From 650e5afde271d22b3653832daf339e1bd09a10d6 Mon Sep 17 00:00:00 2001 From: grm Date: Sat, 14 Mar 2026 02:29:15 +0200 Subject: Migrate to imgui 1.92.6 and SDL3 --- lib/imgui-1.90.7/backends/imgui_impl_sdl3.h | 47 ----------------------------- 1 file changed, 47 deletions(-) delete mode 100644 lib/imgui-1.90.7/backends/imgui_impl_sdl3.h (limited to 'lib/imgui-1.90.7/backends/imgui_impl_sdl3.h') diff --git a/lib/imgui-1.90.7/backends/imgui_impl_sdl3.h b/lib/imgui-1.90.7/backends/imgui_impl_sdl3.h deleted file mode 100644 index eafb347..0000000 --- a/lib/imgui-1.90.7/backends/imgui_impl_sdl3.h +++ /dev/null @@ -1,47 +0,0 @@ -// 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 - -#pragma once -#include "imgui.h" // IMGUI_IMPL_API -#ifndef IMGUI_DISABLE - -struct SDL_Window; -struct SDL_Renderer; -struct SDL_Gamepad; -typedef union SDL_Event SDL_Event; - -IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); -IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window); -IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window); -IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window); -IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); -IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window); -IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame(); -IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event); - -// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. -// When using manual mode, caller is responsible for opening/closing gamepad. -enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual }; -IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = NULL, int manual_gamepads_count = -1); - -#endif // #ifndef IMGUI_DISABLE -- cgit v1.2.3