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authorgramanas <anastasis.gramm2@gmail.com>2024-06-05 19:04:25 +0300
committergramanas <anastasis.gramm2@gmail.com>2024-06-05 19:04:25 +0300
commita6501b5d7ad204c3b998c843c7ed68ef7be323ba (patch)
tree1a442e6095abf160e36baa31a319858774cd1178 /lib/imgui-1.90.7/backends/imgui_impl_sdl3.cpp
parent6af7e785890a322f60c21a51e3d41cd9015e6773 (diff)
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more vks, stupid mutlistep build, and imgui
Diffstat (limited to 'lib/imgui-1.90.7/backends/imgui_impl_sdl3.cpp')
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diff --git a/lib/imgui-1.90.7/backends/imgui_impl_sdl3.cpp b/lib/imgui-1.90.7/backends/imgui_impl_sdl3.cpp
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+// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
+// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
+
+// Implemented features:
+// [X] Platform: Clipboard support.
+// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
+// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// Missing features:
+// [ ] Platform: IME SUPPORT IS BROKEN IN SDL3 BECAUSE INPUTS GETS SENT TO BOTH APP AND IME + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME.
+// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
+// 2023-11-13: Updated for recent SDL3 API changes.
+// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
+// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391)
+// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
+// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
+// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
+// 2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_sdl3.h"
+
+// Clang warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
+#endif
+
+// SDL
+#include <SDL3/SDL.h>
+#if defined(__APPLE__)
+#include <TargetConditionals.h>
+#endif
+#ifdef _WIN32
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN
+#endif
+#include <windows.h>
+#endif
+
+#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
+#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
+#else
+#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
+#endif
+
+// FIXME-LEGACY: remove when SDL 3.1.3 preview is released.
+#ifndef SDLK_APOSTROPHE
+#define SDLK_APOSTROPHE SDLK_QUOTE
+#endif
+#ifndef SDLK_GRAVE
+#define SDLK_GRAVE SDLK_BACKQUOTE
+#endif
+
+// SDL Data
+struct ImGui_ImplSDL3_Data
+{
+ SDL_Window* Window;
+ SDL_Renderer* Renderer;
+ Uint64 Time;
+ char* ClipboardTextData;
+
+ // Mouse handling
+ Uint32 MouseWindowID;
+ int MouseButtonsDown;
+ SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
+ SDL_Cursor* MouseLastCursor;
+ int MousePendingLeaveFrame;
+ bool MouseCanUseGlobalState;
+
+ // Gamepad handling
+ ImVector<SDL_Gamepad*> Gamepads;
+ ImGui_ImplSDL3_GamepadMode GamepadMode;
+ bool WantUpdateGamepadsList;
+
+ ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
+// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
+static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
+}
+
+// Functions
+static const char* ImGui_ImplSDL3_GetClipboardText(void*)
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ if (bd->ClipboardTextData)
+ SDL_free(bd->ClipboardTextData);
+ bd->ClipboardTextData = SDL_GetClipboardText();
+ return bd->ClipboardTextData;
+}
+
+static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text)
+{
+ SDL_SetClipboardText(text);
+}
+
+static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data)
+{
+ if (data->WantVisible)
+ {
+ SDL_Rect r;
+ r.x = (int)data->InputPos.x;
+ r.y = (int)data->InputPos.y;
+ r.w = 1;
+ r.h = (int)data->InputLineHeight;
+ SDL_SetTextInputRect(&r);
+ SDL_StartTextInput();
+ }
+ else
+ {
+ SDL_StopTextInput();
+ }
+}
+
+static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
+{
+ switch (keycode)
+ {
+ case SDLK_TAB: return ImGuiKey_Tab;
+ case SDLK_LEFT: return ImGuiKey_LeftArrow;
+ case SDLK_RIGHT: return ImGuiKey_RightArrow;
+ case SDLK_UP: return ImGuiKey_UpArrow;
+ case SDLK_DOWN: return ImGuiKey_DownArrow;
+ case SDLK_PAGEUP: return ImGuiKey_PageUp;
+ case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
+ case SDLK_HOME: return ImGuiKey_Home;
+ case SDLK_END: return ImGuiKey_End;
+ case SDLK_INSERT: return ImGuiKey_Insert;
+ case SDLK_DELETE: return ImGuiKey_Delete;
+ case SDLK_BACKSPACE: return ImGuiKey_Backspace;
+ case SDLK_SPACE: return ImGuiKey_Space;
+ case SDLK_RETURN: return ImGuiKey_Enter;
+ case SDLK_ESCAPE: return ImGuiKey_Escape;
+ case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
+ case SDLK_COMMA: return ImGuiKey_Comma;
+ case SDLK_MINUS: return ImGuiKey_Minus;
+ case SDLK_PERIOD: return ImGuiKey_Period;
+ case SDLK_SLASH: return ImGuiKey_Slash;
+ case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
+ case SDLK_EQUALS: return ImGuiKey_Equal;
+ case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
+ case SDLK_BACKSLASH: return ImGuiKey_Backslash;
+ case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
+ case SDLK_GRAVE: return ImGuiKey_GraveAccent;
+ case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
+ case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
+ case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
+ case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
+ case SDLK_PAUSE: return ImGuiKey_Pause;
+ case SDLK_KP_0: return ImGuiKey_Keypad0;
+ case SDLK_KP_1: return ImGuiKey_Keypad1;
+ case SDLK_KP_2: return ImGuiKey_Keypad2;
+ case SDLK_KP_3: return ImGuiKey_Keypad3;
+ case SDLK_KP_4: return ImGuiKey_Keypad4;
+ case SDLK_KP_5: return ImGuiKey_Keypad5;
+ case SDLK_KP_6: return ImGuiKey_Keypad6;
+ case SDLK_KP_7: return ImGuiKey_Keypad7;
+ case SDLK_KP_8: return ImGuiKey_Keypad8;
+ case SDLK_KP_9: return ImGuiKey_Keypad9;
+ case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
+ case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
+ case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
+ case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
+ case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
+ case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
+ case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
+ case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
+ case SDLK_LSHIFT: return ImGuiKey_LeftShift;
+ case SDLK_LALT: return ImGuiKey_LeftAlt;
+ case SDLK_LGUI: return ImGuiKey_LeftSuper;
+ case SDLK_RCTRL: return ImGuiKey_RightCtrl;
+ case SDLK_RSHIFT: return ImGuiKey_RightShift;
+ case SDLK_RALT: return ImGuiKey_RightAlt;
+ case SDLK_RGUI: return ImGuiKey_RightSuper;
+ case SDLK_APPLICATION: return ImGuiKey_Menu;
+ case SDLK_0: return ImGuiKey_0;
+ case SDLK_1: return ImGuiKey_1;
+ case SDLK_2: return ImGuiKey_2;
+ case SDLK_3: return ImGuiKey_3;
+ case SDLK_4: return ImGuiKey_4;
+ case SDLK_5: return ImGuiKey_5;
+ case SDLK_6: return ImGuiKey_6;
+ case SDLK_7: return ImGuiKey_7;
+ case SDLK_8: return ImGuiKey_8;
+ case SDLK_9: return ImGuiKey_9;
+ case SDLK_a: return ImGuiKey_A;
+ case SDLK_b: return ImGuiKey_B;
+ case SDLK_c: return ImGuiKey_C;
+ case SDLK_d: return ImGuiKey_D;
+ case SDLK_e: return ImGuiKey_E;
+ case SDLK_f: return ImGuiKey_F;
+ case SDLK_g: return ImGuiKey_G;
+ case SDLK_h: return ImGuiKey_H;
+ case SDLK_i: return ImGuiKey_I;
+ case SDLK_j: return ImGuiKey_J;
+ case SDLK_k: return ImGuiKey_K;
+ case SDLK_l: return ImGuiKey_L;
+ case SDLK_m: return ImGuiKey_M;
+ case SDLK_n: return ImGuiKey_N;
+ case SDLK_o: return ImGuiKey_O;
+ case SDLK_p: return ImGuiKey_P;
+ case SDLK_q: return ImGuiKey_Q;
+ case SDLK_r: return ImGuiKey_R;
+ case SDLK_s: return ImGuiKey_S;
+ case SDLK_t: return ImGuiKey_T;
+ case SDLK_u: return ImGuiKey_U;
+ case SDLK_v: return ImGuiKey_V;
+ case SDLK_w: return ImGuiKey_W;
+ case SDLK_x: return ImGuiKey_X;
+ case SDLK_y: return ImGuiKey_Y;
+ case SDLK_z: return ImGuiKey_Z;
+ case SDLK_F1: return ImGuiKey_F1;
+ case SDLK_F2: return ImGuiKey_F2;
+ case SDLK_F3: return ImGuiKey_F3;
+ case SDLK_F4: return ImGuiKey_F4;
+ case SDLK_F5: return ImGuiKey_F5;
+ case SDLK_F6: return ImGuiKey_F6;
+ case SDLK_F7: return ImGuiKey_F7;
+ case SDLK_F8: return ImGuiKey_F8;
+ case SDLK_F9: return ImGuiKey_F9;
+ case SDLK_F10: return ImGuiKey_F10;
+ case SDLK_F11: return ImGuiKey_F11;
+ case SDLK_F12: return ImGuiKey_F12;
+ case SDLK_F13: return ImGuiKey_F13;
+ case SDLK_F14: return ImGuiKey_F14;
+ case SDLK_F15: return ImGuiKey_F15;
+ case SDLK_F16: return ImGuiKey_F16;
+ case SDLK_F17: return ImGuiKey_F17;
+ case SDLK_F18: return ImGuiKey_F18;
+ case SDLK_F19: return ImGuiKey_F19;
+ case SDLK_F20: return ImGuiKey_F20;
+ case SDLK_F21: return ImGuiKey_F21;
+ case SDLK_F22: return ImGuiKey_F22;
+ case SDLK_F23: return ImGuiKey_F23;
+ case SDLK_F24: return ImGuiKey_F24;
+ case SDLK_AC_BACK: return ImGuiKey_AppBack;
+ case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
+ }
+ return ImGuiKey_None;
+}
+
+static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0);
+ io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0);
+ io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0);
+ io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
+}
+
+// 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, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+// 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.
+bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ switch (event->type)
+ {
+ case SDL_EVENT_MOUSE_MOTION:
+ {
+ ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
+ io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
+ io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
+ return true;
+ }
+ case SDL_EVENT_MOUSE_WHEEL:
+ {
+ //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
+ float wheel_x = -event->wheel.x;
+ float wheel_y = event->wheel.y;
+ #ifdef __EMSCRIPTEN__
+ wheel_x /= 100.0f;
+ #endif
+ io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
+ io.AddMouseWheelEvent(wheel_x, wheel_y);
+ return true;
+ }
+ case SDL_EVENT_MOUSE_BUTTON_DOWN:
+ case SDL_EVENT_MOUSE_BUTTON_UP:
+ {
+ int mouse_button = -1;
+ if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
+ if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
+ if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
+ if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
+ if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
+ if (mouse_button == -1)
+ break;
+ io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
+ io.AddMouseButtonEvent(mouse_button, (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN));
+ bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
+ return true;
+ }
+ case SDL_EVENT_TEXT_INPUT:
+ {
+ io.AddInputCharactersUTF8(event->text.text);
+ return true;
+ }
+ case SDL_EVENT_KEY_DOWN:
+ case SDL_EVENT_KEY_UP:
+ {
+ ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
+ ImGuiKey key = ImGui_ImplSDL3_KeycodeToImGuiKey(event->key.keysym.sym);
+ io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
+ io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
+ return true;
+ }
+ case SDL_EVENT_WINDOW_MOUSE_ENTER:
+ {
+ bd->MouseWindowID = event->window.windowID;
+ bd->MousePendingLeaveFrame = 0;
+ return true;
+ }
+ // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
+ // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
+ // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
+ // FIXME: Unconfirmed whether this is still needed with SDL3.
+ case SDL_EVENT_WINDOW_MOUSE_LEAVE:
+ {
+ bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
+ return true;
+ }
+ case SDL_EVENT_WINDOW_FOCUS_GAINED:
+ io.AddFocusEvent(true);
+ return true;
+ case SDL_EVENT_WINDOW_FOCUS_LOST:
+ io.AddFocusEvent(false);
+ return true;
+ case SDL_EVENT_GAMEPAD_ADDED:
+ case SDL_EVENT_GAMEPAD_REMOVED:
+ {
+ bd->WantUpdateGamepadsList = true;
+ return true;
+ }
+ }
+ return false;
+}
+
+static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
+{
+ IM_UNUSED(window);
+ viewport->PlatformHandleRaw = nullptr;
+#if defined(__WIN32__) && !defined(__WINRT__)
+ viewport->PlatformHandleRaw = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.win32.hwnd", nullptr);
+#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
+ viewport->PlatformHandleRaw = (void*)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.cocoa.window", nullptr);
+#endif
+}
+
+static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IMGUI_CHECKVERSION();
+ IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
+ IM_UNUSED(sdl_gl_context); // Unused in this branch
+
+ // Check and store if we are on a SDL backend that supports global mouse position
+ // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
+ bool mouse_can_use_global_state = false;
+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
+ const char* sdl_backend = SDL_GetCurrentVideoDriver();
+ const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
+ for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
+ if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
+ mouse_can_use_global_state = true;
+#endif
+
+ // Setup backend capabilities flags
+ ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
+ io.BackendPlatformUserData = (void*)bd;
+ io.BackendPlatformName = "imgui_impl_sdl3";
+ io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+ io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+ bd->Window = window;
+ bd->Renderer = renderer;
+ bd->MouseCanUseGlobalState = mouse_can_use_global_state;
+
+ io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
+ io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
+ io.ClipboardUserData = nullptr;
+ io.SetPlatformImeDataFn = ImGui_ImplSDL3_SetPlatformImeData;
+
+ // Gamepad handling
+ bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
+ bd->WantUpdateGamepadsList = true;
+
+ // Load mouse cursors
+ bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
+ bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
+ bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
+ bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
+
+ // Set platform dependent data in viewport
+ // Our mouse update function expect PlatformHandle to be filled for the main viewport
+ ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+ ImGui_ImplSDL3_SetupPlatformHandles(main_viewport, window);
+
+ // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
+ // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
+ // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
+ // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
+ // you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
+#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
+ SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
+#endif
+
+ // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
+#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
+ SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
+#endif
+
+ return true;
+}
+
+bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
+{
+ IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
+ return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
+}
+
+bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
+{
+ return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
+}
+
+bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
+{
+#if !defined(_WIN32)
+ IM_ASSERT(0 && "Unsupported");
+#endif
+ return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
+}
+
+bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window)
+{
+ return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
+}
+
+bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
+{
+ return ImGui_ImplSDL3_Init(window, renderer, nullptr);
+}
+
+bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
+{
+ return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
+}
+
+static void ImGui_ImplSDL3_CloseGamepads();
+
+void ImGui_ImplSDL3_Shutdown()
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ if (bd->ClipboardTextData)
+ SDL_free(bd->ClipboardTextData);
+ for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+ SDL_DestroyCursor(bd->MouseCursors[cursor_n]);
+ ImGui_ImplSDL3_CloseGamepads();
+
+ io.BackendPlatformName = nullptr;
+ io.BackendPlatformUserData = nullptr;
+ io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
+ IM_DELETE(bd);
+}
+
+static void ImGui_ImplSDL3_UpdateMouseData()
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+
+ // We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
+ // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
+ SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
+ SDL_Window* focused_window = SDL_GetKeyboardFocus();
+ const bool is_app_focused = (bd->Window == focused_window);
+#else
+ SDL_Window* focused_window = bd->Window;
+ const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
+#endif
+ if (is_app_focused)
+ {
+ // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+ if (io.WantSetMousePos)
+ SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
+
+ // (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
+ if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
+ {
+ // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
+ float mouse_x_global, mouse_y_global;
+ int window_x, window_y;
+ SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
+ SDL_GetWindowPosition(focused_window, &window_x, &window_y);
+ io.AddMousePosEvent(mouse_x_global - window_x, mouse_y_global - window_y);
+ }
+ }
+}
+
+static void ImGui_ImplSDL3_UpdateMouseCursor()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+ return;
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+
+ ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+ if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
+ {
+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+ SDL_HideCursor();
+ }
+ else
+ {
+ // Show OS mouse cursor
+ SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
+ if (bd->MouseLastCursor != expected_cursor)
+ {
+ SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
+ bd->MouseLastCursor = expected_cursor;
+ }
+ SDL_ShowCursor();
+ }
+}
+
+static void ImGui_ImplSDL3_CloseGamepads()
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ if (bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
+ for (SDL_Gamepad* gamepad : bd->Gamepads)
+ SDL_CloseGamepad(gamepad);
+ bd->Gamepads.resize(0);
+}
+
+void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count)
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ ImGui_ImplSDL3_CloseGamepads();
+ if (mode == ImGui_ImplSDL3_GamepadMode_Manual)
+ {
+ IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
+ for (int n = 0; n < manual_gamepads_count; n++)
+ bd->Gamepads.push_back(manual_gamepads_array[n]);
+ }
+ else
+ {
+ IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
+ bd->WantUpdateGamepadsList = true;
+ }
+ bd->GamepadMode = mode;
+}
+
+static void ImGui_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no)
+{
+ bool merged_value = false;
+ for (SDL_Gamepad* gamepad : bd->Gamepads)
+ merged_value |= SDL_GetGamepadButton(gamepad, button_no) != 0;
+ io.AddKeyEvent(key, merged_value);
+}
+
+static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
+static void ImGui_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1)
+{
+ float merged_value = 0.0f;
+ for (SDL_Gamepad* gamepad : bd->Gamepads)
+ {
+ float vn = Saturate((float)(SDL_GetGamepadAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
+ if (merged_value < vn)
+ merged_value = vn;
+ }
+ io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
+}
+
+static void ImGui_ImplSDL3_UpdateGamepads()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+
+ // Update list of gamepads to use
+ if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
+ {
+ ImGui_ImplSDL3_CloseGamepads();
+ int sdl_gamepads_count = 0;
+ SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
+ for (int n = 0; n < sdl_gamepads_count; n++)
+ if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
+ {
+ bd->Gamepads.push_back(gamepad);
+ if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
+ break;
+ }
+ SDL_free(sdl_gamepads);
+ bd->WantUpdateGamepadsList = false;
+ }
+
+ // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
+ if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
+ return;
+ io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+ if (bd->Gamepads.Size == 0)
+ return;
+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+
+ // Update gamepad inputs
+ const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
+}
+
+void ImGui_ImplSDL3_NewFrame()
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup display size (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ SDL_GetWindowSize(bd->Window, &w, &h);
+ if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
+ w = h = 0;
+ SDL_GetWindowSizeInPixels(bd->Window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)w, (float)h);
+ if (w > 0 && h > 0)
+ io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
+
+ // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
+ // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
+ static Uint64 frequency = SDL_GetPerformanceFrequency();
+ Uint64 current_time = SDL_GetPerformanceCounter();
+ if (current_time <= bd->Time)
+ current_time = bd->Time + 1;
+ io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
+ bd->Time = current_time;
+
+ if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
+ {
+ bd->MouseWindowID = 0;
+ bd->MousePendingLeaveFrame = 0;
+ io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
+ }
+
+ ImGui_ImplSDL3_UpdateMouseData();
+ ImGui_ImplSDL3_UpdateMouseCursor();
+
+ // Update game controllers (if enabled and available)
+ ImGui_ImplSDL3_UpdateGamepads();
+}
+
+//-----------------------------------------------------------------------------
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
+
+#endif // #ifndef IMGUI_DISABLE