mirror of
https://github.com/ocornut/imgui.git
synced 2024-12-04 22:39:05 +08:00
523 lines
23 KiB
C++
523 lines
23 KiB
C++
// ImGui Platform Binding for: SDL2
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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// Implemented features:
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// [X] Multi-viewport windows (when ImGuiConfigFlags_ViewportsEnable is enabled).
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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 ImGuiPlatformIO interface.
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// 2018-XX-XX: Misc: ImGui_ImplSDL2_Init() now takes a SDL_GLContext parameter.
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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
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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.
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
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// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
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// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
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// 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.
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// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
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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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// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
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#include "imgui.h"
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#include "imgui_impl_sdl2.h"
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// SDL
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// (the multi-viewports feature requires SDL features supported from SDL 2.0.5+)
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#include <SDL.h>
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#include <SDL_syswm.h>
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#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
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#define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5)
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#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
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#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5)
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#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
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#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
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#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
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#if !SDL_HAS_VULKAN
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static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
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#endif
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// Data
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static SDL_Window* g_Window = NULL;
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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
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static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
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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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{
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SDL_SetClipboardText(text);
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}
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// 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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{
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ImGuiIO& io = ImGui::GetIO();
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switch (event->type)
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{
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case SDL_MOUSEWHEEL:
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{
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if (event->wheel.x > 0) io.MouseWheelH += 1;
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if (event->wheel.x < 0) io.MouseWheelH -= 1;
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if (event->wheel.y > 0) io.MouseWheel += 1;
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if (event->wheel.y < 0) io.MouseWheel -= 1;
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return true;
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}
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case SDL_MOUSEBUTTONDOWN:
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{
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if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
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if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
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if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
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return true;
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}
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case SDL_TEXTINPUT:
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{
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io.AddInputCharactersUTF8(event->text.text);
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return true;
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}
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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{
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int key = event->key.keysym.scancode;
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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);
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io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
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io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
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io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
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return true;
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}
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// Multi-viewport support
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case SDL_WINDOWEVENT:
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Uint8 window_event = event->window.event;
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if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED)
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if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
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{
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if (window_event == SDL_WINDOWEVENT_CLOSE)
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viewport->PlatformRequestClose = true;
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if (window_event == SDL_WINDOWEVENT_MOVED)
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viewport->PlatformRequestMove = true;
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if (window_event == SDL_WINDOWEVENT_RESIZED)
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viewport->PlatformRequestResize = true;
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return true;
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}
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break;
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}
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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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g_Window = window;
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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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#if SDL_HAS_CAPTURE_MOUSE
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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#endif
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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;
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io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
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io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
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io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
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io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
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io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
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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;
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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;
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io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
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io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
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io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
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io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
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io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
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io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
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io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
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io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
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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);
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g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
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g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
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g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
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g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
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g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
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g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)window;
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// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
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// We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
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if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
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ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
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return true;
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}
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void ImGui_ImplSDL2_Shutdown()
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{
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ImGui_ImplSDL2_ShutdownPlatformInterface();
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g_Window = NULL;
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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()
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{
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ImGuiIO& io = ImGui::GetIO();
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MousePosViewport = 0;
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io.MouseHoveredViewport = 0;
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int mx, my;
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Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
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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;
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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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#if SDL_HAS_CAPTURE_MOUSE
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SDL_Window* focused_window = SDL_GetKeyboardFocus();
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if (focused_window)
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{
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// SDL_GetMouseState() gives me mouse position seemingly based on the last window entered/focused(?)
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// The creation of new window and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
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int wx, wy;
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SDL_GetWindowPosition(focused_window, &wx, &wy);
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SDL_GetGlobalMouseState(&mx, &my);
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mx -= wx;
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my -= wy;
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}
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if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)focused_window))
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{
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io.MousePos = ImVec2(viewport->Pos.x + (float)mx, viewport->Pos.y + (float)my);
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io.MousePosViewport = viewport->ID;
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}
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// 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
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// The function is only supported from SDL 2.0.4 (released Jan 2016)
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bool any_mouse_button_down = ImGui::IsAnyMouseDown();
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SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
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#else
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if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
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io.MousePos = ImVec2((float)mx, (float)my);
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#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();
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if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
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{
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SDL_ShowCursor(SDL_FALSE);
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}
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else
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{
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SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
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SDL_ShowCursor(SDL_TRUE);
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}
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}
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}
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void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
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{
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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)
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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)
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static Uint64 frequency = SDL_GetPerformanceFrequency();
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Uint64 current_time = SDL_GetPerformanceCounter();
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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.
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ImGui::NewFrame();
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}
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//--------------------------------------------------------------------------------------------------------
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
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// 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..
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//--------------------------------------------------------------------------------------------------------
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struct ImGuiViewportDataSDL2
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{
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SDL_Window* Window;
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Uint32 WindowID;
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bool WindowOwned;
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SDL_GLContext GLContext;
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ImGuiViewportDataSDL2() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; }
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~ImGuiViewportDataSDL2() { IM_ASSERT(Window == NULL && GLContext == NULL); }
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};
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static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
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{
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ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
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viewport->PlatformUserData = data;
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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ImGuiViewportDataSDL2* main_viewport_data = (ImGuiViewportDataSDL2*)main_viewport->PlatformUserData;
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// Share GL resources with main context
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bool use_opengl = (main_viewport_data->GLContext != NULL);
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SDL_GLContext backup_context = NULL;
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if (use_opengl)
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{
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backup_context = SDL_GL_GetCurrentContext();
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SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
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SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
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}
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// We don't enable SDL_WINDOW_RESIZABLE because it enforce windows decorations
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Uint32 sdl_flags = 0;
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sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : SDL_WINDOW_VULKAN;
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sdl_flags |= SDL_WINDOW_HIDDEN;
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
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#if SDL_HAS_ALWAYS_ON_TOP
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sdl_flags |= (viewport->Flags & imGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
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#endif
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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);
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data->WindowOwned = true;
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if (use_opengl)
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data->GLContext = SDL_GL_CreateContext(data->Window);
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if (use_opengl && backup_context)
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SDL_GL_MakeCurrent(data->Window, backup_context);
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viewport->PlatformHandle = (void*)data->Window;
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}
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static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
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{
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if (ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData)
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{
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if (data->GLContext && data->WindowOwned)
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SDL_GL_DeleteContext(data->GLContext);
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if (data->Window && data->WindowOwned)
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SDL_DestroyWindow(data->Window);
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data->GLContext = NULL;
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data->Window = NULL;
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IM_DELETE(data);
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}
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viewport->PlatformUserData = viewport->PlatformHandle = NULL;
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}
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static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
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{
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ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
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#if defined(_WIN32)
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SDL_SysWMinfo info;
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SDL_VERSION(&info.version);
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if (SDL_GetWindowWMInfo(data->Window, &info))
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{
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HWND hwnd = info.info.win.window;
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// SDL hack: Hide icon from task bar
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// 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.
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if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
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{
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LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
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ex_style &= ~WS_EX_APPWINDOW;
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ex_style |= WS_EX_TOOLWINDOW;
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::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
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}
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// SDL hack: SDL always activate/focus windows :/
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if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
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{
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::ShowWindow(hwnd, SW_SHOWNA);
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return;
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}
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}
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#endif
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SDL_ShowWindow(data->Window);
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}
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static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
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{
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|
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 <vulkan/vulkan.h> so we can safely include this.
|
|
#if SDL_HAS_VULKAN
|
|
#include <SDL_vulkan.h>
|
|
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.FullMin = monitor.WorkMin = ImVec2((float)(r.x), (float)(r.y));
|
|
monitor.FullMax = monitor.WorkMax = ImVec2((float)(r.x + r.w), (float)(r.y + r.h));
|
|
#if SDL_HAS_USABLE_DISPLAY_BOUNDS
|
|
SDL_GetDisplayUsableBounds(n, &r);
|
|
monitor.WorkMin = ImVec2((float)(r.x), (float)(r.y));
|
|
monitor.WorkMax = ImVec2((float)(r.x + r.w), (float)(r.y + 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()
|
|
{
|
|
}
|