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