ||||
|     MAP_BUTTON(ImGuiKey_GamepadR1,              SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); | ||||
|     MAP_ANALOG(ImGuiKey_GamepadL2,              SDL_CONTROLLER_AXIS_TRIGGERLEFT,  0.0f, 32767); | ||||
|     MAP_ANALOG(ImGuiKey_GamepadR2,              SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); | ||||
|     MAP_BUTTON(ImGuiKey_GamepadL3,              SDL_CONTROLLER_BUTTON_LEFTSTICK); | ||||
|     MAP_BUTTON(ImGuiKey_GamepadR3,              SDL_CONTROLLER_BUTTON_RIGHTSTICK); | ||||
|     MAP_ANALOG(ImGuiKey_GamepadLStickLeft,      SDL_CONTROLLER_AXIS_LEFTX,  -thumb_dead_zone, -32768); | ||||
|     MAP_ANALOG(ImGuiKey_GamepadLStickRight,     SDL_CONTROLLER_AXIS_LEFTX,  +thumb_dead_zone, +32767); | ||||
|     MAP_ANALOG(ImGuiKey_GamepadLStickUp,        SDL_CONTROLLER_AXIS_LEFTY,  -thumb_dead_zone, -32768); | ||||
|     MAP_ANALOG(ImGuiKey_GamepadLStickDown,      SDL_CONTROLLER_AXIS_LEFTY,  +thumb_dead_zone, +32767); | ||||
|     MAP_ANALOG(ImGuiKey_GamepadRStickLeft,      SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); | ||||
|     MAP_ANALOG(ImGuiKey_GamepadRStickRight,     SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767); | ||||
|     MAP_ANALOG(ImGuiKey_GamepadRStickUp,        SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768); | ||||
|     MAP_ANALOG(ImGuiKey_GamepadRStickDown,      SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); | ||||
|     MAP_BUTTON(ImGuiKey_GamepadStart,           SDL_GAMEPAD_BUTTON_START); | ||||
|     MAP_BUTTON(ImGuiKey_GamepadBack,            SDL_GAMEPAD_BUTTON_BACK); | ||||
|     MAP_BUTTON(ImGuiKey_GamepadFaceLeft,        SDL_GAMEPAD_BUTTON_X);              // Xbox X, PS Square | ||||
|     MAP_BUTTON(ImGuiKey_GamepadFaceRight,       SDL_GAMEPAD_BUTTON_B);              // Xbox B, PS Circle | ||||
|     MAP_BUTTON(ImGuiKey_GamepadFaceUp,          SDL_GAMEPAD_BUTTON_Y);              // Xbox Y, PS Triangle | ||||
|     MAP_BUTTON(ImGuiKey_GamepadFaceDown,        SDL_GAMEPAD_BUTTON_A);              // Xbox A, PS Cross | ||||
|     MAP_BUTTON(ImGuiKey_GamepadDpadLeft,        SDL_GAMEPAD_BUTTON_DPAD_LEFT); | ||||
|     MAP_BUTTON(ImGuiKey_GamepadDpadRight,       SDL_GAMEPAD_BUTTON_DPAD_RIGHT); | ||||
|     MAP_BUTTON(ImGuiKey_GamepadDpadUp,          SDL_GAMEPAD_BUTTON_DPAD_UP); | ||||
|     MAP_BUTTON(ImGuiKey_GamepadDpadDown,        SDL_GAMEPAD_BUTTON_DPAD_DOWN); | ||||
|     MAP_BUTTON(ImGuiKey_GamepadL1,              SDL_GAMEPAD_BUTTON_LEFT_SHOULDER); | ||||
|     MAP_BUTTON(ImGuiKey_GamepadR1,              SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER); | ||||
|     MAP_ANALOG(ImGuiKey_GamepadL2,              SDL_GAMEPAD_AXIS_LEFT_TRIGGER,  0.0f, 32767); | ||||
|     MAP_ANALOG(ImGuiKey_GamepadR2,              SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767); | ||||
|     MAP_BUTTON(ImGuiKey_GamepadL3,              SDL_GAMEPAD_BUTTON_LEFT_STICK); | ||||
|     MAP_BUTTON(ImGuiKey_GamepadR3,              SDL_GAMEPAD_BUTTON_RIGHT_STICK); | ||||
|     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 | ||||
|   | ||||
| @@ -63,6 +63,7 @@ List of Platforms Backends: | ||||
|     imgui_impl_glfw.cpp       ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/ | ||||
|     imgui_impl_osx.mm         ; macOS native API (not as feature complete as glfw/sdl backends) | ||||
|     imgui_impl_sdl2.cpp       ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org | ||||
|     imgui_impl_sdl3.cpp       ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org (*EXPERIMENTAL*) | ||||
|     imgui_impl_win32.cpp      ; Win32 native API (Windows) | ||||
|     imgui_impl_glut.cpp       ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!) | ||||
|  | ||||
|   | ||||
| @@ -98,6 +98,10 @@ All changes: | ||||
|   for smooth scrolling as reported by SDL. (#4019, #6096) | ||||
| - Backends: SDL2: Avoid calling SDL_SetCursor() when cursor has not changed, as the function | ||||
|   is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version). (#6113) | ||||
| - Backends: SDL3: Added experimental imgui_impl_sdl3.cpp backend. (#6146) [@dovker, @ocornut] | ||||
|   SDL 3.0.0 has not yet been released, so it is possible that its specs/api will change before | ||||
|   release. This backend is provided as a convenience for early adopters etc. We don't recommend | ||||
|   switching to SDL3 before it is released. | ||||
| - Backends: GLFW: Registering custom low-level mouse wheel handler to get more accurate | ||||
|   scrolling impulses on Emscripten. (#4019, #6096) [@ocornut, @wolfpld, @tolopolarity] | ||||
| - Backends: GLFW: Added ImGui_ImplGlfw_SetCallbacksChainForAllWindows() to instruct backend | ||||
| @@ -108,6 +112,7 @@ All changes: | ||||
| - Examples: refactored SDL2+GL and GLFW+GL examples to compile with Emscripten. | ||||
|   (#2492, #2494, #3699, #3705) [@ocornut, @nicolasnoble] | ||||
|   The dedicated example_emscripten_opengl3/ has been removed. | ||||
| - Examples: Added SDL3+GL experimental example. (#6146) | ||||
| - Examples: Win32: Fixed examples using RegisterClassW() since 1.89 to also call | ||||
|   DefWindowProcW() instead of DefWindowProc() so that title text are correctly converted | ||||
|   when application is compiled without /DUNICODE. (#5725, #5961, #5975) [@markreidvfx] | ||||
|   | ||||
							
								
								
									
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										84
									
								
								examples/example_sdl3_opengl3/Makefile
									
									
									
									
									
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							| @@ -0,0 +1,84 @@ | ||||
| # | ||||
| # Cross Platform Makefile | ||||
| # Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X | ||||
| # | ||||
| # You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged. | ||||
|  | ||||
| #CXX = g++ | ||||
| #CXX = clang++ | ||||
|  | ||||
| EXE = example_sdl3_opengl3 | ||||
| IMGUI_DIR = ../.. | ||||
| SOURCES = main.cpp | ||||
| SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp | ||||
| SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp | ||||
| OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) | ||||
| UNAME_S := $(shell uname -s) | ||||
| LINUX_GL_LIBS = -lGL | ||||
|  | ||||
| CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends | ||||
| CXXFLAGS += -g -Wall -Wformat | ||||
| LIBS = | ||||
|  | ||||
| ##--------------------------------------------------------------------- | ||||
| ## OPENGL ES | ||||
| ##--------------------------------------------------------------------- | ||||
|  | ||||
| ## This assumes a GL ES library available in the system, e.g. libGLESv2.so | ||||
| # CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2 | ||||
| # LINUX_GL_LIBS = -lGLESv2 | ||||
| ## If you're on a Raspberry Pi and want to use the legacy drivers, | ||||
| ## use the following instead: | ||||
| # LINUX_GL_LIBS = -L/opt/vc/lib -lbrcmGLESv2 | ||||
|  | ||||
| ##--------------------------------------------------------------------- | ||||
| ## BUILD FLAGS PER PLATFORM | ||||
| ##--------------------------------------------------------------------- | ||||
|  | ||||
| ifeq ($(UNAME_S), Linux) #LINUX | ||||
| 	ECHO_MESSAGE = "Linux" | ||||
| 	LIBS += $(LINUX_GL_LIBS) -ldl `sdl3-config --libs` | ||||
|  | ||||
| 	CXXFLAGS += `sdl3-config --cflags` | ||||
| 	CFLAGS = $(CXXFLAGS) | ||||
| endif | ||||
|  | ||||
| ifeq ($(UNAME_S), Darwin) #APPLE | ||||
| 	ECHO_MESSAGE = "Mac OS X" | ||||
| 	LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs` | ||||
| 	LIBS += -L/usr/local/lib -L/opt/local/lib | ||||
|  | ||||
| 	CXXFLAGS += `sdl3-config --cflags` | ||||
| 	CXXFLAGS += -I/usr/local/include -I/opt/local/include | ||||
| 	CFLAGS = $(CXXFLAGS) | ||||
| endif | ||||
|  | ||||
| ifeq ($(OS), Windows_NT) | ||||
|     ECHO_MESSAGE = "MinGW" | ||||
|     LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3` | ||||
|  | ||||
|     CXXFLAGS += `pkg-config --cflags sdl3` | ||||
|     CFLAGS = $(CXXFLAGS) | ||||
| endif | ||||
|  | ||||
| ##--------------------------------------------------------------------- | ||||
| ## BUILD RULES | ||||
| ##--------------------------------------------------------------------- | ||||
|  | ||||
| %.o:%.cpp | ||||
| 	$(CXX) $(CXXFLAGS) -c -o $@ $< | ||||
|  | ||||
| %.o:$(IMGUI_DIR)/%.cpp | ||||
| 	$(CXX) $(CXXFLAGS) -c -o $@ $< | ||||
|  | ||||
| %.o:$(IMGUI_DIR)/backends/%.cpp | ||||
| 	$(CXX) $(CXXFLAGS) -c -o $@ $< | ||||
|  | ||||
| all: $(EXE) | ||||
| 	@echo Build complete for $(ECHO_MESSAGE) | ||||
|  | ||||
| $(EXE): $(OBJS) | ||||
| 	$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) | ||||
|  | ||||
| clean: | ||||
| 	rm -f $(EXE) $(OBJS) | ||||
							
								
								
									
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							| @@ -0,0 +1,92 @@ | ||||
| # | ||||
| # Makefile to use with SDL+emscripten | ||||
| # See https://emscripten.org/docs/getting_started/downloads.html | ||||
| # for installation instructions. | ||||
| # | ||||
| # This Makefile assumes you have loaded emscripten's environment. | ||||
| # (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead) | ||||
| # | ||||
| # Running `make -f Makefile.emscripten` will produce three files: | ||||
| #  - web/index.html | ||||
| #  - web/index.js | ||||
| #  - web/index.wasm | ||||
| # | ||||
| # All three are needed to run the demo. | ||||
|  | ||||
| CC = emcc | ||||
| CXX = em++ | ||||
| WEB_DIR = web | ||||
| EXE = $(WEB_DIR)/index.html | ||||
| IMGUI_DIR = ../.. | ||||
| SOURCES = main.cpp | ||||
| SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp | ||||
| SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp | ||||
| OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) | ||||
| UNAME_S := $(shell uname -s) | ||||
| CPPFLAGS = | ||||
| LDFLAGS = | ||||
| EMS = | ||||
|  | ||||
| ##--------------------------------------------------------------------- | ||||
| ## EMSCRIPTEN OPTIONS | ||||
| ##--------------------------------------------------------------------- | ||||
|  | ||||
| # ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only) | ||||
| EMS += -s USE_SDL=2 | ||||
| EMS += -s DISABLE_EXCEPTION_CATCHING=1 | ||||
| LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1 | ||||
|  | ||||
| # Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877) | ||||
| #EMS += -s BINARYEN_TRAP_MODE=clamp | ||||
| #EMS += -s SAFE_HEAP=1    ## Adds overhead | ||||
|  | ||||
| # Emscripten allows preloading a file or folder to be accessible at runtime. | ||||
| # The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts" | ||||
| # See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html | ||||
| # (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.) | ||||
| USE_FILE_SYSTEM ?= 0 | ||||
| ifeq ($(USE_FILE_SYSTEM), 0) | ||||
| LDFLAGS += -s NO_FILESYSTEM=1 | ||||
| CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS | ||||
| endif | ||||
| ifeq ($(USE_FILE_SYSTEM), 1) | ||||
| LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts | ||||
| endif | ||||
|  | ||||
| ##--------------------------------------------------------------------- | ||||
| ## FINAL BUILD FLAGS | ||||
| ##--------------------------------------------------------------------- | ||||
|  | ||||
| CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends | ||||
| #CPPFLAGS += -g | ||||
| CPPFLAGS += -Wall -Wformat -Os $(EMS) | ||||
| LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html | ||||
| LDFLAGS += $(EMS) | ||||
|  | ||||
| ##--------------------------------------------------------------------- | ||||
| ## BUILD RULES | ||||
| ##--------------------------------------------------------------------- | ||||
|  | ||||
| %.o:%.cpp | ||||
| 	$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< | ||||
|  | ||||
| %.o:$(IMGUI_DIR)/%.cpp | ||||
| 	$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< | ||||
|  | ||||
| %.o:$(IMGUI_DIR)/backends/%.cpp | ||||
| 	$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< | ||||
|  | ||||
| all: $(EXE) | ||||
| 	@echo Build complete for $(EXE) | ||||
|  | ||||
| $(WEB_DIR): | ||||
| 	mkdir $@ | ||||
|  | ||||
| serve: all | ||||
| 	python3 -m http.server -d $(WEB_DIR) | ||||
|  | ||||
| $(EXE): $(OBJS) $(WEB_DIR) | ||||
| 	$(CXX) -o $@ $(OBJS) $(LDFLAGS) | ||||
|  | ||||
| clean: | ||||
| 	rm -rf $(OBJS) $(WEB_DIR) | ||||
							
								
								
									
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								examples/example_sdl3_opengl3/README.md
									
									
									
									
									
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							| @@ -0,0 +1,57 @@ | ||||
|  | ||||
| # How to Build | ||||
|  | ||||
| ## Windows with Visual Studio's IDE | ||||
|  | ||||
| Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary. | ||||
|  | ||||
| ## Windows with Visual Studio's CLI | ||||
|  | ||||
| Use build_win32.bat or directly: | ||||
| ``` | ||||
| set SDL2_DIR=path_to_your_sdl3_folder | ||||
| cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console | ||||
| #          ^^ include paths     ^^ source files                                                                                    ^^ output exe                    ^^ output dir   ^^ libraries | ||||
| # or for 64-bit: | ||||
| cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console | ||||
| ``` | ||||
|  | ||||
| ## Linux and similar Unixes | ||||
|  | ||||
| Use our Makefile or directly: | ||||
| ``` | ||||
| c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends | ||||
|   main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp | ||||
|   `sdl3-config --libs` -lGL -ldl | ||||
| ``` | ||||
|  | ||||
| ## macOS | ||||
|  | ||||
| Use our Makefile or directly: | ||||
| ``` | ||||
| brew install sdl3 | ||||
| c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends | ||||
|   main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp | ||||
|   `sdl3-config --libs` -framework OpenGl -framework CoreFoundation | ||||
| ``` | ||||
|  | ||||
| ## Emscripten | ||||
|  | ||||
| **Building** | ||||
|  | ||||
| You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions | ||||
|  | ||||
| - Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools. | ||||
| - You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup. | ||||
| - Then build using `make -f Makefile.emscripten` while in the current directory. | ||||
|  | ||||
| **Running an Emscripten project** | ||||
|  | ||||
| To run on a local machine: | ||||
| - `make -f Makefile.emscripten serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build. | ||||
| - Otherwise, generally you will need a local webserver. Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br> | ||||
| _"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_ | ||||
| - Emscripten SDK has a handy `emrun` command: `emrun web/index.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details. | ||||
| - You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses). | ||||
| - You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`. | ||||
| - If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only). | ||||
							
								
								
									
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								examples/example_sdl3_opengl3/build_win32.bat
									
									
									
									
									
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							| @@ -0,0 +1,8 @@ | ||||
| @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. | ||||
| @set OUT_DIR=Debug | ||||
| @set OUT_EXE=example_sdl3_opengl3 | ||||
| @set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include | ||||
| @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp | ||||
| @set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib shell32.lib | ||||
| mkdir %OUT_DIR% | ||||
| cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console | ||||
							
								
								
									
										182
									
								
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								examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj
									
									
									
									
									
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							| @@ -0,0 +1,182 @@ | ||||
| <?xml version="1.0" encoding="utf-8"?> | ||||
| <Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | ||||
|   <ItemGroup Label="ProjectConfigurations"> | ||||
|     <ProjectConfiguration Include="Debug|Win32"> | ||||
|       <Configuration>Debug</Configuration> | ||||
|       <Platform>Win32</Platform> | ||||
|     </ProjectConfiguration> | ||||
|     <ProjectConfiguration Include="Debug|x64"> | ||||
|       <Configuration>Debug</Configuration> | ||||
|       <Platform>x64</Platform> | ||||
|     </ProjectConfiguration> | ||||
|     <ProjectConfiguration Include="Release|Win32"> | ||||
|       <Configuration>Release</Configuration> | ||||
|       <Platform>Win32</Platform> | ||||
|     </ProjectConfiguration> | ||||
|     <ProjectConfiguration Include="Release|x64"> | ||||
|       <Configuration>Release</Configuration> | ||||
|       <Platform>x64</Platform> | ||||
|     </ProjectConfiguration> | ||||
|   </ItemGroup> | ||||
|   <PropertyGroup Label="Globals"> | ||||
|     <ProjectGuid>{84AAA301-84FE-428B-9E3E-817BC8123C0C}</ProjectGuid> | ||||
|     <RootNamespace>example_sdl3_opengl3</RootNamespace> | ||||
|     <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion> | ||||
|   </PropertyGroup> | ||||
|   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> | ||||
|   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> | ||||
|     <ConfigurationType>Application</ConfigurationType> | ||||
|     <UseDebugLibraries>true</UseDebugLibraries> | ||||
|     <CharacterSet>MultiByte</CharacterSet> | ||||
|     <PlatformToolset>v140</PlatformToolset> | ||||
|   </PropertyGroup> | ||||
|   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> | ||||
|     <ConfigurationType>Application</ConfigurationType> | ||||
|     <UseDebugLibraries>true</UseDebugLibraries> | ||||
|     <CharacterSet>MultiByte</CharacterSet> | ||||
|     <PlatformToolset>v140</PlatformToolset> | ||||
|   </PropertyGroup> | ||||
|   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> | ||||
|     <ConfigurationType>Application</ConfigurationType> | ||||
|     <UseDebugLibraries>false</UseDebugLibraries> | ||||
|     <WholeProgramOptimization>true</WholeProgramOptimization> | ||||
|     <CharacterSet>MultiByte</CharacterSet> | ||||
|     <PlatformToolset>v140</PlatformToolset> | ||||
|   </PropertyGroup> | ||||
|   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> | ||||
|     <ConfigurationType>Application</ConfigurationType> | ||||
|     <UseDebugLibraries>false</UseDebugLibraries> | ||||
|     <WholeProgramOptimization>true</WholeProgramOptimization> | ||||
|     <CharacterSet>MultiByte</CharacterSet> | ||||
|     <PlatformToolset>v140</PlatformToolset> | ||||
|   </PropertyGroup> | ||||
|   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> | ||||
|   <ImportGroup Label="ExtensionSettings"> | ||||
|   </ImportGroup> | ||||
|   <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> | ||||
|     <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> | ||||
|   </ImportGroup> | ||||
|   <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets"> | ||||
|     <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> | ||||
|   </ImportGroup> | ||||
|   <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> | ||||
|     <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> | ||||
|   </ImportGroup> | ||||
|   <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets"> | ||||
|     <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> | ||||
|   </ImportGroup> | ||||
|   <PropertyGroup Label="UserMacros" /> | ||||
|   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> | ||||
|     <OutDir>$(ProjectDir)$(Configuration)\</OutDir> | ||||
|     <IntDir>$(ProjectDir)$(Configuration)\</IntDir> | ||||
|     <IncludePath>$(IncludePath)</IncludePath> | ||||
|   </PropertyGroup> | ||||
|   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> | ||||
|     <OutDir>$(ProjectDir)$(Configuration)\</OutDir> | ||||
|     <IntDir>$(ProjectDir)$(Configuration)\</IntDir> | ||||
|     <IncludePath>$(IncludePath)</IncludePath> | ||||
|   </PropertyGroup> | ||||
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|     <OutDir>$(ProjectDir)$(Configuration)\</OutDir> | ||||
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|     <IncludePath>$(IncludePath)</IncludePath> | ||||
|   </PropertyGroup> | ||||
|   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> | ||||
|     <OutDir>$(ProjectDir)$(Configuration)\</OutDir> | ||||
|     <IntDir>$(ProjectDir)$(Configuration)\</IntDir> | ||||
|     <IncludePath>$(IncludePath)</IncludePath> | ||||
|   </PropertyGroup> | ||||
|   <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> | ||||
|     <ClCompile> | ||||
|       <WarningLevel>Level4</WarningLevel> | ||||
|       <Optimization>Disabled</Optimization> | ||||
|       <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> | ||||
|     </ClCompile> | ||||
|     <Link> | ||||
|       <GenerateDebugInformation>true</GenerateDebugInformation> | ||||
|       <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> | ||||
|       <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies> | ||||
|       <SubSystem>Console</SubSystem> | ||||
|       <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries> | ||||
|     </Link> | ||||
|   </ItemDefinitionGroup> | ||||
|   <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> | ||||
|     <ClCompile> | ||||
|       <WarningLevel>Level4</WarningLevel> | ||||
|       <Optimization>Disabled</Optimization> | ||||
|       <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> | ||||
|     </ClCompile> | ||||
|     <Link> | ||||
|       <GenerateDebugInformation>true</GenerateDebugInformation> | ||||
|       <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> | ||||
|       <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies> | ||||
|       <SubSystem>Console</SubSystem> | ||||
|       <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries> | ||||
|     </Link> | ||||
|   </ItemDefinitionGroup> | ||||
|   <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> | ||||
|     <ClCompile> | ||||
|       <WarningLevel>Level4</WarningLevel> | ||||
|       <Optimization>MaxSpeed</Optimization> | ||||
|       <FunctionLevelLinking>true</FunctionLevelLinking> | ||||
|       <IntrinsicFunctions>true</IntrinsicFunctions> | ||||
|       <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> | ||||
|       <BufferSecurityCheck>false</BufferSecurityCheck> | ||||
|     </ClCompile> | ||||
|     <Link> | ||||
|       <GenerateDebugInformation>true</GenerateDebugInformation> | ||||
|       <EnableCOMDATFolding>true</EnableCOMDATFolding> | ||||
|       <OptimizeReferences>true</OptimizeReferences> | ||||
|       <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> | ||||
|       <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies> | ||||
|       <SubSystem>Console</SubSystem> | ||||
|       <IgnoreSpecificDefaultLibraries> | ||||
|       </IgnoreSpecificDefaultLibraries> | ||||
|     </Link> | ||||
|   </ItemDefinitionGroup> | ||||
|   <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> | ||||
|     <ClCompile> | ||||
|       <WarningLevel>Level4</WarningLevel> | ||||
|       <Optimization>MaxSpeed</Optimization> | ||||
|       <FunctionLevelLinking>true</FunctionLevelLinking> | ||||
|       <IntrinsicFunctions>true</IntrinsicFunctions> | ||||
|       <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> | ||||
|       <BufferSecurityCheck>false</BufferSecurityCheck> | ||||
|     </ClCompile> | ||||
|     <Link> | ||||
|       <GenerateDebugInformation>true</GenerateDebugInformation> | ||||
|       <EnableCOMDATFolding>true</EnableCOMDATFolding> | ||||
|       <OptimizeReferences>true</OptimizeReferences> | ||||
|       <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> | ||||
|       <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies> | ||||
|       <SubSystem>Console</SubSystem> | ||||
|       <IgnoreSpecificDefaultLibraries> | ||||
|       </IgnoreSpecificDefaultLibraries> | ||||
|     </Link> | ||||
|   </ItemDefinitionGroup> | ||||
|   <ItemGroup> | ||||
|     <ClCompile Include="..\..\imgui.cpp" /> | ||||
|     <ClCompile Include="..\..\imgui_demo.cpp" /> | ||||
|     <ClCompile Include="..\..\imgui_draw.cpp" /> | ||||
|     <ClCompile Include="..\..\imgui_tables.cpp" /> | ||||
|     <ClCompile Include="..\..\imgui_widgets.cpp" /> | ||||
|     <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp" /> | ||||
|     <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" /> | ||||
|     <ClCompile Include="main.cpp" /> | ||||
|   </ItemGroup> | ||||
|   <ItemGroup> | ||||
|     <ClInclude Include="..\..\imconfig.h" /> | ||||
|     <ClInclude Include="..\..\imgui.h" /> | ||||
|     <ClInclude Include="..\..\imgui_internal.h" /> | ||||
|     <ClInclude Include="..\..\backends\imgui_impl_sdl3.h" /> | ||||
|     <ClInclude Include="..\..\backends\imgui_impl_opengl3.h" /> | ||||
|     <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" /> | ||||
|   </ItemGroup> | ||||
|   <ItemGroup> | ||||
|     <None Include="..\..\misc\debuggers\imgui.natvis" /> | ||||
|     <None Include="..\README.txt" /> | ||||
|   </ItemGroup> | ||||
|   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> | ||||
|   <ImportGroup Label="ExtensionTargets"> | ||||
|   </ImportGroup> | ||||
| </Project> | ||||
| @@ -0,0 +1,64 @@ | ||||
| <?xml version="1.0" encoding="utf-8"?> | ||||
| <Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | ||||
|   <ItemGroup> | ||||
|     <Filter Include="imgui"> | ||||
|       <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier> | ||||
|     </Filter> | ||||
|     <Filter Include="sources"> | ||||
|       <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier> | ||||
|       <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions> | ||||
|     </Filter> | ||||
|   </ItemGroup> | ||||
|   <ItemGroup> | ||||
|     <ClCompile Include="..\..\imgui.cpp"> | ||||
|       <Filter>imgui</Filter> | ||||
|     </ClCompile> | ||||
|     <ClCompile Include="..\..\imgui_demo.cpp"> | ||||
|       <Filter>imgui</Filter> | ||||
|     </ClCompile> | ||||
|     <ClCompile Include="..\..\imgui_draw.cpp"> | ||||
|       <Filter>imgui</Filter> | ||||
|     </ClCompile> | ||||
|     <ClCompile Include="main.cpp"> | ||||
|       <Filter>sources</Filter> | ||||
|     </ClCompile> | ||||
|     <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp"> | ||||
|       <Filter>sources</Filter> | ||||
|     </ClCompile> | ||||
|     <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp"> | ||||
|       <Filter>sources</Filter> | ||||
|     </ClCompile> | ||||
|     <ClCompile Include="..\..\imgui_tables.cpp"> | ||||
|       <Filter>imgui</Filter> | ||||
|     </ClCompile> | ||||
|     <ClCompile Include="..\..\imgui_widgets.cpp"> | ||||
|       <Filter>imgui</Filter> | ||||
|     </ClCompile> | ||||
|   </ItemGroup> | ||||
|   <ItemGroup> | ||||
|     <ClInclude Include="..\..\imconfig.h"> | ||||
|       <Filter>imgui</Filter> | ||||
|     </ClInclude> | ||||
|     <ClInclude Include="..\..\imgui.h"> | ||||
|       <Filter>imgui</Filter> | ||||
|     </ClInclude> | ||||
|     <ClInclude Include="..\..\imgui_internal.h"> | ||||
|       <Filter>imgui</Filter> | ||||
|     </ClInclude> | ||||
|     <ClInclude Include="..\..\backends\imgui_impl_sdl3.h"> | ||||
|       <Filter>sources</Filter> | ||||
|     </ClInclude> | ||||
|     <ClInclude Include="..\..\backends\imgui_impl_opengl3.h"> | ||||
|       <Filter>sources</Filter> | ||||
|     </ClInclude> | ||||
|     <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h"> | ||||
|       <Filter>sources</Filter> | ||||
|     </ClInclude> | ||||
|   </ItemGroup> | ||||
|   <ItemGroup> | ||||
|     <None Include="..\README.txt" /> | ||||
|     <None Include="..\..\misc\debuggers\imgui.natvis"> | ||||
|       <Filter>imgui</Filter> | ||||
|     </None> | ||||
|   </ItemGroup> | ||||
| </Project> | ||||
							
								
								
									
										193
									
								
								examples/example_sdl3_opengl3/main.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
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								examples/example_sdl3_opengl3/main.cpp
									
									
									
									
									
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							| @@ -0,0 +1,193 @@ | ||||
| // Dear ImGui: standalone example application for SDL3 + OpenGL | ||||
| // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) | ||||
| // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. | ||||
| // Read online: https://github.com/ocornut/imgui/tree/master/docs | ||||
|  | ||||
| #include "imgui.h" | ||||
| #include "imgui_impl_sdl3.h" | ||||
| #include "imgui_impl_opengl3.h" | ||||
| #include <stdio.h> | ||||
| #include <SDL3/SDL.h> | ||||
| #if defined(IMGUI_IMPL_OPENGL_ES2) | ||||
| #include <SDL3/SDL_opengles2.h> | ||||
| #else | ||||
| #include <SDL3/SDL_opengl.h> | ||||
| #endif | ||||
|  | ||||
| // This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. | ||||
| #ifdef __EMSCRIPTEN__ | ||||
| #include "../libs/emscripten/emscripten_mainloop_stub.h" | ||||
| #endif | ||||
|  | ||||
| // Main code | ||||
| int main(int, char**) | ||||
| { | ||||
|     // Setup SDL | ||||
|     if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0) | ||||
|     { | ||||
|         printf("Error: %s\n", SDL_GetError()); | ||||
|         return -1; | ||||
|     } | ||||
|  | ||||
|     // Decide GL+GLSL versions | ||||
| #if defined(IMGUI_IMPL_OPENGL_ES2) | ||||
|     // GL ES 2.0 + GLSL 100 | ||||
|     const char* glsl_version = "#version 100"; | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); | ||||
| #elif defined(__APPLE__) | ||||
|     // GL 3.2 Core + GLSL 150 | ||||
|     const char* glsl_version = "#version 150"; | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); | ||||
| #else | ||||
|     // GL 3.0 + GLSL 130 | ||||
|     const char* glsl_version = "#version 130"; | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); | ||||
| #endif | ||||
|  | ||||
|     // Create window with graphics context | ||||
|     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); | ||||
|     SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); | ||||
|     SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); | ||||
|     SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE); | ||||
|     SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); | ||||
|     SDL_GLContext gl_context = SDL_GL_CreateContext(window); | ||||
|     SDL_GL_MakeCurrent(window, gl_context); | ||||
|     SDL_GL_SetSwapInterval(1); // Enable vsync | ||||
|  | ||||
|     // Setup Dear ImGui context | ||||
|     IMGUI_CHECKVERSION(); | ||||
|     ImGui::CreateContext(); | ||||
|     ImGuiIO& io = ImGui::GetIO(); (void)io; | ||||
|     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls | ||||
|     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls | ||||
|  | ||||
|     // Setup Dear ImGui style | ||||
|     ImGui::StyleColorsDark(); | ||||
|     //ImGui::StyleColorsLight(); | ||||
|  | ||||
|     // Setup Platform/Renderer backends | ||||
|     ImGui_ImplSDL3_InitForOpenGL(window, gl_context); | ||||
|     ImGui_ImplOpenGL3_Init(glsl_version); | ||||
|  | ||||
|     // Load Fonts | ||||
|     // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. | ||||
|     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. | ||||
|     // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). | ||||
|     // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. | ||||
|     // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. | ||||
|     // - Read 'docs/FONTS.md' for more instructions and details. | ||||
|     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! | ||||
|     // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. | ||||
|     //io.Fonts->AddFontDefault(); | ||||
|     //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); | ||||
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); | ||||
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); | ||||
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); | ||||
|     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); | ||||
|     //IM_ASSERT(font != NULL); | ||||
|  | ||||
|     // Our state | ||||
|     bool show_demo_window = true; | ||||
|     bool show_another_window = false; | ||||
|     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); | ||||
|  | ||||
|     // Main loop | ||||
|     bool done = false; | ||||
| #ifdef __EMSCRIPTEN__ | ||||
|     // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. | ||||
|     // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. | ||||
|     io.IniFilename = NULL; | ||||
|     EMSCRIPTEN_MAINLOOP_BEGIN | ||||
| #else | ||||
|     while (!done) | ||||
| #endif | ||||
|     { | ||||
|         // Poll and handle events (inputs, window resize, etc.) | ||||
|         // 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. | ||||
|         SDL_Event event; | ||||
|         while (SDL_PollEvent(&event)) | ||||
|         { | ||||
|             ImGui_ImplSDL3_ProcessEvent(&event); | ||||
|             if (event.type == SDL_EVENT_QUIT) | ||||
|                 done = true; | ||||
|             if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) | ||||
|                 done = true; | ||||
|         } | ||||
|  | ||||
|         // Start the Dear ImGui frame | ||||
|         ImGui_ImplOpenGL3_NewFrame(); | ||||
|         ImGui_ImplSDL3_NewFrame(); | ||||
|         ImGui::NewFrame(); | ||||
|  | ||||
|         // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). | ||||
|         if (show_demo_window) | ||||
|             ImGui::ShowDemoWindow(&show_demo_window); | ||||
|  | ||||
|         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. | ||||
|         { | ||||
|             static float f = 0.0f; | ||||
|             static int counter = 0; | ||||
|  | ||||
|             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it. | ||||
|  | ||||
|             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too) | ||||
|             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state | ||||
|             ImGui::Checkbox("Another Window", &show_another_window); | ||||
|  | ||||
|             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f | ||||
|             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color | ||||
|  | ||||
|             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated) | ||||
|                 counter++; | ||||
|             ImGui::SameLine(); | ||||
|             ImGui::Text("counter = %d", counter); | ||||
|  | ||||
|             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); | ||||
|             ImGui::End(); | ||||
|         } | ||||
|  | ||||
|         // 3. Show another simple window. | ||||
|         if (show_another_window) | ||||
|         { | ||||
|             ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) | ||||
|             ImGui::Text("Hello from another window!"); | ||||
|             if (ImGui::Button("Close Me")) | ||||
|                 show_another_window = false; | ||||
|             ImGui::End(); | ||||
|         } | ||||
|  | ||||
|         // Rendering | ||||
|         ImGui::Render(); | ||||
|         glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); | ||||
|         glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); | ||||
|         glClear(GL_COLOR_BUFFER_BIT); | ||||
|         ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); | ||||
|         SDL_GL_SwapWindow(window); | ||||
|     } | ||||
| #ifdef __EMSCRIPTEN__ | ||||
|     EMSCRIPTEN_MAINLOOP_END; | ||||
| #endif | ||||
|  | ||||
|     // Cleanup | ||||
|     ImGui_ImplOpenGL3_Shutdown(); | ||||
|     ImGui_ImplSDL3_Shutdown(); | ||||
|     ImGui::DestroyContext(); | ||||
|  | ||||
|     SDL_GL_DeleteContext(gl_context); | ||||
|     SDL_DestroyWindow(window); | ||||
|     SDL_Quit(); | ||||
|  | ||||
|     return 0; | ||||
| } | ||||
| @@ -27,6 +27,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_sdlrenderer", | ||||
| EndProject | ||||
| Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_vulkan", "example_sdl2_vulkan\example_sdl2_vulkan.vcxproj", "{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}" | ||||
| EndProject | ||||
| Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_opengl3", "example_sdl3_opengl3\example_sdl3_opengl3.vcxproj", "{84AAA301-84FE-428B-9E3E-817BC8123C0C}" | ||||
| EndProject | ||||
| Global | ||||
| 	GlobalSection(SolutionConfigurationPlatforms) = preSolution | ||||
| 		Debug|Win32 = Debug|Win32 | ||||
| @@ -131,6 +133,14 @@ Global | ||||
| 		{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|Win32.Build.0 = Release|Win32 | ||||
| 		{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|x64.ActiveCfg = Release|x64 | ||||
| 		{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|x64.Build.0 = Release|x64 | ||||
| 		{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|Win32.ActiveCfg = Debug|Win32 | ||||
| 		{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|Win32.Build.0 = Debug|Win32 | ||||
| 		{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|x64.ActiveCfg = Debug|x64 | ||||
| 		{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|x64.Build.0 = Debug|x64 | ||||
| 		{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|Win32.ActiveCfg = Release|Win32 | ||||
| 		{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|Win32.Build.0 = Release|Win32 | ||||
| 		{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|x64.ActiveCfg = Release|x64 | ||||
| 		{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|x64.Build.0 = Release|x64 | ||||
| 	EndGlobalSection | ||||
| 	GlobalSection(SolutionProperties) = preSolution | ||||
| 		HideSolutionNode = FALSE | ||||
|   | ||||
		Reference in New Issue
	
	Block a user