mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 03:58:47 +02:00
Backends: Win32, SDL, GLFW: only honor io.WantSetMousePos when focused + fix GLFW uninstalling handler + tweaks to reduce branch drift with docking. (#787, #2445, #2696, #3751, #4377)
This commit is contained in:
@ -59,10 +59,11 @@
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#include "TargetConditionals.h"
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#endif
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4)
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE (SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS))
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#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
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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_ImplSDL2_Data
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{
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SDL_Window* Window;
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@ -156,6 +157,17 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
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// Check and store if we are on a SDL backend that supports global mouse position
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// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
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const char* sdl_backend = SDL_GetCurrentVideoDriver();
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const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
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bool mouse_can_use_global_state = false;
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
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if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
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mouse_can_use_global_state = true;
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#endif
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// Setup backend capabilities flags
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ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
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io.BackendPlatformUserData = (void*)bd;
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@ -164,6 +176,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
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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->MouseCanUseGlobalState = mouse_can_use_global_state;
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// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
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io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
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@ -204,20 +217,11 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
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bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
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bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
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// Check and store if we are on a SDL backend that supports global mouse position
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// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
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const char* sdl_backend = SDL_GetCurrentVideoDriver();
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const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
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bd->MouseCanUseGlobalState = false;
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for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
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if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
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bd->MouseCanUseGlobalState = true;
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#ifdef _WIN32
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SDL_SysWMinfo wmInfo;
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SDL_VERSION(&wmInfo.version);
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SDL_GetWindowWMInfo(window, &wmInfo);
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io.ImeWindowHandle = wmInfo.info.win.window;
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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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io.ImeWindowHandle = info.info.win.window;
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#else
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(void)window;
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#endif
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@ -278,55 +282,59 @@ void ImGui_ImplSDL2_Shutdown()
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static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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// Set OS mouse position 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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else
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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ImVec2 mouse_pos_prev = io.MousePos;
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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int mx, my;
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Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
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// Update mouse buttons
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int mouse_x_local, mouse_y_local;
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Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local);
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io.MouseDown[0] = bd->MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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io.MouseDown[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
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io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
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bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false;
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
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SDL_Window* focused_window = SDL_GetKeyboardFocus(); // Mouse position won't be reported unless window is focused.
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#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH
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SDL_Window* hovered_window = SDL_GetMouseFocus(); // This is better but is only reliably useful with SDL 2.0.5+ and SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH enabled.
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SDL_Window* mouse_window = (bd->Window == focused_window || bd->Window == hovered_window) ? bd->Window : NULL;
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#else
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SDL_Window* mouse_window = (bd->Window == focused_window) ? bd->Window : NULL;
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#endif
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if (mouse_window != NULL)
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{
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if (bd->MouseCanUseGlobalState)
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{
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// SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?)
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// The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
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// Won't use this workaround on SDL backends that have no global mouse position, like Wayland or RPI
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int wx, wy;
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SDL_GetWindowPosition(mouse_window, &wx, &wy);
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SDL_GetGlobalMouseState(&mx, &my);
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mx -= wx;
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my -= wy;
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}
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io.MousePos = ImVec2((float)mx, (float)my);
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}
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// Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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SDL_Window* focused_window = SDL_GetKeyboardFocus();
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SDL_Window* hovered_window = SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH ? SDL_GetMouseFocus() : NULL; // This is better but is only reliably useful with SDL 2.0.5+ and SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH.
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SDL_Window* mouse_window = NULL;
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if (hovered_window && bd->Window == hovered_window)
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mouse_window = hovered_window;
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else if (focused_window && bd->Window == focused_window)
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mouse_window = focused_window;
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// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor.
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// The function is only supported from SDL 2.0.4 (released Jan 2016)
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bool any_mouse_button_down = ImGui::IsAnyMouseDown();
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SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
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// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
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SDL_CaptureMouse(ImGui::IsAnyMouseDown() ? SDL_TRUE : SDL_FALSE);
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#else
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// SDL 2.0.3 and non-windowed systems
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if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS)
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io.MousePos = ImVec2((float)mx, (float)my);
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// SDL 2.0.3 and non-windowed systems: single-viewport only
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SDL_Window* mouse_window = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) ? bd->Window : NULL;
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#endif
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if (mouse_window == NULL)
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return;
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// 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)mouse_pos_prev.x, (int)mouse_pos_prev.y);
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// Set Dear ImGui mouse position from OS position + get buttons. (this is the common behavior)
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if (bd->MouseCanUseGlobalState)
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{
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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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// Unlike local position obtained earlier this will be valid when straying out of bounds.
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int mouse_x_global, mouse_y_global;
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SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
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int window_x, window_y;
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SDL_GetWindowPosition(mouse_window, &window_x, &window_y);
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io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
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}
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else
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{
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io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local);
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}
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}
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static void ImGui_ImplSDL2_UpdateMouseCursor()
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@ -393,9 +401,9 @@ static void ImGui_ImplSDL2_UpdateGamepads()
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void ImGui_ImplSDL2_NewFrame()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?");
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ImGuiIO& io = ImGui::GetIO();
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// Setup display size (every frame to accommodate for window resizing)
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int w, h;
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