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// ImGui SDL2 binding with OpenGL3
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
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// Implemented features:
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// Missing features:
// [ ] 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.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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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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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
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// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplSdlGL3_Init() so user can override the GLSL version e.g. "#version 150".
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// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
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// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
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// 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.
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// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
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// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
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// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
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// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
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// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
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# if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
# define _CRT_SECURE_NO_WARNINGS
# endif
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# include "imgui.h"
# include "imgui_impl_sdl_gl3.h"
// SDL,GL3W
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# include <SDL.h>
# include <SDL_syswm.h>
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# include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
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// SDL data
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static Uint64 g_Time = 0 ;
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static bool g_MousePressed [ 3 ] = { false , false , false } ;
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static SDL_Cursor * g_MouseCursors [ ImGuiMouseCursor_COUNT ] = { 0 } ;
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// OpenGL data
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static char g_GlslVersion [ 32 ] = " #version 150 " ;
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static GLuint g_FontTexture = 0 ;
static int g_ShaderHandle = 0 , g_VertHandle = 0 , g_FragHandle = 0 ;
static int g_AttribLocationTex = 0 , g_AttribLocationProjMtx = 0 ;
static int g_AttribLocationPosition = 0 , g_AttribLocationUV = 0 , g_AttribLocationColor = 0 ;
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static unsigned int g_VboHandle = 0 , g_ElementsHandle = 0 ;
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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void ImGui_ImplSdlGL3_RenderDrawData ( ImDrawData * draw_data )
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO & io = ImGui : : GetIO ( ) ;
int fb_width = ( int ) ( io . DisplaySize . x * io . DisplayFramebufferScale . x ) ;
int fb_height = ( int ) ( io . DisplaySize . y * io . DisplayFramebufferScale . y ) ;
if ( fb_width = = 0 | | fb_height = = 0 )
return ;
draw_data - > ScaleClipRects ( io . DisplayFramebufferScale ) ;
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// Backup GL state
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GLenum last_active_texture ; glGetIntegerv ( GL_ACTIVE_TEXTURE , ( GLint * ) & last_active_texture ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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GLint last_program ; glGetIntegerv ( GL_CURRENT_PROGRAM , & last_program ) ;
GLint last_texture ; glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture ) ;
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GLint last_sampler ; glGetIntegerv ( GL_SAMPLER_BINDING , & last_sampler ) ;
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GLint last_array_buffer ; glGetIntegerv ( GL_ARRAY_BUFFER_BINDING , & last_array_buffer ) ;
GLint last_element_array_buffer ; glGetIntegerv ( GL_ELEMENT_ARRAY_BUFFER_BINDING , & last_element_array_buffer ) ;
GLint last_vertex_array ; glGetIntegerv ( GL_VERTEX_ARRAY_BINDING , & last_vertex_array ) ;
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GLint last_polygon_mode [ 2 ] ; glGetIntegerv ( GL_POLYGON_MODE , last_polygon_mode ) ;
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GLint last_viewport [ 4 ] ; glGetIntegerv ( GL_VIEWPORT , last_viewport ) ;
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GLint last_scissor_box [ 4 ] ; glGetIntegerv ( GL_SCISSOR_BOX , last_scissor_box ) ;
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GLenum last_blend_src_rgb ; glGetIntegerv ( GL_BLEND_SRC_RGB , ( GLint * ) & last_blend_src_rgb ) ;
GLenum last_blend_dst_rgb ; glGetIntegerv ( GL_BLEND_DST_RGB , ( GLint * ) & last_blend_dst_rgb ) ;
GLenum last_blend_src_alpha ; glGetIntegerv ( GL_BLEND_SRC_ALPHA , ( GLint * ) & last_blend_src_alpha ) ;
GLenum last_blend_dst_alpha ; glGetIntegerv ( GL_BLEND_DST_ALPHA , ( GLint * ) & last_blend_dst_alpha ) ;
GLenum last_blend_equation_rgb ; glGetIntegerv ( GL_BLEND_EQUATION_RGB , ( GLint * ) & last_blend_equation_rgb ) ;
GLenum last_blend_equation_alpha ; glGetIntegerv ( GL_BLEND_EQUATION_ALPHA , ( GLint * ) & last_blend_equation_alpha ) ;
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GLboolean last_enable_blend = glIsEnabled ( GL_BLEND ) ;
GLboolean last_enable_cull_face = glIsEnabled ( GL_CULL_FACE ) ;
GLboolean last_enable_depth_test = glIsEnabled ( GL_DEPTH_TEST ) ;
GLboolean last_enable_scissor_test = glIsEnabled ( GL_SCISSOR_TEST ) ;
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
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glEnable ( GL_BLEND ) ;
glBlendEquation ( GL_FUNC_ADD ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glEnable ( GL_SCISSOR_TEST ) ;
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glPolygonMode ( GL_FRONT_AND_BACK , GL_FILL ) ;
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// Setup viewport, orthographic projection matrix
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glViewport ( 0 , 0 , ( GLsizei ) fb_width , ( GLsizei ) fb_height ) ;
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const float ortho_projection [ 4 ] [ 4 ] =
{
{ 2.0f / io . DisplaySize . x , 0.0f , 0.0f , 0.0f } ,
{ 0.0f , 2.0f / - io . DisplaySize . y , 0.0f , 0.0f } ,
{ 0.0f , 0.0f , - 1.0f , 0.0f } ,
{ - 1.0f , 1.0f , 0.0f , 1.0f } ,
} ;
glUseProgram ( g_ShaderHandle ) ;
glUniform1i ( g_AttribLocationTex , 0 ) ;
glUniformMatrix4fv ( g_AttribLocationProjMtx , 1 , GL_FALSE , & ortho_projection [ 0 ] [ 0 ] ) ;
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glBindSampler ( 0 , 0 ) ; // Rely on combined texture/sampler state.
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// Recreate the VAO every time
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
GLuint vao_handle = 0 ;
glGenVertexArrays ( 1 , & vao_handle ) ;
glBindVertexArray ( vao_handle ) ;
glBindBuffer ( GL_ARRAY_BUFFER , g_VboHandle ) ;
glEnableVertexAttribArray ( g_AttribLocationPosition ) ;
glEnableVertexAttribArray ( g_AttribLocationUV ) ;
glEnableVertexAttribArray ( g_AttribLocationColor ) ;
glVertexAttribPointer ( g_AttribLocationPosition , 2 , GL_FLOAT , GL_FALSE , sizeof ( ImDrawVert ) , ( GLvoid * ) IM_OFFSETOF ( ImDrawVert , pos ) ) ;
glVertexAttribPointer ( g_AttribLocationUV , 2 , GL_FLOAT , GL_FALSE , sizeof ( ImDrawVert ) , ( GLvoid * ) IM_OFFSETOF ( ImDrawVert , uv ) ) ;
glVertexAttribPointer ( g_AttribLocationColor , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof ( ImDrawVert ) , ( GLvoid * ) IM_OFFSETOF ( ImDrawVert , col ) ) ;
// Draw
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for ( int n = 0 ; n < draw_data - > CmdListsCount ; n + + )
{
const ImDrawList * cmd_list = draw_data - > CmdLists [ n ] ;
const ImDrawIdx * idx_buffer_offset = 0 ;
glBindBuffer ( GL_ARRAY_BUFFER , g_VboHandle ) ;
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glBufferData ( GL_ARRAY_BUFFER , ( GLsizeiptr ) cmd_list - > VtxBuffer . Size * sizeof ( ImDrawVert ) , ( const GLvoid * ) cmd_list - > VtxBuffer . Data , GL_STREAM_DRAW ) ;
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glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , g_ElementsHandle ) ;
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glBufferData ( GL_ELEMENT_ARRAY_BUFFER , ( GLsizeiptr ) cmd_list - > IdxBuffer . Size * sizeof ( ImDrawIdx ) , ( const GLvoid * ) cmd_list - > IdxBuffer . Data , GL_STREAM_DRAW ) ;
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for ( int cmd_i = 0 ; cmd_i < cmd_list - > CmdBuffer . Size ; cmd_i + + )
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{
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const ImDrawCmd * pcmd = & cmd_list - > CmdBuffer [ cmd_i ] ;
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if ( pcmd - > UserCallback )
{
pcmd - > UserCallback ( cmd_list , pcmd ) ;
}
else
{
glBindTexture ( GL_TEXTURE_2D , ( GLuint ) ( intptr_t ) pcmd - > TextureId ) ;
glScissor ( ( int ) pcmd - > ClipRect . x , ( int ) ( fb_height - pcmd - > ClipRect . w ) , ( int ) ( pcmd - > ClipRect . z - pcmd - > ClipRect . x ) , ( int ) ( pcmd - > ClipRect . w - pcmd - > ClipRect . y ) ) ;
glDrawElements ( GL_TRIANGLES , ( GLsizei ) pcmd - > ElemCount , sizeof ( ImDrawIdx ) = = 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT , idx_buffer_offset ) ;
}
idx_buffer_offset + = pcmd - > ElemCount ;
}
}
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glDeleteVertexArrays ( 1 , & vao_handle ) ;
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// Restore modified GL state
glUseProgram ( last_program ) ;
glBindTexture ( GL_TEXTURE_2D , last_texture ) ;
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glBindSampler ( 0 , last_sampler ) ;
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glActiveTexture ( last_active_texture ) ;
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glBindVertexArray ( last_vertex_array ) ;
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glBindBuffer ( GL_ARRAY_BUFFER , last_array_buffer ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , last_element_array_buffer ) ;
glBlendEquationSeparate ( last_blend_equation_rgb , last_blend_equation_alpha ) ;
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glBlendFuncSeparate ( last_blend_src_rgb , last_blend_dst_rgb , last_blend_src_alpha , last_blend_dst_alpha ) ;
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if ( last_enable_blend ) glEnable ( GL_BLEND ) ; else glDisable ( GL_BLEND ) ;
if ( last_enable_cull_face ) glEnable ( GL_CULL_FACE ) ; else glDisable ( GL_CULL_FACE ) ;
if ( last_enable_depth_test ) glEnable ( GL_DEPTH_TEST ) ; else glDisable ( GL_DEPTH_TEST ) ;
if ( last_enable_scissor_test ) glEnable ( GL_SCISSOR_TEST ) ; else glDisable ( GL_SCISSOR_TEST ) ;
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glPolygonMode ( GL_FRONT_AND_BACK , ( GLenum ) last_polygon_mode [ 0 ] ) ;
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glViewport ( last_viewport [ 0 ] , last_viewport [ 1 ] , ( GLsizei ) last_viewport [ 2 ] , ( GLsizei ) last_viewport [ 3 ] ) ;
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glScissor ( last_scissor_box [ 0 ] , last_scissor_box [ 1 ] , ( GLsizei ) last_scissor_box [ 2 ] , ( GLsizei ) last_scissor_box [ 3 ] ) ;
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}
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static const char * ImGui_ImplSdlGL3_GetClipboardText ( void * )
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{
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return SDL_GetClipboardText ( ) ;
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}
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static void ImGui_ImplSdlGL3_SetClipboardText ( void * , const char * text )
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{
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SDL_SetClipboardText ( text ) ;
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}
Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
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// 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.
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bool ImGui_ImplSdlGL3_ProcessEvent ( SDL_Event * event )
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{
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ImGuiIO & io = ImGui : : GetIO ( ) ;
switch ( event - > type )
{
case SDL_MOUSEWHEEL :
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{
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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 ;
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return true ;
}
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case SDL_MOUSEBUTTONDOWN :
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{
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 ;
}
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case SDL_TEXTINPUT :
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{
io . AddInputCharactersUTF8 ( event - > text . text ) ;
return true ;
}
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case SDL_KEYDOWN :
case SDL_KEYUP :
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{
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int key = event - > key . keysym . scancode ;
IM_ASSERT ( key > = 0 & & key < IM_ARRAYSIZE ( io . KeysDown ) ) ;
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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 ;
}
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}
return false ;
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}
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void ImGui_ImplSdlGL3_CreateFontsTexture ( )
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{
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// Build texture atlas
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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unsigned char * pixels ;
int width , height ;
io . Fonts - > GetTexDataAsRGBA32 ( & pixels , & width , & height ) ; // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
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// Upload texture to graphics system
GLint last_texture ;
glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture ) ;
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glGenTextures ( 1 , & g_FontTexture ) ;
glBindTexture ( GL_TEXTURE_2D , g_FontTexture ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
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glPixelStorei ( GL_UNPACK_ROW_LENGTH , 0 ) ;
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glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , width , height , 0 , GL_RGBA , GL_UNSIGNED_BYTE , pixels ) ;
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// Store our identifier
io . Fonts - > TexID = ( void * ) ( intptr_t ) g_FontTexture ;
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// Restore state
glBindTexture ( GL_TEXTURE_2D , last_texture ) ;
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}
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bool ImGui_ImplSdlGL3_CreateDeviceObjects ( )
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{
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// Backup GL state
GLint last_texture , last_array_buffer , last_vertex_array ;
glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture ) ;
glGetIntegerv ( GL_ARRAY_BUFFER_BINDING , & last_array_buffer ) ;
glGetIntegerv ( GL_VERTEX_ARRAY_BINDING , & last_vertex_array ) ;
const GLchar * vertex_shader =
" uniform mat4 ProjMtx; \n "
" in vec2 Position; \n "
" in vec2 UV; \n "
" in vec4 Color; \n "
" out vec2 Frag_UV; \n "
" out vec4 Frag_Color; \n "
" void main() \n "
" { \n "
" Frag_UV = UV; \n "
" Frag_Color = Color; \n "
" gl_Position = ProjMtx * vec4(Position.xy,0,1); \n "
" } \n " ;
const GLchar * fragment_shader =
" uniform sampler2D Texture; \n "
" in vec2 Frag_UV; \n "
" in vec4 Frag_Color; \n "
" out vec4 Out_Color; \n "
" void main() \n "
" { \n "
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st); \n "
" } \n " ;
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const GLchar * vertex_shader_with_version [ 2 ] = { g_GlslVersion , vertex_shader } ;
const GLchar * fragment_shader_with_version [ 2 ] = { g_GlslVersion , fragment_shader } ;
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g_ShaderHandle = glCreateProgram ( ) ;
g_VertHandle = glCreateShader ( GL_VERTEX_SHADER ) ;
g_FragHandle = glCreateShader ( GL_FRAGMENT_SHADER ) ;
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glShaderSource ( g_VertHandle , 2 , vertex_shader_with_version , NULL ) ;
glShaderSource ( g_FragHandle , 2 , fragment_shader_with_version , NULL ) ;
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glCompileShader ( g_VertHandle ) ;
glCompileShader ( g_FragHandle ) ;
glAttachShader ( g_ShaderHandle , g_VertHandle ) ;
glAttachShader ( g_ShaderHandle , g_FragHandle ) ;
glLinkProgram ( g_ShaderHandle ) ;
g_AttribLocationTex = glGetUniformLocation ( g_ShaderHandle , " Texture " ) ;
g_AttribLocationProjMtx = glGetUniformLocation ( g_ShaderHandle , " ProjMtx " ) ;
g_AttribLocationPosition = glGetAttribLocation ( g_ShaderHandle , " Position " ) ;
g_AttribLocationUV = glGetAttribLocation ( g_ShaderHandle , " UV " ) ;
g_AttribLocationColor = glGetAttribLocation ( g_ShaderHandle , " Color " ) ;
glGenBuffers ( 1 , & g_VboHandle ) ;
glGenBuffers ( 1 , & g_ElementsHandle ) ;
ImGui_ImplSdlGL3_CreateFontsTexture ( ) ;
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// Restore modified GL state
glBindTexture ( GL_TEXTURE_2D , last_texture ) ;
glBindBuffer ( GL_ARRAY_BUFFER , last_array_buffer ) ;
glBindVertexArray ( last_vertex_array ) ;
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return true ;
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}
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void ImGui_ImplSdlGL3_InvalidateDeviceObjects ( )
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{
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if ( g_VboHandle ) glDeleteBuffers ( 1 , & g_VboHandle ) ;
if ( g_ElementsHandle ) glDeleteBuffers ( 1 , & g_ElementsHandle ) ;
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g_VboHandle = g_ElementsHandle = 0 ;
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if ( g_ShaderHandle & & g_VertHandle ) glDetachShader ( g_ShaderHandle , g_VertHandle ) ;
if ( g_VertHandle ) glDeleteShader ( g_VertHandle ) ;
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g_VertHandle = 0 ;
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if ( g_ShaderHandle & & g_FragHandle ) glDetachShader ( g_ShaderHandle , g_FragHandle ) ;
if ( g_FragHandle ) glDeleteShader ( g_FragHandle ) ;
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g_FragHandle = 0 ;
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if ( g_ShaderHandle ) glDeleteProgram ( g_ShaderHandle ) ;
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g_ShaderHandle = 0 ;
if ( g_FontTexture )
{
glDeleteTextures ( 1 , & g_FontTexture ) ;
ImGui : : GetIO ( ) . Fonts - > TexID = 0 ;
g_FontTexture = 0 ;
}
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}
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bool ImGui_ImplSdlGL3_Init ( SDL_Window * window , const char * glsl_version )
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{
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// Store GL version string so we can refer to it later in case we recreate shaders.
if ( glsl_version = = NULL )
glsl_version = " #version 150 " ;
IM_ASSERT ( ( int ) strlen ( glsl_version ) + 2 < IM_ARRAYSIZE ( g_GlslVersion ) ) ;
strcpy ( g_GlslVersion , glsl_version ) ;
strcat ( g_GlslVersion , " \n " ) ;
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// Setup back-end capabilities flags
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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io . BackendFlags | = ImGuiBackendFlags_HasMouseCursors ; // We can honor GetMouseCursor() values (optional)
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// Keyboard mapping. 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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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 ;
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io . KeyMap [ ImGuiKey_Insert ] = SDL_SCANCODE_INSERT ;
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io . KeyMap [ ImGuiKey_Delete ] = SDL_SCANCODE_DELETE ;
io . KeyMap [ ImGuiKey_Backspace ] = SDL_SCANCODE_BACKSPACE ;
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io . KeyMap [ ImGuiKey_Space ] = SDL_SCANCODE_SPACE ;
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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 ;
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io . SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText ;
io . GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText ;
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io . ClipboardUserData = NULL ;
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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 ) ;
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# ifdef _WIN32
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SDL_SysWMinfo wmInfo ;
SDL_VERSION ( & wmInfo . version ) ;
SDL_GetWindowWMInfo ( window , & wmInfo ) ;
io . ImeWindowHandle = wmInfo . info . win . window ;
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# else
( void ) window ;
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# endif
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return true ;
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}
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void ImGui_ImplSdlGL3_Shutdown ( )
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{
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// Destroy SDL mouse cursors
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for ( ImGuiMouseCursor cursor_n = 0 ; cursor_n < ImGuiMouseCursor_COUNT ; cursor_n + + )
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SDL_FreeCursor ( g_MouseCursors [ cursor_n ] ) ;
memset ( g_MouseCursors , 0 , sizeof ( g_MouseCursors ) ) ;
// Destroy OpenGL objects
ImGui_ImplSdlGL3_InvalidateDeviceObjects ( ) ;
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}
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void ImGui_ImplSdlGL3_NewFrame ( SDL_Window * window )
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{
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if ( ! g_FontTexture )
ImGui_ImplSdlGL3_CreateDeviceObjects ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
// Setup display size (every frame to accommodate for window resizing)
int w , h ;
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int display_w , display_h ;
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SDL_GetWindowSize ( window , & w , & h ) ;
SDL_GL_GetDrawableSize ( window , & display_w , & display_h ) ;
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io . DisplaySize = ImVec2 ( ( float ) w , ( float ) h ) ;
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io . DisplayFramebufferScale = ImVec2 ( w > 0 ? ( ( float ) display_w / w ) : 0 , h > 0 ? ( ( float ) display_h / h ) : 0 ) ;
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// 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 ) ;
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g_Time = current_time ;
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// Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)
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int mx , my ;
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Uint32 mouse_buttons = SDL_GetMouseState ( & mx , & my ) ;
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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.
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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 ;
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g_MousePressed [ 0 ] = g_MousePressed [ 1 ] = g_MousePressed [ 2 ] = false ;
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// 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
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// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
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if ( ( io . ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange ) = = 0 )
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{
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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 ) ;
}
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}
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Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
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// 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.
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ImGui : : NewFrame ( ) ;
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}