mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-24 14:45:41 +00:00
672 lines
31 KiB
C++
672 lines
31 KiB
C++
// dear 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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// (Requires: SDL 2.0. Prefer SDL 2.0.4+ for full feature support.)
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// Implemented features:
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Clipboard support.
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// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// Missing features:
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// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
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// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
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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 are new to dear imgui, read examples/README.txt and read the 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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// 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
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// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
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// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
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// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
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// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
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// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
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// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
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// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
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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_sdl.h"
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// SDL
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// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended)
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#include <SDL.h>
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#include <SDL_syswm.h>
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#if defined(__APPLE__)
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#include "TargetConditionals.h"
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#endif
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4)
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#define SDL_HAS_WINDOW_ALPHA 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] = {};
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static char* g_ClipboardTextData = NULL;
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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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if (g_ClipboardTextData)
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SDL_free(g_ClipboardTextData);
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g_ClipboardTextData = SDL_GetClipboardText();
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return g_ClipboardTextData;
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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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// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
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bool ImGui_ImplSDL2_ProcessEvent(const 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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static 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_AND_GLOBAL_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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io.BackendPlatformName = "imgui_impl_sdl";
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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_KeyPadEnter] = SDL_SCANCODE_RETURN2;
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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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g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
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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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#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(window, &info))
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main_viewport->PlatformHandleRaw = info.info.win.window;
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#endif
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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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bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
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{
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(void)sdl_gl_context; // Viewport branch will need this.
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return ImGui_ImplSDL2_Init(window, sdl_gl_context);
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}
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bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
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{
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#if !SDL_HAS_VULKAN
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IM_ASSERT(0 && "Unsupported");
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#endif
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return ImGui_ImplSDL2_Init(window, NULL);
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}
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bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
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{
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#if !defined(_WIN32)
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IM_ASSERT(0 && "Unsupported");
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#endif
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return ImGui_ImplSDL2_Init(window, NULL);
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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 last known clipboard data
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if (g_ClipboardTextData)
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SDL_free(g_ClipboardTextData);
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g_ClipboardTextData = 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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// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
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static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
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{
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ImGuiIO& io = ImGui::GetIO();
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io.MouseHoveredViewport = 0;
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// [1]
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// Only when requested by io.WantSetMousePos: set OS mouse pos from Dear ImGui mouse pos.
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// (rarely used, mostly when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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if (io.WantSetMousePos)
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{
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y);
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else
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#endif
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SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y);
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}
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else
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{
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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}
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// [2]
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// Set Dear ImGui mouse pos from OS mouse pos + get buttons. (this is the common behavior)
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int mouse_x_local, mouse_y_local;
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Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local);
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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_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
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// SDL 2.0.4 and later has SDL_GetGlobalMouseState() and SDL_CaptureMouse()
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int mouse_x_global, mouse_y_global;
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SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
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if (SDL_Window* focused_window = SDL_GetKeyboardFocus())
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if (ImGui::FindViewportByPlatformHandle((void*)focused_window) != NULL)
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io.MousePos = ImVec2((float)mouse_x_global, (float)mouse_y_global);
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}
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else
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{
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// Single-viewport mode: mouse position in client window coordinatesio.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
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if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
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{
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int window_x, window_y;
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SDL_GetWindowPosition(g_Window, &window_x, &window_y);
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io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
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}
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}
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// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. 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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// SDL 2.0.3 and before: single-viewport only
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if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
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io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local);
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#endif
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}
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static void ImGui_ImplSDL2_UpdateMouseCursor()
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{
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ImGuiIO& io = ImGui::GetIO();
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if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
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return;
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ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
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if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
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{
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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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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// Show OS mouse cursor
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SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_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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static void ImGui_ImplSDL2_UpdateGamepads()
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{
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ImGuiIO& io = ImGui::GetIO();
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memset(io.NavInputs, 0, sizeof(io.NavInputs));
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
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return;
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// Get gamepad
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SDL_GameController* game_controller = SDL_GameControllerOpen(0);
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if (!game_controller)
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{
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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return;
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}
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// Update gamepad inputs
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#define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; }
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#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
|
|
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
|
MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A
|
|
MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B
|
|
MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X
|
|
MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y
|
|
MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left
|
|
MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right
|
|
MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up
|
|
MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down
|
|
MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
|
|
MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
|
|
MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
|
|
MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
|
|
MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
|
MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
|
MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767);
|
|
MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
|
|
|
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
|
#undef MAP_BUTTON
|
|
#undef MAP_ANALOG
|
|
}
|
|
|
|
void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
|
|
|
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
|
static Uint64 frequency = SDL_GetPerformanceFrequency();
|
|
Uint64 current_time = SDL_GetPerformanceCounter();
|
|
io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
|
|
g_Time = current_time;
|
|
|
|
ImGui_ImplSDL2_UpdateMousePosAndButtons();
|
|
ImGui_ImplSDL2_UpdateMouseCursor();
|
|
|
|
// Update game controllers (if enabled and available)
|
|
ImGui_ImplSDL2_UpdateGamepads();
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
|
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
|
|
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
|
//--------------------------------------------------------------------------------------------------------
|
|
|
|
struct ImGuiViewportDataSDL2
|
|
{
|
|
SDL_Window* Window;
|
|
Uint32 WindowID;
|
|
bool WindowOwned;
|
|
SDL_GLContext GLContext;
|
|
|
|
ImGuiViewportDataSDL2() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; }
|
|
~ImGuiViewportDataSDL2() { IM_ASSERT(Window == NULL && GLContext == NULL); }
|
|
};
|
|
|
|
static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
|
|
{
|
|
ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
|
|
viewport->PlatformUserData = data;
|
|
|
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
|
ImGuiViewportDataSDL2* main_viewport_data = (ImGuiViewportDataSDL2*)main_viewport->PlatformUserData;
|
|
|
|
// Share GL resources with main context
|
|
bool use_opengl = (main_viewport_data->GLContext != NULL);
|
|
SDL_GLContext backup_context = NULL;
|
|
if (use_opengl)
|
|
{
|
|
backup_context = SDL_GL_GetCurrentContext();
|
|
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
|
|
SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
|
|
}
|
|
|
|
Uint32 sdl_flags = 0;
|
|
sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : SDL_WINDOW_VULKAN;
|
|
sdl_flags |= SDL_GetWindowFlags(g_Window) & SDL_WINDOW_ALLOW_HIGHDPI;
|
|
sdl_flags |= SDL_WINDOW_HIDDEN;
|
|
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
|
|
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
|
|
#if SDL_HAS_ALWAYS_ON_TOP
|
|
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
|
|
#endif
|
|
data->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
|
|
data->WindowOwned = true;
|
|
if (use_opengl)
|
|
{
|
|
data->GLContext = SDL_GL_CreateContext(data->Window);
|
|
SDL_GL_SetSwapInterval(0);
|
|
}
|
|
if (use_opengl && backup_context)
|
|
SDL_GL_MakeCurrent(data->Window, backup_context);
|
|
|
|
viewport->PlatformHandle = (void*)data->Window;
|
|
#if defined(_WIN32)
|
|
SDL_SysWMinfo info;
|
|
SDL_VERSION(&info.version);
|
|
if (SDL_GetWindowWMInfo(data->Window, &info))
|
|
viewport->PlatformHandleRaw = info.info.win.window;
|
|
#endif
|
|
}
|
|
|
|
static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
|
|
{
|
|
if (ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData)
|
|
{
|
|
if (data->GLContext && data->WindowOwned)
|
|
SDL_GL_DeleteContext(data->GLContext);
|
|
if (data->Window && data->WindowOwned)
|
|
SDL_DestroyWindow(data->Window);
|
|
data->GLContext = NULL;
|
|
data->Window = NULL;
|
|
IM_DELETE(data);
|
|
}
|
|
viewport->PlatformUserData = viewport->PlatformHandle = NULL;
|
|
}
|
|
|
|
static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
|
|
{
|
|
ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
|
|
#if defined(_WIN32)
|
|
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
|
|
|
|
// SDL hack: Hide icon from task bar
|
|
// Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition.
|
|
if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
|
|
{
|
|
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
|
|
ex_style &= ~WS_EX_APPWINDOW;
|
|
ex_style |= WS_EX_TOOLWINDOW;
|
|
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
|
|
}
|
|
|
|
// SDL hack: SDL always activate/focus windows :/
|
|
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
|
|
{
|
|
::ShowWindow(hwnd, SW_SHOWNA);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
SDL_ShowWindow(data->Window);
|
|
}
|
|
|
|
static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
|
|
{
|
|
ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
|
|
int x = 0, y = 0;
|
|
SDL_GetWindowPosition(data->Window, &x, &y);
|
|
return ImVec2((float)x, (float)y);
|
|
}
|
|
|
|
static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
|
|
{
|
|
ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
|
|
SDL_SetWindowPosition(data->Window, (int)pos.x, (int)pos.y);
|
|
}
|
|
|
|
static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
|
|
{
|
|
ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
|
|
int w = 0, h = 0;
|
|
SDL_GetWindowSize(data->Window, &w, &h);
|
|
return ImVec2((float)w, (float)h);
|
|
}
|
|
|
|
static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
|
{
|
|
ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
|
|
SDL_SetWindowSize(data->Window, (int)size.x, (int)size.y);
|
|
}
|
|
|
|
static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
|
|
{
|
|
ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
|
|
SDL_SetWindowTitle(data->Window, title);
|
|
}
|
|
|
|
#if SDL_HAS_WINDOW_ALPHA
|
|
static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
|
|
{
|
|
ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
|
|
SDL_SetWindowOpacity(data->Window, alpha);
|
|
}
|
|
#endif
|
|
|
|
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 bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport)
|
|
{
|
|
ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
|
|
return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_MINIMIZED) != 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.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
|
|
monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
|
|
#if SDL_HAS_USABLE_DISPLAY_BOUNDS
|
|
SDL_GetDisplayUsableBounds(n, &r);
|
|
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
|
|
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
|
|
#endif
|
|
#if SDL_HAS_PER_MONITOR_DPI
|
|
float dpi = 0.0f;
|
|
if (!SDL_GetDisplayDPI(n, &dpi, NULL, NULL))
|
|
monitor.DpiScale = dpi / 96.0f;
|
|
#endif
|
|
platform_io.Monitors.push_back(monitor);
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
|
|
{
|
|
// Register platform interface (will be coupled with a renderer interface)
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow;
|
|
platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow;
|
|
platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow;
|
|
platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
|
|
platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
|
|
platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
|
|
platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
|
|
platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
|
|
platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
|
|
platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized;
|
|
platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
|
|
platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
|
|
platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
|
|
#if SDL_HAS_WINDOW_ALPHA
|
|
platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha;
|
|
#endif
|
|
#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()
|
|
{
|
|
}
|