// ImGui Platform Binding for: SDL2 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) // Implemented features: // [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformInterface // 2018-XX-XX: Misc: ImGui_ImplSDL2_Init() now takes a SDL_GLContext parameter. // 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. // 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). // 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. // 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. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. #include "imgui.h" #include "imgui_impl_sdl2.h" #include "imgui_internal.h" // FIXME-PLATFORM // SDL #include #include #define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4) #define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5) #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) #if !SDL_HAS_VULKAN static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; #endif // Data static SDL_Window* g_Window = NULL; static Uint64 g_Time = 0; static bool g_MousePressed[3] = { false, false, false }; static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 }; // Forward Declarations static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context); static void ImGui_ImplSDL2_ShutdownPlatformInterface(); static const char* ImGui_ImplSDL2_GetClipboardText(void*) { return SDL_GetClipboardText(); } static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) { SDL_SetClipboardText(text); } // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event) { ImGuiIO& io = ImGui::GetIO(); switch (event->type) { case SDL_MOUSEWHEEL: { if (event->wheel.x > 0) io.MouseWheelH += 1; if (event->wheel.x < 0) io.MouseWheelH -= 1; if (event->wheel.y > 0) io.MouseWheel += 1; if (event->wheel.y < 0) io.MouseWheel -= 1; return true; } case SDL_MOUSEBUTTONDOWN: { if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; return true; } case SDL_TEXTINPUT: { io.AddInputCharactersUTF8(event->text.text); return true; } case SDL_KEYDOWN: case SDL_KEYUP: { int key = event->key.keysym.scancode; IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown)); io.KeysDown[key] = (event->type == SDL_KEYDOWN); io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); return true; } } return false; } bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context) { g_Window = window; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. ImGuiIO& io = ImGui::GetIO(); io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB; io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT; io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE; io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE; io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE; io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN; io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE; io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A; io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C; io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V; io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X; io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y; io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z; io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; io.ClipboardUserData = NULL; g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); #ifdef _WIN32 SDL_SysWMinfo wmInfo; SDL_VERSION(&wmInfo.version); SDL_GetWindowWMInfo(window, &wmInfo); io.ImeWindowHandle = wmInfo.info.win.window; #endif // Our mouse update function expect PlatformHandle to be filled for the main viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->PlatformHandle = (void*)window; // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings. #if SDL_HAS_CAPTURE_MOUSE io.ConfigFlags |= ImGuiConfigFlags_PlatformHasViewports; #endif if ((io.ConfigFlags & ImGuiConfigFlags_EnableViewports) && (io.ConfigFlags & ImGuiConfigFlags_PlatformHasViewports)) ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context); return true; } void ImGui_ImplSDL2_Shutdown() { ImGui_ImplSDL2_ShutdownPlatformInterface(); g_Window = NULL; // Destroy SDL mouse cursors for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++) SDL_FreeCursor(g_MouseCursors[cursor_n]); memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); } static void ImGui_ImplSDL2_UpdateMouse() { ImGuiIO& io = ImGui::GetIO(); io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); io.MousePosViewport = 0; io.MouseHoveredViewport = 0; int mx, my; Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my); 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. io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; #if SDL_HAS_CAPTURE_MOUSE SDL_Window* focused_window = SDL_GetKeyboardFocus(); if (focused_window) { // SDL_GetMouseState() gives me mouse position seemingly based on the last window entered/focused(?) // The creation of new window and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally. int wx, wy; SDL_GetWindowPosition(focused_window, &wx, &wy); SDL_GetGlobalMouseState(&mx, &my); mx -= wx; my -= wy; } if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)focused_window)) { io.MousePos = ImVec2(viewport->Pos.x + (float)mx, viewport->Pos.y + (float)my); io.MousePosViewport = viewport->ID; } // We already retrieve global mouse position, SDL_CaptureMouse() also let the OS know our drag outside boundaries shouldn't trigger, e.g.: OS window resize cursor // The function is only supported from SDL 2.0.4 (released Jan 2016) bool any_mouse_button_down = ImGui::IsAnyMouseDown(); SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE); #else if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS) io.MousePos = ImVec2((float)mx, (float)my); #endif // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) { SDL_ShowCursor(SDL_FALSE); } else { SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); SDL_ShowCursor(SDL_TRUE); } } void ImGui_ImplSDL2_NewFrame(SDL_Window* window) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() // Setup display size (every frame to accommodate for window resizing) int w, h; int display_w, display_h; SDL_GetWindowSize(window, &w, &h); SDL_GL_GetDrawableSize(window, &display_w, &display_h); io.DisplaySize = ImVec2((float)w, (float)h); io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) static Uint64 frequency = SDL_GetPerformanceFrequency(); Uint64 current_time = SDL_GetPerformanceCounter(); io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f); g_Time = current_time; ImGui_ImplSDL2_UpdateMouse(); // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. ImGui::NewFrame(); } // -------------------------------------------------------------------------------------------------------- // Platform Windows // -------------------------------------------------------------------------------------------------------- struct ImGuiPlatformDataSDL2 { SDL_Window* Window; Uint32 WindowID; SDL_GLContext GLContext; ImGuiPlatformDataSDL2() { Window = NULL; WindowID = 0; GLContext = NULL; } ~ImGuiPlatformDataSDL2() { IM_ASSERT(Window == NULL && GLContext == NULL); } }; static void ImGui_ImplSDL2_CreateViewport(ImGuiViewport* viewport) { ImGuiPlatformDataSDL2* data = IM_NEW(ImGuiPlatformDataSDL2)(); viewport->PlatformUserData = data; // Share GL resources with main context // FIXME-PLATFORM ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGuiPlatformDataSDL2* main_viewport_data = (ImGuiPlatformDataSDL2*)main_viewport->PlatformUserData; SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext); // We don't enable SDL_WINDOW_RESIZABLE because it enforce windows decorations Uint32 sdl_flags = 0; sdl_flags |= main_viewport_data->GLContext ? SDL_WINDOW_OPENGL : SDL_WINDOW_VULKAN; sdl_flags |= SDL_WINDOW_HIDDEN; sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0; sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE; data->Window = SDL_CreateWindow("No Title Yet", 0, 0, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); if (main_viewport_data->GLContext) data->GLContext = SDL_GL_CreateContext(data->Window); viewport->PlatformHandle = (void*)data->Window; } static void ImGui_ImplSDL2_DestroyViewport(ImGuiViewport* viewport) { if (ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData) { if (data->GLContext) SDL_GL_DeleteContext(data->GLContext); data->GLContext = NULL; if (data->Window) SDL_DestroyWindow(data->Window); data->Window = NULL; IM_DELETE(data); } viewport->PlatformUserData = viewport->PlatformHandle = NULL; } static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport) { ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData; #if defined(_WIN32) SDL_SysWMinfo info; SDL_VERSION(&info.version); if (SDL_GetWindowWMInfo(data->Window, &info)) { HWND hwnd = info.info.win.window; // SDL hack: Hide icon from task bar // Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition. ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_PlatformNoTaskBar) { LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); ex_style &= ~WS_EX_APPWINDOW; ex_style |= WS_EX_TOOLWINDOW; ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); } // SDL hack: SDL always activate/focus windows :/ if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) { ::ShowWindow(hwnd, SW_SHOWNA); return; } } #endif SDL_ShowWindow(data->Window); } static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport) { ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData; int x = 0, y = 0; SDL_GetWindowPosition(data->Window, &x, &y); return ImVec2((float)x, (float)y); } static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) { ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData; SDL_SetWindowPosition(data->Window, (int)pos.x, (int)pos.y); } static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport) { ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData; int w = 0, h = 0; SDL_GetWindowSize(data->Window, &w, &h); return ImVec2((float)w, (float)h); } static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData; SDL_SetWindowSize(data->Window, (int)size.x, (int)size.y); } static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title) { ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData; SDL_SetWindowTitle(data->Window, title); } static void ImGui_ImplSDL2_RenderViewport(ImGuiViewport* viewport) { ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData; if (data->GLContext) SDL_GL_MakeCurrent(data->Window, data->GLContext); } static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport) { ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData; if (data->GLContext) { SDL_GL_MakeCurrent(data->Window, data->GLContext); // FIXME-PLATFORM2 SDL_GL_SwapWindow(data->Window); } } // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) // SDL is graceful enough to _not_ need so we can safely include this. #if SDL_HAS_VULKAN #include static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) { ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData; (void)vk_allocator; SDL_bool ret = SDL_Vulkan_CreateSurface(data->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface); return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY } #endif // SDL_HAS_VULKAN static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context) { // Register platform interface (will be coupled with a renderer interface) ImGuiIO& io = ImGui::GetIO(); io.PlatformInterface.CreateViewport = ImGui_ImplSDL2_CreateViewport; io.PlatformInterface.DestroyViewport = ImGui_ImplSDL2_DestroyViewport; io.PlatformInterface.ShowWindow = ImGui_ImplSDL2_ShowWindow; io.PlatformInterface.SetWindowPos = ImGui_ImplSDL2_SetWindowPos; io.PlatformInterface.GetWindowPos = ImGui_ImplSDL2_GetWindowPos; io.PlatformInterface.SetWindowSize = ImGui_ImplSDL2_SetWindowSize; io.PlatformInterface.GetWindowSize = ImGui_ImplSDL2_GetWindowSize; io.PlatformInterface.SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle; io.PlatformInterface.RenderViewport = ImGui_ImplSDL2_RenderViewport; io.PlatformInterface.SwapBuffers = ImGui_ImplSDL2_SwapBuffers; #if SDL_HAS_VULKAN io.PlatformInterface.CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface; #endif io.ConfigFlags |= SDL_HAS_WINDOW_OPACITY ? ImGuiConfigFlags_PlatformHasWindowAlpha : 0; // Register main window handle ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGuiPlatformDataSDL2* data = IM_NEW(ImGuiPlatformDataSDL2)(); data->Window = window; data->WindowID = SDL_GetWindowID(window); data->GLContext = sdl_gl_context; main_viewport->PlatformUserData = data; main_viewport->PlatformHandle = data->Window; } static void ImGui_ImplSDL2_ShutdownPlatformInterface() { ImGuiIO& io = ImGui::GetIO(); memset(&io.PlatformInterface, 0, sizeof(io.PlatformInterface)); }