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Backends: SDL3: Updates for recent API changes. (#7000)
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@ -22,6 +22,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2023-11-13: Updated for recent SDL3 API changes.
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// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
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// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391)
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// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
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@ -41,10 +42,15 @@
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// SDL
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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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#ifdef _WIN32
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#ifndef WIN32_LEAN_AND_MEAN
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#define WIN32_LEAN_AND_MEAN
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#endif
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#include <windows.h>
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#endif
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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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@ -328,10 +334,21 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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return false;
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}
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static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer)
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static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
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{
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viewport->PlatformHandleRaw = nullptr;
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#if defined(__WIN32__) && !defined(__WINRT__)
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viewport->PlatformHandleRaw = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.win32.hwnd", NULL);
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#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
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viewport->PlatformHandleRaw = (void*)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.cocoa.window", NULL);
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#endif
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}
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static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
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IM_UNUSED(sdl_gl_context); // Unused in this branch
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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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@ -374,16 +391,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer)
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// Set platform dependent data in viewport
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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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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if (SDL_GetWindowWMInfo(window, &info, SDL_SYSWM_CURRENT_VERSION) == 0)
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{
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#if defined(SDL_ENABLE_SYSWM_WINDOWS)
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main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
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#elif defined(__APPLE__) && defined(SDL_ENABLE_SYSWM_COCOA)
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main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
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#endif
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}
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ImGui_ImplSDL3_SetupPlatformHandles(main_viewport, window);
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// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
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// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
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@ -405,12 +413,12 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer)
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bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
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{
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IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
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return ImGui_ImplSDL3_Init(window, nullptr);
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return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
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}
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bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
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{
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return ImGui_ImplSDL3_Init(window, nullptr);
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return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
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}
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bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
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@ -418,22 +426,22 @@ bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
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#if !defined(_WIN32)
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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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return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
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}
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bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window)
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{
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return ImGui_ImplSDL3_Init(window, nullptr);
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return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
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}
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bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
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{
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return ImGui_ImplSDL3_Init(window, renderer);
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return ImGui_ImplSDL3_Init(window, renderer, nullptr);
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}
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bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
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{
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return ImGui_ImplSDL3_Init(window, nullptr);
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return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
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}
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void ImGui_ImplSDL3_Shutdown()
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@ -534,10 +542,10 @@ static void ImGui_ImplSDL3_UpdateGamepads()
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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_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_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // 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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@ -226,6 +226,7 @@ Other changes:
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- Backends: GLFW: Clear emscripten's MouseWheel callback before shutdown. (#6790, #6096, #4019) [@halx99]
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- Backends: GLFW: Added support for F13 to F24 function keys. (#6891)
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- Backends: SDL2, SDL3: Added support for F13 to F24 function keys, AppBack, AppForward. (#6891)
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- Backends: SDL3: Updates for recent API changes. (#7000, #6974)
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- Backends: Win32: Added support for F13 to F24 function keys, AppBack, AppForward. (#6891)
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- Backends: Win32: Added support for keyboard codepage conversion for when application
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is compiled in MBCS mode and using a non-Unicode window. (#6785, #6782, #5725, #5961) [@sneakyevil]
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