// ImGui Platform Binding for: SDL2 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) // Implemented features: // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Clipboard support. // [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE). // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // Missing features: // [ ] Platform: SDL2 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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. // 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. // 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. // 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. // 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. // 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). // 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. // 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. #include "imgui.h" #include "imgui_impl_sdl.h" // SDL // (the multi-viewports feature requires SDL features supported from SDL 2.0.5+) #include #include #define SDL_HAS_WARP_MOUSE_GLOBAL SDL_VERSION_ATLEAST(2,0,4) #define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4) #define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5) #define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5) #define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5) #define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4) #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) #define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5) #if !SDL_HAS_VULKAN static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; #endif // Data static SDL_Window* g_Window = NULL; static Uint64 g_Time = 0; static bool g_MousePressed[3] = { false, false, false }; static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; static char* g_ClipboardTextData = NULL; // 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*) { if (g_ClipboardTextData) SDL_free(g_ClipboardTextData); g_ClipboardTextData = SDL_GetClipboardText(); return g_ClipboardTextData; } static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) { SDL_SetClipboardText(text); } // 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. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event) { ImGuiIO& io = ImGui::GetIO(); switch (event->type) { case SDL_MOUSEWHEEL: { if (event->wheel.x > 0) io.MouseWheelH += 1; if (event->wheel.x < 0) io.MouseWheelH -= 1; if (event->wheel.y > 0) io.MouseWheel += 1; if (event->wheel.y < 0) io.MouseWheel -= 1; return true; } case SDL_MOUSEBUTTONDOWN: { if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; return true; } case SDL_TEXTINPUT: { io.AddInputCharactersUTF8(event->text.text); return true; } case SDL_KEYDOWN: case SDL_KEYUP: { int key = event->key.keysym.scancode; IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown)); io.KeysDown[key] = (event->type == SDL_KEYDOWN); io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); return true; } // Multi-viewport support case SDL_WINDOWEVENT: Uint8 window_event = event->window.event; if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED) if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID))) { if (window_event == SDL_WINDOWEVENT_CLOSE) viewport->PlatformRequestClose = true; if (window_event == SDL_WINDOWEVENT_MOVED) viewport->PlatformRequestMove = true; if (window_event == SDL_WINDOWEVENT_RESIZED) viewport->PlatformRequestResize = true; return true; } break; } return false; } static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context) { g_Window = window; // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) #if SDL_HAS_WARP_MOUSE_GLOBAL io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) #endif #if SDL_HAS_CAPTURE_MOUSE io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) #endif // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB; io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT; io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE; io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE; io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE; io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN; io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE; io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A; io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C; io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V; io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X; io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y; io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z; io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; io.ClipboardUserData = NULL; g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); // Our mouse update function expect PlatformHandle to be filled for the main viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->PlatformHandle = (void*)window; // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings. if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)) ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context); return true; } bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) { (void)sdl_gl_context; // Viewport branch will need this. return ImGui_ImplSDL2_Init(window, sdl_gl_context); } bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) { #if !SDL_HAS_VULKAN IM_ASSERT(0 && "Unsupported"); #endif return ImGui_ImplSDL2_Init(window, NULL); } void ImGui_ImplSDL2_Shutdown() { ImGui_ImplSDL2_ShutdownPlatformInterface(); g_Window = NULL; // Destroy last known clipboard data if (g_ClipboardTextData) SDL_free(g_ClipboardTextData); g_ClipboardTextData = NULL; // 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_UpdateMousePosAndButtons() { ImGuiIO& io = ImGui::GetIO(); io.MouseHoveredViewport = 0; // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) // (When multi-viewports are enabled, all imgui positions are same as OS positions.) #if SDL_HAS_WARP_MOUSE_GLOBAL if (!io.WantSetMousePos) io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); else if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0) SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y); else SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y); #else io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); #endif 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; #if SDL_HAS_CAPTURE_MOUSE && !defined(__EMSCRIPTEN__) SDL_Window* focused_window = SDL_GetKeyboardFocus(); if (focused_window) { // SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?) // The creation of new windows at runtime 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); // We already retrieve global mouse position, SDL_CaptureMouse() also let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't trigger the OS window resize cursor // The function is only supported from SDL 2.0.4 (released Jan 2016) bool any_mouse_button_down = ImGui::IsAnyMouseDown(); SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE); #else if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS) io.MousePos = ImVec2((float)mx, (float)my); #endif } static void ImGui_ImplSDL2_UpdateMouseCursor() { ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) return; ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); 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); } else { // Show OS mouse cursor SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); SDL_ShowCursor(SDL_TRUE); } } void ImGui_ImplSDL2_NewFrame(SDL_Window* window) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() // Setup display size (every frame to accommodate for window resizing) int w, h; int display_w, display_h; SDL_GetWindowSize(window, &w, &h); SDL_GL_GetDrawableSize(window, &display_w, &display_h); io.DisplaySize = ImVec2((float)w, (float)h); io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) static Uint64 frequency = SDL_GetPerformanceFrequency(); Uint64 current_time = SDL_GetPerformanceCounter(); io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f); g_Time = current_time; ImGui_ImplSDL2_UpdateMousePosAndButtons(); ImGui_ImplSDL2_UpdateMouseCursor(); } //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- struct ImGuiViewportDataSDL2 { SDL_Window* Window; Uint32 WindowID; bool WindowOwned; SDL_GLContext GLContext; ImGuiViewportDataSDL2() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; } ~ImGuiViewportDataSDL2() { IM_ASSERT(Window == NULL && GLContext == NULL); } }; static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport) { ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)(); viewport->PlatformUserData = data; ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGuiViewportDataSDL2* main_viewport_data = (ImGuiViewportDataSDL2*)main_viewport->PlatformUserData; // Share GL resources with main context bool use_opengl = (main_viewport_data->GLContext != NULL); SDL_GLContext backup_context = NULL; if (use_opengl) { backup_context = SDL_GL_GetCurrentContext(); 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 |= use_opengl ? SDL_WINDOW_OPENGL : SDL_WINDOW_VULKAN; 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; #if SDL_HAS_ALWAYS_ON_TOP sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0; #endif data->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); data->WindowOwned = true; if (use_opengl) data->GLContext = SDL_GL_CreateContext(data->Window); if (use_opengl && backup_context) SDL_GL_MakeCurrent(data->Window, backup_context); viewport->PlatformHandle = (void*)data->Window; } static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport) { if (ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData) { if (data->GLContext && data->WindowOwned) SDL_GL_DeleteContext(data->GLContext); if (data->Window && data->WindowOwned) SDL_DestroyWindow(data->Window); data->GLContext = NULL; data->Window = NULL; IM_DELETE(data); } viewport->PlatformUserData = viewport->PlatformHandle = NULL; } static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport) { ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)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_NoTaskBarIcon) { 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) { ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)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) { ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; SDL_SetWindowPosition(data->Window, (int)pos.x, (int)pos.y); } static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport) { ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)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) { ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; SDL_SetWindowSize(data->Window, (int)size.x, (int)size.y); } static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title) { ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; SDL_SetWindowTitle(data->Window, title); } static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport) { ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; SDL_RaiseWindow(data->Window); } static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport) { ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; } static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*) { ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; if (data->GLContext) SDL_GL_MakeCurrent(data->Window, data->GLContext); } static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*) { ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; if (data->GLContext) { SDL_GL_MakeCurrent(data->Window, data->GLContext); SDL_GL_SwapWindow(data->Window); } } // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) // SDL is graceful enough to _not_ need so we can safely include this. #if SDL_HAS_VULKAN #include static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) { ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; (void)vk_allocator; SDL_bool ret = SDL_Vulkan_CreateSurface(data->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface); return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY } #endif // SDL_HAS_VULKAN // FIXME-PLATFORM: SDL doesn't have an event to notify the application of display/monitor changes static void ImGui_ImplSDL2_UpdateMonitors() { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Monitors.resize(0); int display_count = SDL_GetNumVideoDisplays(); for (int n = 0; n < display_count; n++) { // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. ImGuiPlatformMonitor monitor; SDL_Rect r; SDL_GetDisplayBounds(n, &r); monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y); monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h); #if SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_GetDisplayUsableBounds(n, &r); monitor.WorkPos = ImVec2((float)r.x, (float)r.y); monitor.WorkSize = ImVec2((float)r.w, (float)r.h); #endif #if SDL_HAS_PER_MONITOR_DPI float dpi = 0.0f; if (SDL_GetDisplayDPI(n, &dpi, NULL, NULL)) monitor.DpiScale = dpi / 96.0f; #endif platform_io.Monitors.push_back(monitor); } } static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context) { // Register platform interface (will be coupled with a renderer interface) ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow; platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow; platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow; platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos; platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos; platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize; platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize; platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus; platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus; platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle; platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow; platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers; #if SDL_HAS_VULKAN platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface; #endif // SDL2 by default doesn't pass mouse clicks to the application when the click focused a window. This is getting in the way of our interactions and we disable that behavior. #if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); #endif ImGui_ImplSDL2_UpdateMonitors(); // Register main window handle (which is owned by the main application, not by us) ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)(); data->Window = window; data->WindowID = SDL_GetWindowID(window); data->WindowOwned = false; data->GLContext = sdl_gl_context; main_viewport->PlatformUserData = data; main_viewport->PlatformHandle = data->Window; } static void ImGui_ImplSDL2_ShutdownPlatformInterface() { }