source: opengl-game/IMGUI/imgui_impl_sdl.cpp@ 9d21aac

feature/imgui-sdl
Last change on this file since 9d21aac was 3b7d497, checked in by Dmitry Portnoy <dportnoy@…>, 4 years ago

Start implementing an ImGUI ui on top of SDL and Vulkan using some example code

  • Property mode set to 100644
File size: 17.6 KB
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1// dear imgui: Platform Binding for SDL2
2// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
3// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
4// (Requires: SDL 2.0. Prefer SDL 2.0.4+ for full feature support.)
5
6// Implemented features:
7// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
8// [X] Platform: Clipboard support.
9// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
10// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
11// Missing features:
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.
13
14// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
15// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
16// https://github.com/ocornut/imgui
17
18// CHANGELOG
19// (minor and older changes stripped away, please see git history for details)
20// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
21// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
22// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
23// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
24// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
25// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
26// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
27// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
28// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
29// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
30// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
31// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
32// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
33// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
34// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
35// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
36// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
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.
38// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
39// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
40// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
41// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
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.
43// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
44// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
45// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
46
47#include "imgui.h"
48#include "imgui_impl_sdl.h"
49
50// SDL
51#include <SDL2/SDL.h>
52#include <SDL2/SDL_syswm.h>
53#if defined(__APPLE__)
54#include "TargetConditionals.h"
55#endif
56
57#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4)
58#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
59
60// Data
61static SDL_Window* g_Window = NULL;
62static Uint64 g_Time = 0;
63static bool g_MousePressed[3] = { false, false, false };
64static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
65static char* g_ClipboardTextData = NULL;
66static bool g_MouseCanUseGlobalState = true;
67
68static const char* ImGui_ImplSDL2_GetClipboardText(void*)
69{
70 if (g_ClipboardTextData)
71 SDL_free(g_ClipboardTextData);
72 g_ClipboardTextData = SDL_GetClipboardText();
73 return g_ClipboardTextData;
74}
75
76static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
77{
78 SDL_SetClipboardText(text);
79}
80
81// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
82// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
83// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
84// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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.
86bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
87{
88 ImGuiIO& io = ImGui::GetIO();
89 switch (event->type)
90 {
91 case SDL_MOUSEWHEEL:
92 {
93 if (event->wheel.x > 0) io.MouseWheelH += 1;
94 if (event->wheel.x < 0) io.MouseWheelH -= 1;
95 if (event->wheel.y > 0) io.MouseWheel += 1;
96 if (event->wheel.y < 0) io.MouseWheel -= 1;
97 return true;
98 }
99 case SDL_MOUSEBUTTONDOWN:
100 {
101 if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
102 if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
103 if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
104 return true;
105 }
106 case SDL_TEXTINPUT:
107 {
108 io.AddInputCharactersUTF8(event->text.text);
109 return true;
110 }
111 case SDL_KEYDOWN:
112 case SDL_KEYUP:
113 {
114 int key = event->key.keysym.scancode;
115 IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
116 io.KeysDown[key] = (event->type == SDL_KEYDOWN);
117 io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
118 io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
119 io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
120#ifdef _WIN32
121 io.KeySuper = false;
122#else
123 io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
124#endif
125 return true;
126 }
127 }
128 return false;
129}
130
131static bool ImGui_ImplSDL2_Init(SDL_Window* window)
132{
133 g_Window = window;
134
135 // Setup back-end capabilities flags
136 ImGuiIO& io = ImGui::GetIO();
137 io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
138 io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
139 io.BackendPlatformName = "imgui_impl_sdl";
140
141 // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
142 io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
143 io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
144 io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
145 io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
146 io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
147 io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
148 io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
149 io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
150 io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
151 io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
152 io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
153 io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
154 io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
155 io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
156 io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
157 io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_KP_ENTER;
158 io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
159 io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
160 io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
161 io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
162 io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
163 io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
164
165 io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
166 io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
167 io.ClipboardUserData = NULL;
168
169 // Load mouse cursors
170 g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
171 g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
172 g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
173 g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
174 g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
175 g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
176 g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
177 g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
178 g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
179
180 // Check and store if we are on Wayland
181 g_MouseCanUseGlobalState = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) != 0;
182
183#ifdef _WIN32
184 SDL_SysWMinfo wmInfo;
185 SDL_VERSION(&wmInfo.version);
186 SDL_GetWindowWMInfo(window, &wmInfo);
187 io.ImeWindowHandle = wmInfo.info.win.window;
188#else
189 (void)window;
190#endif
191
192 return true;
193}
194
195bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
196{
197 (void)sdl_gl_context; // Viewport branch will need this.
198 return ImGui_ImplSDL2_Init(window);
199}
200
201bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
202{
203#if !SDL_HAS_VULKAN
204 IM_ASSERT(0 && "Unsupported");
205#endif
206 return ImGui_ImplSDL2_Init(window);
207}
208
209bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
210{
211#if !defined(_WIN32)
212 IM_ASSERT(0 && "Unsupported");
213#endif
214 return ImGui_ImplSDL2_Init(window);
215}
216
217bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
218{
219 return ImGui_ImplSDL2_Init(window);
220}
221
222void ImGui_ImplSDL2_Shutdown()
223{
224 g_Window = NULL;
225
226 // Destroy last known clipboard data
227 if (g_ClipboardTextData)
228 SDL_free(g_ClipboardTextData);
229 g_ClipboardTextData = NULL;
230
231 // Destroy SDL mouse cursors
232 for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
233 SDL_FreeCursor(g_MouseCursors[cursor_n]);
234 memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
235}
236
237static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
238{
239 ImGuiIO& io = ImGui::GetIO();
240
241 // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
242 if (io.WantSetMousePos)
243 SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y);
244 else
245 io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
246
247 int mx, my;
248 Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
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.
250 io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
251 io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
252 g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
253
254#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
255 SDL_Window* focused_window = SDL_GetKeyboardFocus();
256 if (g_Window == focused_window)
257 {
258 if (g_MouseCanUseGlobalState)
259 {
260 // SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?)
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.
262 // Won't use this workaround when on Wayland, as there is no global mouse position.
263 int wx, wy;
264 SDL_GetWindowPosition(focused_window, &wx, &wy);
265 SDL_GetGlobalMouseState(&mx, &my);
266 mx -= wx;
267 my -= wy;
268 }
269 io.MousePos = ImVec2((float)mx, (float)my);
270 }
271
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.
273 // The function is only supported from SDL 2.0.4 (released Jan 2016)
274 bool any_mouse_button_down = ImGui::IsAnyMouseDown();
275 SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
276#else
277 if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
278 io.MousePos = ImVec2((float)mx, (float)my);
279#endif
280}
281
282static void ImGui_ImplSDL2_UpdateMouseCursor()
283{
284 ImGuiIO& io = ImGui::GetIO();
285 if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
286 return;
287
288 ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
289 if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
290 {
291 // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
292 SDL_ShowCursor(SDL_FALSE);
293 }
294 else
295 {
296 // Show OS mouse cursor
297 SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
298 SDL_ShowCursor(SDL_TRUE);
299 }
300}
301
302static void ImGui_ImplSDL2_UpdateGamepads()
303{
304 ImGuiIO& io = ImGui::GetIO();
305 memset(io.NavInputs, 0, sizeof(io.NavInputs));
306 if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
307 return;
308
309 // Get gamepad
310 SDL_GameController* game_controller = SDL_GameControllerOpen(0);
311 if (!game_controller)
312 {
313 io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
314 return;
315 }
316
317 // Update gamepad inputs
318 #define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; }
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; }
320 const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
321 MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A
322 MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B
323 MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X
324 MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y
325 MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left
326 MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right
327 MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up
328 MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down
329 MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
330 MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
331 MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
332 MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
333 MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
334 MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
335 MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767);
336 MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
337
338 io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
339 #undef MAP_BUTTON
340 #undef MAP_ANALOG
341}
342
343void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
344{
345 ImGuiIO& io = ImGui::GetIO();
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().");
347
348 // Setup display size (every frame to accommodate for window resizing)
349 int w, h;
350 int display_w, display_h;
351 SDL_GetWindowSize(window, &w, &h);
352 if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
353 w = h = 0;
354 SDL_GL_GetDrawableSize(window, &display_w, &display_h);
355 io.DisplaySize = ImVec2((float)w, (float)h);
356 if (w > 0 && h > 0)
357 io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
358
359 // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
360 static Uint64 frequency = SDL_GetPerformanceFrequency();
361 Uint64 current_time = SDL_GetPerformanceCounter();
362 io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
363 g_Time = current_time;
364
365 ImGui_ImplSDL2_UpdateMousePosAndButtons();
366 ImGui_ImplSDL2_UpdateMouseCursor();
367
368 // Update game controllers (if enabled and available)
369 ImGui_ImplSDL2_UpdateGamepads();
370}
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