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// 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.)
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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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// 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-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformInterface
// 2018-XX-XX: Misc: ImGui_ImplSDL2_Init() now takes a SDL_GLContext parameter.
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// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
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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.
// 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.
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# include "imgui.h"
# include "imgui_impl_sdl2.h"
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# include "imgui_internal.h" // FIXME-PLATFORM
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// SDL
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# include <SDL.h>
# include <SDL_syswm.h>
// 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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// Forward Declarations
static void ImGui_ImplSDL2_InitPlatformInterface ( SDL_Window * window , void * sdl_gl_context ) ;
static void ImGui_ImplSDL2_ShutdownPlatformInterface ( ) ;
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static const char * ImGui_ImplSDL2_GetClipboardText ( void * )
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{
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return SDL_GetClipboardText ( ) ;
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}
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static void ImGui_ImplSDL2_SetClipboardText ( void * , const char * text )
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{
SDL_SetClipboardText ( text ) ;
}
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_ImplSDL2_ProcessEvent ( SDL_Event * event )
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{
ImGuiIO & io = ImGui : : GetIO ( ) ;
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switch ( event - > type )
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{
case SDL_MOUSEWHEEL :
{
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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 ;
}
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 ;
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return true ;
}
case SDL_TEXTINPUT :
{
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io . AddInputCharactersUTF8 ( event - > text . text ) ;
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return true ;
}
case SDL_KEYDOWN :
case SDL_KEYUP :
{
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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 ) ;
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io . KeyShift = ( ( SDL_GetModState ( ) & KMOD_SHIFT ) ! = 0 ) ;
io . KeyCtrl = ( ( SDL_GetModState ( ) & KMOD_CTRL ) ! = 0 ) ;
io . KeyAlt = ( ( SDL_GetModState ( ) & KMOD_ALT ) ! = 0 ) ;
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io . KeySuper = ( ( SDL_GetModState ( ) & KMOD_GUI ) ! = 0 ) ;
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return true ;
}
}
return false ;
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}
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bool ImGui_ImplSDL2_Init ( SDL_Window * window , void * sdl_gl_context )
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{
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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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 ;
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io . KeyMap [ ImGuiKey_PageUp ] = SDL_SCANCODE_PAGEUP ;
io . KeyMap [ ImGuiKey_PageDown ] = SDL_SCANCODE_PAGEDOWN ;
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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_ImplSDL2_SetClipboardText ;
io . GetClipboardTextFn = ImGui_ImplSDL2_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 ) ;
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io . ImeWindowHandle = wmInfo . info . win . window ;
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# else
( void ) window ;
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# endif
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// 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 ) ;
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return true ;
}
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void ImGui_ImplSDL2_Shutdown ( )
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{
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ImGui_ImplSDL2_ShutdownPlatformInterface ( ) ;
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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 ] ) ;
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memset ( g_MouseCursors , 0 , sizeof ( g_MouseCursors ) ) ;
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}
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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 ) ;
}
}
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void ImGui_ImplSDL2_NewFrame ( SDL_Window * window )
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{
ImGuiIO & io = ImGui : : GetIO ( ) ;
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IM_ASSERT ( io . Fonts - > IsBuilt ( ) ) ; // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame()
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// 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 ) ;
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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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ImGui_ImplSDL2_UpdateMouse ( ) ;
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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.
ImGui : : NewFrame ( ) ;
}
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// --------------------------------------------------------------------------------------------------------
// 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 )
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{
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if ( data - > GLContext )
SDL_GL_DeleteContext ( data - > GLContext ) ;
data - > GLContext = NULL ;
if ( data - > Window )
SDL_DestroyWindow ( data - > Window ) ;
data - > Window = NULL ;
IM_DELETE ( data ) ;
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}
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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 ) )
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{
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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 ) ;
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}
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// 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 ) ) ;
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}