diff --git a/examples/imgui_impl_sdl2.cpp b/examples/imgui_impl_sdl2.cpp index 2dcb978f..0d6f8490 100644 --- a/examples/imgui_impl_sdl2.cpp +++ b/examples/imgui_impl_sdl2.cpp @@ -12,6 +12,8 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformInterface +// 2018-XX-XX: Misc: ImGui_ImplSDL2_Init() now takes a SDL_GLContext parameter. // 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. @@ -26,6 +28,8 @@ #include "imgui.h" #include "imgui_impl_sdl2.h" +#include "imgui_internal.h" // FIXME-PLATFORM + // SDL #include #include @@ -35,6 +39,10 @@ static Uint64 g_Time = 0; static bool g_MousePressed[3] = { false, false, false }; static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 }; +// Forward Declarations +static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context); +static void ImGui_ImplSDL2_ShutdownPlatformInterface(); + static const char* ImGui_ImplSDL2_GetClipboardText(void*) { return SDL_GetClipboardText(); @@ -90,7 +98,7 @@ bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event) return false; } -bool ImGui_ImplSDL2_Init(SDL_Window* window) +bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context) { // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. ImGuiIO& io = ImGui::GetIO(); @@ -137,17 +145,77 @@ bool ImGui_ImplSDL2_Init(SDL_Window* window) (void)window; #endif + // Our mouse update function expect PlatformHandle to be filled for the main viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = (void*)window; + if (io.ConfigFlags & ImGuiConfigFlags_MultiViewports) + ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context); + return true; } void ImGui_ImplSDL2_Shutdown() { + ImGui_ImplSDL2_ShutdownPlatformInterface(); + // Destroy SDL mouse cursors for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++) SDL_FreeCursor(g_MouseCursors[cursor_n]); memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); } +static void ImGui_ImplSDL2_UpdateMouse() +{ + ImGuiIO& io = ImGui::GetIO(); + io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + io.MousePosViewport = 0; + io.MouseHoveredViewport = 0; + io.ConfigFlags &= ~ImGuiConfigFlags_PlatformHasMouseHoveredViewport; // FIXME-VIEWPORT: We can't get this info properly with SDL, capture is messing up with SDL_WINDOW_MOUSE_FOCUS report and we'd need to handle _NoInputs + + int mx, my; + Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my); + io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. + io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; + io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; + g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; + + SDL_Window* focused_window = SDL_GetKeyboardFocus(); + if (focused_window) + { + // SDL_GetMouseState() gives me mouse position seemingly based on the last window entered/focused(?) + // The creation of new window and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally. + int wx, wy; + SDL_GetWindowPosition(focused_window, &wx, &wy); + SDL_GetGlobalMouseState(&mx, &my); + mx -= wx; + my -= wy; + } + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)focused_window)) + { + io.MousePos = ImVec2(viewport->Pos.x + (float)mx, viewport->Pos.y + (float)my); + io.MousePosViewport = viewport->ID; + } + + // We already retrieve global mouse position, SDL_CaptureMouse() also let the OS know our drag outside boundaries shouldn't trigger, e.g.: OS window resize cursor + // The function is only supported from SDL 2.0.4 (released Jan 2016) +#if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4) + bool any_mouse_button_down = ImGui::IsAnyMouseDown(); + SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE); +#endif + + // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor + ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) + { + SDL_ShowCursor(SDL_FALSE); + } + else + { + SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); + SDL_ShowCursor(SDL_TRUE); + } +} + void ImGui_ImplSDL2_NewFrame(SDL_Window* window) { ImGuiIO& io = ImGui::GetIO(); @@ -167,43 +235,176 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window) io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f); g_Time = current_time; - // Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler) - int mx, my; - Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my); - io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); - io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. - io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; - io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; - g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; - - // We need to use SDL_CaptureMouse() to easily retrieve mouse coordinates outside of the client area. This is only supported from SDL 2.0.4 (released Jan 2016) -#if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4) - if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE)) != 0) - io.MousePos = ImVec2((float)mx, (float)my); - bool any_mouse_button_down = false; - for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++) - any_mouse_button_down |= io.MouseDown[n]; - if (any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) == 0) - SDL_CaptureMouse(SDL_TRUE); - if (!any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) != 0) - SDL_CaptureMouse(SDL_FALSE); -#else - if ((SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0) - io.MousePos = ImVec2((float)mx, (float)my); -#endif - - // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor - ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); - if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) - { - SDL_ShowCursor(0); - } - else - { - SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); - SDL_ShowCursor(1); - } + ImGui_ImplSDL2_UpdateMouse(); // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. ImGui::NewFrame(); } + +// -------------------------------------------------------------------------------------------------------- +// Platform Windows +// -------------------------------------------------------------------------------------------------------- + +#include "imgui_internal.h" + +#define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5) + +struct ImGuiPlatformDataSDL2 +{ + SDL_Window* Window; + Uint32 WindowID; + SDL_GLContext GLContext; + + ImGuiPlatformDataSDL2() { Window = NULL; WindowID = 0; GLContext = NULL; } + ~ImGuiPlatformDataSDL2() { IM_ASSERT(Window == NULL && GLContext == NULL); } +}; + +static void ImGui_ImplSDL2_CreateViewport(ImGuiViewport* viewport) +{ + ImGuiPlatformDataSDL2* data = IM_NEW(ImGuiPlatformDataSDL2)(); + viewport->PlatformUserData = data; + + // Share GL resources with main context + // FIXME-PLATFORM + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGuiPlatformDataSDL2* main_viewport_data = (ImGuiPlatformDataSDL2*)main_viewport->PlatformUserData; + SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); + SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext); + + // We don't enable SDL_WINDOW_RESIZABLE because it enforce windows decorations + Uint32 sdl_flags = 0; + sdl_flags |= SDL_WINDOW_OPENGL; // FIXME-PLATFORM + sdl_flags |= SDL_WINDOW_HIDDEN; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE; + data->Window = SDL_CreateWindow("No Title Yet", 0, 0, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); + data->GLContext = SDL_GL_CreateContext(data->Window); + viewport->PlatformHandle = (void*)data->Window; +} + +static void ImGui_ImplSDL2_DestroyViewport(ImGuiViewport* viewport) +{ + if (ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData) + { + if (data->GLContext) + SDL_GL_DeleteContext(data->GLContext); + data->GLContext = NULL; + if (data->Window) + SDL_DestroyWindow(data->Window); + data->Window = NULL; + IM_DELETE(data); + } + viewport->PlatformUserData = viewport->PlatformHandle = NULL; +} + +static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport) +{ + ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData; +#if defined(_WIN32) + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if (SDL_GetWindowWMInfo(data->Window, &info)) + { + HWND hwnd = info.info.win.window; + + // SDL hack: Hide icon from task bar + // Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition. + if (viewport->Flags & ImGuiViewportFlags_NoDecoration) + { + LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); + ex_style &= ~WS_EX_APPWINDOW; + ex_style |= WS_EX_TOOLWINDOW; + ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); + } + + // SDL hack: SDL always activate/focus windows :/ + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + { + ::ShowWindow(hwnd, SW_SHOWNA); + return; + } +} + +#endif + SDL_ShowWindow(data->Window); +} + +static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport) +{ + ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData; + int x = 0, y = 0; + SDL_GetWindowPosition(data->Window, &x, &y); + return ImVec2((float)x, (float)y); +} + +static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData; + SDL_SetWindowPosition(data->Window, (int)pos.x, (int)pos.y); +} + +static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport) +{ + ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData; + int w = 0, h = 0; + SDL_GetWindowSize(data->Window, &w, &h); + return ImVec2((float)w, (float)h); +} + +static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData; + SDL_SetWindowSize(data->Window, (int)size.x, (int)size.y); +} + +static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData; + SDL_SetWindowTitle(data->Window, title); +} + +static void ImGui_ImplSDL2_RenderViewport(ImGuiViewport* viewport) +{ + ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData; + SDL_GL_MakeCurrent(data->Window, data->GLContext); +} + +static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport) +{ + ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData; + SDL_GL_MakeCurrent(data->Window, data->GLContext); // FIXME-PLATFORM2 + SDL_GL_SwapWindow(data->Window); +} + +static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context) +{ + // Register platform interface (will be coupled with a renderer interface) + ImGuiIO& io = ImGui::GetIO(); + io.PlatformInterface.CreateViewport = ImGui_ImplSDL2_CreateViewport; + io.PlatformInterface.DestroyViewport = ImGui_ImplSDL2_DestroyViewport; + io.PlatformInterface.ShowWindow = ImGui_ImplSDL2_ShowWindow; + io.PlatformInterface.SetWindowPos = ImGui_ImplSDL2_SetWindowPos; + io.PlatformInterface.GetWindowPos = ImGui_ImplSDL2_GetWindowPos; + io.PlatformInterface.SetWindowSize = ImGui_ImplSDL2_SetWindowSize; + io.PlatformInterface.GetWindowSize = ImGui_ImplSDL2_GetWindowSize; + io.PlatformInterface.SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle; + io.PlatformInterface.RenderViewport = ImGui_ImplSDL2_RenderViewport; + io.PlatformInterface.SwapBuffers = ImGui_ImplSDL2_SwapBuffers; + + io.ConfigFlags |= SDL_HAS_WINDOW_OPACITY ? ImGuiConfigFlags_PlatformHasWindowAlpha : 0; + + // Register main window handle + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGuiPlatformDataSDL2* data = IM_NEW(ImGuiPlatformDataSDL2)(); + data->Window = window; + data->WindowID = SDL_GetWindowID(window); + data->GLContext = sdl_gl_context; + main_viewport->PlatformUserData = data; + main_viewport->PlatformHandle = data->Window; +} + +static void ImGui_ImplSDL2_ShutdownPlatformInterface() +{ + ImGuiIO& io = ImGui::GetIO(); + memset(&io.PlatformInterface, 0, sizeof(io.PlatformInterface)); +} diff --git a/examples/imgui_impl_sdl2.h b/examples/imgui_impl_sdl2.h index 4a181283..051411d7 100644 --- a/examples/imgui_impl_sdl2.h +++ b/examples/imgui_impl_sdl2.h @@ -10,7 +10,7 @@ struct SDL_Window; typedef union SDL_Event SDL_Event; -IMGUI_API bool ImGui_ImplSDL2_Init(SDL_Window* window); -IMGUI_API void ImGui_ImplSDL2_Shutdown(); -IMGUI_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window); -IMGUI_API bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event); +IMGUI_API bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context); +IMGUI_API void ImGui_ImplSDL2_Shutdown(); +IMGUI_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window); +IMGUI_API bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event); diff --git a/examples/sdl_opengl2_example/main.cpp b/examples/sdl_opengl2_example/main.cpp index 6c8dd1d3..4e497c40 100644 --- a/examples/sdl_opengl2_example/main.cpp +++ b/examples/sdl_opengl2_example/main.cpp @@ -31,13 +31,13 @@ int main(int, char**) SDL_DisplayMode current; SDL_GetCurrentDisplayMode(0, ¤t); SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); - SDL_GLContext glcontext = SDL_GL_CreateContext(window); + SDL_GLContext gl_context = SDL_GL_CreateContext(window); SDL_GL_SetSwapInterval(1); // Enable vsync // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - ImGui_ImplSDL2_Init(window); + ImGui_ImplSDL2_Init(window, gl_context); ImGui_ImplOpenGL2_Init(); //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls @@ -134,7 +134,7 @@ int main(int, char**) ImGui_ImplSDL2_Shutdown(); ImGui::DestroyContext(); - SDL_GL_DeleteContext(glcontext); + SDL_GL_DeleteContext(gl_context); SDL_DestroyWindow(window); SDL_Quit(); diff --git a/examples/sdl_opengl3_example/main.cpp b/examples/sdl_opengl3_example/main.cpp index 24f2f8dc..756fe53e 100644 --- a/examples/sdl_opengl3_example/main.cpp +++ b/examples/sdl_opengl3_example/main.cpp @@ -30,17 +30,19 @@ int main(int, char**) SDL_DisplayMode current; SDL_GetCurrentDisplayMode(0, ¤t); SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); - SDL_GLContext glcontext = SDL_GL_CreateContext(window); + SDL_GLContext gl_context = SDL_GL_CreateContext(window); SDL_GL_SetSwapInterval(1); // Enable vsync gl3wInit(); // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - ImGui_ImplSDL2_Init(window); - ImGui_ImplOpenGL3_Init(); + io.ConfigFlags |= ImGuiConfigFlags_MultiViewports; //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; + ImGui_ImplSDL2_Init(window, gl_context); + ImGui_ImplOpenGL3_Init(); + // Setup style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); @@ -78,6 +80,8 @@ int main(int, char**) ImGui_ImplSDL2_ProcessEvent(&event); if (event.type == SDL_QUIT) done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; } ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplSDL2_NewFrame(window); @@ -120,11 +124,17 @@ int main(int, char**) } // Rendering - glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y); + SDL_GL_MakeCurrent(window, gl_context); + glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindows(); + + SDL_GL_MakeCurrent(window, gl_context); SDL_GL_SwapWindow(window); } @@ -133,7 +143,7 @@ int main(int, char**) ImGui_ImplSDL2_Shutdown(); ImGui::DestroyContext(); - SDL_GL_DeleteContext(glcontext); + SDL_GL_DeleteContext(gl_context); SDL_DestroyWindow(window); SDL_Quit(); diff --git a/examples/sdl_vulkan_example/main.cpp b/examples/sdl_vulkan_example/main.cpp index 158a1b3e..b81784df 100644 --- a/examples/sdl_vulkan_example/main.cpp +++ b/examples/sdl_vulkan_example/main.cpp @@ -624,7 +624,7 @@ int main(int, char**) init_data.descriptor_pool = g_DescriptorPool; init_data.check_vk_result = check_vk_result; ImGui_ImplVulkan_Init(&init_data); - ImGui_ImplSDL2_Init(window); + ImGui_ImplSDL2_Init(window, NULL); // Setup style ImGui::StyleColorsDark();