[3b7d497] | 1 | // dear imgui: Platform Binding for SDL2
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| 2 | // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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| 3 | // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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| 4 | // (Requires: SDL 2.0. Prefer SDL 2.0.4+ for full feature support.)
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| 5 |
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| 6 | // Implemented features:
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| 7 | // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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| 8 | // [X] Platform: Clipboard support.
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| 9 | // [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
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| 10 | // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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| 11 | // Missing features:
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| 12 | // [ ] 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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| 13 |
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| 14 | // 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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| 15 | // 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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| 16 | // https://github.com/ocornut/imgui
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| 17 |
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| 18 | // CHANGELOG
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| 19 | // (minor and older changes stripped away, please see git history for details)
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| 20 | // 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
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| 21 | // 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
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| 22 | // 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
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| 23 | // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
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| 24 | // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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| 25 | // 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
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| 26 | // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
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| 27 | // 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
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| 28 | // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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| 29 | // 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
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| 30 | // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
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| 31 | // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
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| 32 | // 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
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| 33 | // 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
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| 34 | // 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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| 35 | // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
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| 36 | // 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
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| 37 | // 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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| 38 | // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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| 39 | // 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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| 40 | // 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
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| 41 | // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
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| 42 | // 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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| 43 | // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
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| 44 | // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
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| 45 | // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
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| 46 |
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| 47 | #include "imgui.h"
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| 48 | #include "imgui_impl_sdl.h"
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| 49 |
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| 50 | // SDL
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| 51 | #include <SDL2/SDL.h>
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| 52 | #include <SDL2/SDL_syswm.h>
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| 53 | #if defined(__APPLE__)
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| 54 | #include "TargetConditionals.h"
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| 55 | #endif
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| 56 |
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| 57 | #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4)
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| 58 | #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
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| 59 |
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| 60 | // Data
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| 61 | static SDL_Window* g_Window = NULL;
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| 62 | static Uint64 g_Time = 0;
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| 63 | static bool g_MousePressed[3] = { false, false, false };
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| 64 | static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
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| 65 | static char* g_ClipboardTextData = NULL;
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| 66 | static bool g_MouseCanUseGlobalState = true;
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| 67 |
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| 68 | static const char* ImGui_ImplSDL2_GetClipboardText(void*)
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| 69 | {
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| 70 | if (g_ClipboardTextData)
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| 71 | SDL_free(g_ClipboardTextData);
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| 72 | g_ClipboardTextData = SDL_GetClipboardText();
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| 73 | return g_ClipboardTextData;
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| 74 | }
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| 75 |
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| 76 | static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
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| 77 | {
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| 78 | SDL_SetClipboardText(text);
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| 79 | }
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| 80 |
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| 81 | // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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| 82 | // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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| 83 | // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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| 84 | // 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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| 85 | // 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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| 86 | bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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| 87 | {
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| 88 | ImGuiIO& io = ImGui::GetIO();
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| 89 | switch (event->type)
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| 90 | {
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| 91 | case SDL_MOUSEWHEEL:
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| 92 | {
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| 93 | if (event->wheel.x > 0) io.MouseWheelH += 1;
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| 94 | if (event->wheel.x < 0) io.MouseWheelH -= 1;
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| 95 | if (event->wheel.y > 0) io.MouseWheel += 1;
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| 96 | if (event->wheel.y < 0) io.MouseWheel -= 1;
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| 97 | return true;
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| 98 | }
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| 99 | case SDL_MOUSEBUTTONDOWN:
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| 100 | {
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| 101 | if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
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| 102 | if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
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| 103 | if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
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| 104 | return true;
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| 105 | }
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| 106 | case SDL_TEXTINPUT:
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| 107 | {
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| 108 | io.AddInputCharactersUTF8(event->text.text);
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| 109 | return true;
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| 110 | }
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| 111 | case SDL_KEYDOWN:
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| 112 | case SDL_KEYUP:
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| 113 | {
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| 114 | int key = event->key.keysym.scancode;
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| 115 | IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
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| 116 | io.KeysDown[key] = (event->type == SDL_KEYDOWN);
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| 117 | io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
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| 118 | io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
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| 119 | io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
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| 120 | #ifdef _WIN32
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| 121 | io.KeySuper = false;
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| 122 | #else
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| 123 | io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
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| 124 | #endif
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| 125 | return true;
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| 126 | }
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| 127 | }
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| 128 | return false;
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| 129 | }
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| 130 |
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| 131 | static bool ImGui_ImplSDL2_Init(SDL_Window* window)
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| 132 | {
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| 133 | g_Window = window;
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| 134 |
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| 135 | // Setup back-end capabilities flags
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| 136 | ImGuiIO& io = ImGui::GetIO();
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| 137 | io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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| 138 | io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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| 139 | io.BackendPlatformName = "imgui_impl_sdl";
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| 140 |
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| 141 | // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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| 142 | io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
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| 143 | io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
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| 144 | io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
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| 145 | io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
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| 146 | io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
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| 147 | io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
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| 148 | io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
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| 149 | io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
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| 150 | io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
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| 151 | io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
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| 152 | io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
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| 153 | io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
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| 154 | io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
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| 155 | io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
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| 156 | io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
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| 157 | io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_KP_ENTER;
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| 158 | io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
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| 159 | io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
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| 160 | io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
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| 161 | io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
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| 162 | io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
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| 163 | io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
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| 164 |
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| 165 | io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
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| 166 | io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
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| 167 | io.ClipboardUserData = NULL;
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| 168 |
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| 169 | // Load mouse cursors
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| 170 | g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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| 171 | g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
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| 172 | g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
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| 173 | g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
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| 174 | g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
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| 175 | g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
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| 176 | g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
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| 177 | g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
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| 178 | g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
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| 179 |
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| 180 | // Check and store if we are on Wayland
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| 181 | g_MouseCanUseGlobalState = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) != 0;
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| 182 |
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| 183 | #ifdef _WIN32
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| 184 | SDL_SysWMinfo wmInfo;
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| 185 | SDL_VERSION(&wmInfo.version);
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| 186 | SDL_GetWindowWMInfo(window, &wmInfo);
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| 187 | io.ImeWindowHandle = wmInfo.info.win.window;
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| 188 | #else
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| 189 | (void)window;
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| 190 | #endif
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| 191 |
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| 192 | return true;
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| 193 | }
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| 194 |
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| 195 | bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
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| 196 | {
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| 197 | (void)sdl_gl_context; // Viewport branch will need this.
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| 198 | return ImGui_ImplSDL2_Init(window);
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| 199 | }
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| 200 |
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| 201 | bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
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| 202 | {
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| 203 | #if !SDL_HAS_VULKAN
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| 204 | IM_ASSERT(0 && "Unsupported");
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| 205 | #endif
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| 206 | return ImGui_ImplSDL2_Init(window);
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| 207 | }
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| 208 |
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| 209 | bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
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| 210 | {
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| 211 | #if !defined(_WIN32)
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| 212 | IM_ASSERT(0 && "Unsupported");
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| 213 | #endif
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| 214 | return ImGui_ImplSDL2_Init(window);
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| 215 | }
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| 216 |
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| 217 | bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
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| 218 | {
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| 219 | return ImGui_ImplSDL2_Init(window);
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| 220 | }
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| 221 |
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| 222 | void ImGui_ImplSDL2_Shutdown()
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| 223 | {
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| 224 | g_Window = NULL;
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| 225 |
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| 226 | // Destroy last known clipboard data
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| 227 | if (g_ClipboardTextData)
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| 228 | SDL_free(g_ClipboardTextData);
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| 229 | g_ClipboardTextData = NULL;
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| 230 |
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| 231 | // Destroy SDL mouse cursors
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| 232 | for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
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| 233 | SDL_FreeCursor(g_MouseCursors[cursor_n]);
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| 234 | memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
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| 235 | }
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| 236 |
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| 237 | static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
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| 238 | {
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| 239 | ImGuiIO& io = ImGui::GetIO();
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| 240 |
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| 241 | // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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| 242 | if (io.WantSetMousePos)
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| 243 | SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y);
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| 244 | else
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| 245 | io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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| 246 |
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| 247 | int mx, my;
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| 248 | Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
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| 249 | 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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| 250 | io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
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| 251 | io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
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| 252 | g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
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| 253 |
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| 254 | #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
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| 255 | SDL_Window* focused_window = SDL_GetKeyboardFocus();
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| 256 | if (g_Window == focused_window)
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| 257 | {
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| 258 | if (g_MouseCanUseGlobalState)
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| 259 | {
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| 260 | // SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?)
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| 261 | // The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
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| 262 | // Won't use this workaround when on Wayland, as there is no global mouse position.
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| 263 | int wx, wy;
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| 264 | SDL_GetWindowPosition(focused_window, &wx, &wy);
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| 265 | SDL_GetGlobalMouseState(&mx, &my);
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| 266 | mx -= wx;
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| 267 | my -= wy;
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| 268 | }
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| 269 | io.MousePos = ImVec2((float)mx, (float)my);
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| 270 | }
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| 271 |
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| 272 | // 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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| 273 | // The function is only supported from SDL 2.0.4 (released Jan 2016)
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| 274 | bool any_mouse_button_down = ImGui::IsAnyMouseDown();
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| 275 | SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
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| 276 | #else
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| 277 | if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
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| 278 | io.MousePos = ImVec2((float)mx, (float)my);
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| 279 | #endif
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| 280 | }
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| 281 |
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| 282 | static void ImGui_ImplSDL2_UpdateMouseCursor()
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| 283 | {
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| 284 | ImGuiIO& io = ImGui::GetIO();
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| 285 | if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
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| 286 | return;
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| 287 |
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| 288 | ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
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| 289 | if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
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| 290 | {
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| 291 | // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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| 292 | SDL_ShowCursor(SDL_FALSE);
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| 293 | }
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| 294 | else
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| 295 | {
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| 296 | // Show OS mouse cursor
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| 297 | SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
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| 298 | SDL_ShowCursor(SDL_TRUE);
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| 299 | }
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| 300 | }
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| 301 |
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| 302 | static void ImGui_ImplSDL2_UpdateGamepads()
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| 303 | {
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| 304 | ImGuiIO& io = ImGui::GetIO();
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| 305 | memset(io.NavInputs, 0, sizeof(io.NavInputs));
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| 306 | if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
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| 307 | return;
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| 308 |
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| 309 | // Get gamepad
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| 310 | SDL_GameController* game_controller = SDL_GameControllerOpen(0);
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| 311 | if (!game_controller)
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| 312 | {
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| 313 | io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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| 314 | return;
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| 315 | }
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| 316 |
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| 317 | // Update gamepad inputs
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| 318 | #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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| 319 | #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; }
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| 320 | const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
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| 321 | MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A
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| 322 | MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B
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| 323 | MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X
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| 324 | MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y
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| 325 | MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left
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| 326 | MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right
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| 327 | MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up
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| 328 | MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down
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| 329 | MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
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| 330 | MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
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| 331 | MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
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| 332 | MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
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| 333 | MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
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| 334 | MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
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| 335 | MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767);
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| 336 | MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
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| 337 |
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| 338 | io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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| 339 | #undef MAP_BUTTON
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| 340 | #undef MAP_ANALOG
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| 341 | }
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| 342 |
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| 343 | void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
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| 344 | {
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| 345 | ImGuiIO& io = ImGui::GetIO();
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| 346 | 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().");
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| 347 |
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| 348 | // Setup display size (every frame to accommodate for window resizing)
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| 349 | int w, h;
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| 350 | int display_w, display_h;
|
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| 351 | SDL_GetWindowSize(window, &w, &h);
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| 352 | if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
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| 353 | w = h = 0;
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| 354 | SDL_GL_GetDrawableSize(window, &display_w, &display_h);
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| 355 | io.DisplaySize = ImVec2((float)w, (float)h);
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| 356 | if (w > 0 && h > 0)
|
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| 357 | io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
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| 358 |
|
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| 359 | // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
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| 360 | static Uint64 frequency = SDL_GetPerformanceFrequency();
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| 361 | Uint64 current_time = SDL_GetPerformanceCounter();
|
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| 362 | io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
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| 363 | g_Time = current_time;
|
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| 364 |
|
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| 365 | ImGui_ImplSDL2_UpdateMousePosAndButtons();
|
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| 366 | ImGui_ImplSDL2_UpdateMouseCursor();
|
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| 367 |
|
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| 368 | // Update game controllers (if enabled and available)
|
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| 369 | ImGui_ImplSDL2_UpdateGamepads();
|
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| 370 | }
|
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