diff options
Diffstat (limited to 'source/imgui/backends/imgui_impl_sdl.cpp')
-rw-r--r-- | source/imgui/backends/imgui_impl_sdl.cpp | 430 |
1 files changed, 430 insertions, 0 deletions
diff --git a/source/imgui/backends/imgui_impl_sdl.cpp b/source/imgui/backends/imgui_impl_sdl.cpp new file mode 100644 index 0000000..ffc8990 --- /dev/null +++ b/source/imgui/backends/imgui_impl_sdl.cpp @@ -0,0 +1,430 @@ +// dear imgui: Platform Backend 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.) +// (Prefer SDL 2.0.5+ for full feature support.) + +// Implemented features: +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Clipboard support. +// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// Missing features: +// [ ] 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. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 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+) +// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary. +// 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). +// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950) +// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends. +// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2). +// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state). +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. +// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. +// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. +// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. +// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 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_sdl.h" + +// SDL +#include <SDL2/SDL.h> +#include <SDL2/SDL_syswm.h> +#if defined(__APPLE__) +#include "TargetConditionals.h" +#endif + +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE (SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)) +#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) + +// SDL Data +struct ImGui_ImplSDL2_Data +{ + SDL_Window* Window; + Uint64 Time; + bool MousePressed[3]; + SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; + char* ClipboardTextData; + bool MouseCanUseGlobalState; + + ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; +} + +// Functions +static const char* ImGui_ImplSDL2_GetClipboardText(void*) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + bd->ClipboardTextData = SDL_GetClipboardText(); + return bd->ClipboardTextData; +} + +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. +// 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. +bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + + 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) { bd->MousePressed[0] = true; } + if (event->button.button == SDL_BUTTON_RIGHT) { bd->MousePressed[1] = true; } + if (event->button.button == SDL_BUTTON_MIDDLE) { bd->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); +#ifdef _WIN32 + io.KeySuper = false; +#else + io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); +#endif + return true; + } + } + return false; +} + +static bool ImGui_ImplSDL2_Init(SDL_Window* window) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); + + // Check and store if we are on a SDL backend that supports global mouse position + // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) + const char* sdl_backend = SDL_GetCurrentVideoDriver(); + const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; + bool mouse_can_use_global_state = false; +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) + if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) + mouse_can_use_global_state = true; +#endif + + // Setup backend capabilities flags + ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_sdl"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + + bd->Window = window; + bd->MouseCanUseGlobalState = mouse_can_use_global_state; + + // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array. + 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_KeyPadEnter] = SDL_SCANCODE_KP_ENTER; + 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; + + // Load mouse cursors + bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); + bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); + +#ifdef _WIN32 + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if (SDL_GetWindowWMInfo(window, &info)) + io.ImeWindowHandle = info.info.win.window; +#else + (void)window; +#endif + + // Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. + // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. + // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. + // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: + // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) +#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH + SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); +#endif + + return true; +} + +bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) +{ + IM_UNUSED(sdl_gl_context); // Viewport branch will need this. + return ImGui_ImplSDL2_Init(window); +} + +bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) +{ +#if !SDL_HAS_VULKAN + IM_ASSERT(0 && "Unsupported"); +#endif + return ImGui_ImplSDL2_Init(window); +} + +bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) +{ +#if !defined(_WIN32) + IM_ASSERT(0 && "Unsupported"); +#endif + return ImGui_ImplSDL2_Init(window); +} + +bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) +{ + return ImGui_ImplSDL2_Init(window); +} + +void ImGui_ImplSDL2_Shutdown() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + SDL_FreeCursor(bd->MouseCursors[cursor_n]); + + io.BackendPlatformName = NULL; + io.BackendPlatformUserData = NULL; + IM_DELETE(bd); +} + +static void ImGui_ImplSDL2_UpdateMousePosAndButtons() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + ImVec2 mouse_pos_prev = io.MousePos; + io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + + // Update mouse buttons + int mouse_x_local, mouse_y_local; + Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local); + 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. + io.MouseDown[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; + io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; + bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false; + + // Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing) +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + SDL_Window* focused_window = SDL_GetKeyboardFocus(); + 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. + SDL_Window* mouse_window = NULL; + if (hovered_window && bd->Window == hovered_window) + mouse_window = hovered_window; + else if (focused_window && bd->Window == focused_window) + mouse_window = focused_window; + + // 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 + SDL_CaptureMouse(ImGui::IsAnyMouseDown() ? SDL_TRUE : SDL_FALSE); +#else + // SDL 2.0.3 and non-windowed systems: single-viewport only + SDL_Window* mouse_window = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) ? bd->Window : NULL; +#endif + + if (mouse_window == NULL) + return; + + // Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) + SDL_WarpMouseInWindow(bd->Window, (int)mouse_pos_prev.x, (int)mouse_pos_prev.y); + + // Set Dear ImGui mouse position from OS position + get buttons. (this is the common behavior) + if (bd->MouseCanUseGlobalState) + { + // 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) + // Unlike local position obtained earlier this will be valid when straying out of bounds. + int mouse_x_global, mouse_y_global; + SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); + int window_x, window_y; + SDL_GetWindowPosition(mouse_window, &window_x, &window_y); + io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y)); + } + else + { + io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local); + } +} + +static void ImGui_ImplSDL2_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + SDL_ShowCursor(SDL_FALSE); + } + else + { + // Show OS mouse cursor + SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); + SDL_ShowCursor(SDL_TRUE); + } +} + +static void ImGui_ImplSDL2_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + + // Get gamepad + SDL_GameController* game_controller = SDL_GameControllerOpen(0); + if (!game_controller) + { + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + return; + } + + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; } + #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; } + const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. + MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767); + MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); + + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + #undef MAP_BUTTON + #undef MAP_ANALOG +} + +void ImGui_ImplSDL2_NewFrame() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + SDL_GetWindowSize(bd->Window, &w, &h); + if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) + w = h = 0; + SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); + + // 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 = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + ImGui_ImplSDL2_UpdateMousePosAndButtons(); + ImGui_ImplSDL2_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplSDL2_UpdateGamepads(); +} |