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1 // dear imgui: Platform Backend 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 // (Prefer SDL 2.0.5+ 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 use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
15 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
16 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
17 // Read online: https://github.com/ocornut/imgui/tree/master/docs
18 
19 // CHANGELOG
20 // (minor and older changes stripped away, please see git history for details)
21 //  2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
22 //  2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
23 //  2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
24 //  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
25 //  2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
26 //  2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
27 //  2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
28 //  2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
29 //  2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
30 //  2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
31 //  2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
32 //  2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
33 //  2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
34 //  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
35 //  2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
36 //  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
37 //  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
38 //  2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
39 //  2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
40 //  2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
41 //  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
42 //  2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
43 //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
44 //  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
45 //  2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
46 //  2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
47 //  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
48 //  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.
49 //  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
50 //  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
51 //  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
52 
53 #include "imgui.h"
54 #include "imgui_impl_sdl.h"
55 
56 // SDL
57 #include <SDL.h>
58 #include <SDL_syswm.h>
59 #if defined(__APPLE__)
60 #include <TargetConditionals.h>
61 #endif
62 
63 #if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
64 #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    1
65 #else
66 #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    0
67 #endif
68 #define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH    SDL_VERSION_ATLEAST(2,0,5)
69 #define SDL_HAS_VULKAN                      SDL_VERSION_ATLEAST(2,0,6)
70 
71 // SDL Data
72 struct ImGui_ImplSDL2_Data
73 {
74     SDL_Window* Window;
75     Uint64      Time;
76     bool        MousePressed[3];
77     SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
78     char*       ClipboardTextData;
79     bool        MouseCanUseGlobalState;
80 
ImGui_ImplSDL2_DataImGui_ImplSDL2_Data81     ImGui_ImplSDL2_Data()   { memset(this, 0, sizeof(*this)); }
82 };
83 
84 // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
85 // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
86 // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
87 // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
ImGui_ImplSDL2_GetBackendData()88 static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
89 {
90     return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
91 }
92 
93 // Functions
ImGui_ImplSDL2_GetClipboardText(void *)94 static const char* ImGui_ImplSDL2_GetClipboardText(void*)
95 {
96     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
97     if (bd->ClipboardTextData)
98         SDL_free(bd->ClipboardTextData);
99     bd->ClipboardTextData = SDL_GetClipboardText();
100     return bd->ClipboardTextData;
101 }
102 
ImGui_ImplSDL2_SetClipboardText(void *,const char * text)103 static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
104 {
105     SDL_SetClipboardText(text);
106 }
107 
108 // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
109 // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
110 // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
111 // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
112 // 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.
ImGui_ImplSDL2_ProcessEvent(const SDL_Event * event)113 bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
114 {
115     ImGuiIO& io = ImGui::GetIO();
116     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
117 
118     switch (event->type)
119     {
120     case SDL_MOUSEWHEEL:
121         {
122             if (event->wheel.x > 0) io.MouseWheelH += 1;
123             if (event->wheel.x < 0) io.MouseWheelH -= 1;
124             if (event->wheel.y > 0) io.MouseWheel += 1;
125             if (event->wheel.y < 0) io.MouseWheel -= 1;
126             return true;
127         }
128     case SDL_MOUSEBUTTONDOWN:
129         {
130             if (event->button.button == SDL_BUTTON_LEFT) { bd->MousePressed[0] = true; }
131             if (event->button.button == SDL_BUTTON_RIGHT) { bd->MousePressed[1] = true; }
132             if (event->button.button == SDL_BUTTON_MIDDLE) { bd->MousePressed[2] = true; }
133             return true;
134         }
135     case SDL_TEXTINPUT:
136         {
137             io.AddInputCharactersUTF8(event->text.text);
138             return true;
139         }
140     case SDL_KEYDOWN:
141     case SDL_KEYUP:
142         {
143             int key = event->key.keysym.scancode;
144             IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
145             io.KeysDown[key] = (event->type == SDL_KEYDOWN);
146             io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
147             io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
148             io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
149 #ifdef _WIN32
150             io.KeySuper = false;
151 #else
152             io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
153 #endif
154             return true;
155         }
156     case SDL_WINDOWEVENT:
157         {
158             if (event->window.event == SDL_WINDOWEVENT_FOCUS_GAINED)
159                 io.AddFocusEvent(true);
160             else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
161                 io.AddFocusEvent(false);
162             return true;
163         }
164     }
165     return false;
166 }
167 
ImGui_ImplSDL2_Init(SDL_Window * window)168 static bool ImGui_ImplSDL2_Init(SDL_Window* window)
169 {
170     ImGuiIO& io = ImGui::GetIO();
171     IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
172 
173     // Check and store if we are on a SDL backend that supports global mouse position
174     // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
175     bool mouse_can_use_global_state = false;
176 #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
177     const char* sdl_backend = SDL_GetCurrentVideoDriver();
178     const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
179     for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
180         if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
181             mouse_can_use_global_state = true;
182 #endif
183 
184     // Setup backend capabilities flags
185     ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
186     io.BackendPlatformUserData = (void*)bd;
187     io.BackendPlatformName = "imgui_impl_sdl";
188     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;       // We can honor GetMouseCursor() values (optional)
189     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;        // We can honor io.WantSetMousePos requests (optional, rarely used)
190 
191     bd->Window = window;
192     bd->MouseCanUseGlobalState = mouse_can_use_global_state;
193 
194     // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
195     io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
196     io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
197     io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
198     io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
199     io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
200     io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
201     io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
202     io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
203     io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
204     io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
205     io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
206     io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
207     io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
208     io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
209     io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
210     io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_KP_ENTER;
211     io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
212     io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
213     io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
214     io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
215     io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
216     io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
217 
218     io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
219     io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
220     io.ClipboardUserData = NULL;
221 
222     // Load mouse cursors
223     bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
224     bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
225     bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
226     bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
227     bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
228     bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
229     bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
230     bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
231     bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
232 
233 #ifdef _WIN32
234     SDL_SysWMinfo info;
235     SDL_VERSION(&info.version);
236     if (SDL_GetWindowWMInfo(window, &info))
237         io.ImeWindowHandle = info.info.win.window;
238 #else
239     (void)window;
240 #endif
241 
242     // Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
243     // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
244     // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
245     // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
246     // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
247 #if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH
248     SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
249 #endif
250 
251     return true;
252 }
253 
ImGui_ImplSDL2_InitForOpenGL(SDL_Window * window,void * sdl_gl_context)254 bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
255 {
256     IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
257     return ImGui_ImplSDL2_Init(window);
258 }
259 
ImGui_ImplSDL2_InitForVulkan(SDL_Window * window)260 bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
261 {
262 #if !SDL_HAS_VULKAN
263     IM_ASSERT(0 && "Unsupported");
264 #endif
265     return ImGui_ImplSDL2_Init(window);
266 }
267 
ImGui_ImplSDL2_InitForD3D(SDL_Window * window)268 bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
269 {
270 #if !defined(_WIN32)
271     IM_ASSERT(0 && "Unsupported");
272 #endif
273     return ImGui_ImplSDL2_Init(window);
274 }
275 
ImGui_ImplSDL2_InitForMetal(SDL_Window * window)276 bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
277 {
278     return ImGui_ImplSDL2_Init(window);
279 }
280 
ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window * window)281 bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window)
282 {
283     return ImGui_ImplSDL2_Init(window);
284 }
285 
ImGui_ImplSDL2_Shutdown()286 void ImGui_ImplSDL2_Shutdown()
287 {
288     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
289     IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
290     ImGuiIO& io = ImGui::GetIO();
291 
292     if (bd->ClipboardTextData)
293         SDL_free(bd->ClipboardTextData);
294     for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
295         SDL_FreeCursor(bd->MouseCursors[cursor_n]);
296 
297     io.BackendPlatformName = NULL;
298     io.BackendPlatformUserData = NULL;
299     IM_DELETE(bd);
300 }
301 
ImGui_ImplSDL2_UpdateMousePosAndButtons()302 static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
303 {
304     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
305     ImGuiIO& io = ImGui::GetIO();
306 
307     ImVec2 mouse_pos_prev = io.MousePos;
308     io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
309 
310     // Update mouse buttons
311     int mouse_x_local, mouse_y_local;
312     Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local);
313     io.MouseDown[0] = bd->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.
314     io.MouseDown[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
315     io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
316     bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false;
317 
318     // Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
319 #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
320     SDL_Window* focused_window = SDL_GetKeyboardFocus();
321     SDL_Window* hovered_window = SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH ? SDL_GetMouseFocus() : NULL; // This is better but is only reliably useful with SDL 2.0.5+ and SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH.
322     SDL_Window* mouse_window = NULL;
323     if (hovered_window && bd->Window == hovered_window)
324         mouse_window = hovered_window;
325     else if (focused_window && bd->Window == focused_window)
326         mouse_window = focused_window;
327 
328     // 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
329     SDL_CaptureMouse(ImGui::IsAnyMouseDown() ? SDL_TRUE : SDL_FALSE);
330 #else
331     // SDL 2.0.3 and non-windowed systems: single-viewport only
332     SDL_Window* mouse_window = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) ? bd->Window : NULL;
333 #endif
334 
335     if (mouse_window == NULL)
336        return;
337 
338     // Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
339     if (io.WantSetMousePos)
340         SDL_WarpMouseInWindow(bd->Window, (int)mouse_pos_prev.x, (int)mouse_pos_prev.y);
341 
342     // Set Dear ImGui mouse position from OS position + get buttons. (this is the common behavior)
343     if (bd->MouseCanUseGlobalState)
344     {
345         // 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)
346         // Unlike local position obtained earlier this will be valid when straying out of bounds.
347         int mouse_x_global, mouse_y_global;
348         SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
349         int window_x, window_y;
350         SDL_GetWindowPosition(mouse_window, &window_x, &window_y);
351         io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
352     }
353     else
354     {
355         io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local);
356     }
357 }
358 
ImGui_ImplSDL2_UpdateMouseCursor()359 static void ImGui_ImplSDL2_UpdateMouseCursor()
360 {
361     ImGuiIO& io = ImGui::GetIO();
362     if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
363         return;
364     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
365 
366     ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
367     if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
368     {
369         // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
370         SDL_ShowCursor(SDL_FALSE);
371     }
372     else
373     {
374         // Show OS mouse cursor
375         SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
376         SDL_ShowCursor(SDL_TRUE);
377     }
378 }
379 
ImGui_ImplSDL2_UpdateGamepads()380 static void ImGui_ImplSDL2_UpdateGamepads()
381 {
382     ImGuiIO& io = ImGui::GetIO();
383     memset(io.NavInputs, 0, sizeof(io.NavInputs));
384     if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
385         return;
386 
387     // Get gamepad
388     SDL_GameController* game_controller = SDL_GameControllerOpen(0);
389     if (!game_controller)
390     {
391         io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
392         return;
393     }
394 
395     // Update gamepad inputs
396     #define MAP_BUTTON(NAV_NO, BUTTON_NO)       { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; }
397     #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; }
398     const int thumb_dead_zone = 8000;           // SDL_gamecontroller.h suggests using this value.
399     MAP_BUTTON(ImGuiNavInput_Activate,      SDL_CONTROLLER_BUTTON_A);               // Cross / A
400     MAP_BUTTON(ImGuiNavInput_Cancel,        SDL_CONTROLLER_BUTTON_B);               // Circle / B
401     MAP_BUTTON(ImGuiNavInput_Menu,          SDL_CONTROLLER_BUTTON_X);               // Square / X
402     MAP_BUTTON(ImGuiNavInput_Input,         SDL_CONTROLLER_BUTTON_Y);               // Triangle / Y
403     MAP_BUTTON(ImGuiNavInput_DpadLeft,      SDL_CONTROLLER_BUTTON_DPAD_LEFT);       // D-Pad Left
404     MAP_BUTTON(ImGuiNavInput_DpadRight,     SDL_CONTROLLER_BUTTON_DPAD_RIGHT);      // D-Pad Right
405     MAP_BUTTON(ImGuiNavInput_DpadUp,        SDL_CONTROLLER_BUTTON_DPAD_UP);         // D-Pad Up
406     MAP_BUTTON(ImGuiNavInput_DpadDown,      SDL_CONTROLLER_BUTTON_DPAD_DOWN);       // D-Pad Down
407     MAP_BUTTON(ImGuiNavInput_FocusPrev,     SDL_CONTROLLER_BUTTON_LEFTSHOULDER);    // L1 / LB
408     MAP_BUTTON(ImGuiNavInput_FocusNext,     SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);   // R1 / RB
409     MAP_BUTTON(ImGuiNavInput_TweakSlow,     SDL_CONTROLLER_BUTTON_LEFTSHOULDER);    // L1 / LB
410     MAP_BUTTON(ImGuiNavInput_TweakFast,     SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);   // R1 / RB
411     MAP_ANALOG(ImGuiNavInput_LStickLeft,    SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
412     MAP_ANALOG(ImGuiNavInput_LStickRight,   SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
413     MAP_ANALOG(ImGuiNavInput_LStickUp,      SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767);
414     MAP_ANALOG(ImGuiNavInput_LStickDown,    SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
415 
416     io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
417     #undef MAP_BUTTON
418     #undef MAP_ANALOG
419 }
420 
ImGui_ImplSDL2_NewFrame()421 void ImGui_ImplSDL2_NewFrame()
422 {
423     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
424     IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?");
425     ImGuiIO& io = ImGui::GetIO();
426 
427     // Setup display size (every frame to accommodate for window resizing)
428     int w, h;
429     int display_w, display_h;
430     SDL_GetWindowSize(bd->Window, &w, &h);
431     if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
432         w = h = 0;
433     SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
434     io.DisplaySize = ImVec2((float)w, (float)h);
435     if (w > 0 && h > 0)
436         io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
437 
438     // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
439     static Uint64 frequency = SDL_GetPerformanceFrequency();
440     Uint64 current_time = SDL_GetPerformanceCounter();
441     io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
442     bd->Time = current_time;
443 
444     ImGui_ImplSDL2_UpdateMousePosAndButtons();
445     ImGui_ImplSDL2_UpdateMouseCursor();
446 
447     // Update game controllers (if enabled and available)
448     ImGui_ImplSDL2_UpdateGamepads();
449 }
450