|
5 | 5 | // Implemented features: |
6 | 6 | // [X] Platform: Clipboard support. |
7 | 7 | // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. |
8 | | -// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] |
| 8 | +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5] |
9 | 9 | // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. |
10 | | -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. |
| 10 | +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. |
| 11 | +// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. |
11 | 12 | // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. |
12 | | -// Missing features: |
13 | | -// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows). |
14 | | -// [x] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. |
| 13 | +// Missing features or Issues: |
| 14 | +// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows). |
| 15 | +// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). |
15 | 16 |
|
16 | 17 | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
17 | 18 | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
18 | | -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. |
19 | | -// Read online: https://github.com/ocornut/imgui/tree/master/docs |
| 19 | +// Learn about Dear ImGui: |
| 20 | +// - FAQ https://dearimgui.com/faq |
| 21 | +// - Getting Started https://dearimgui.com/getting-started |
| 22 | +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
| 23 | +// - Introduction, links and more at the top of imgui.cpp |
20 | 24 |
|
21 | 25 | #pragma once |
22 | 26 | #include "imgui.h" // IMGUI_IMPL_API |
| 27 | +#ifndef IMGUI_DISABLE |
23 | 28 |
|
24 | 29 | struct SDL_Window; |
25 | 30 | struct SDL_Renderer; |
| 31 | +struct _SDL_GameController; |
26 | 32 | typedef union SDL_Event SDL_Event; |
27 | 33 |
|
| 34 | +// Follow "Getting Started" link and check examples/ folder to learn about using backends! |
28 | 35 | IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); |
29 | 36 | IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); |
30 | 37 | IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); |
31 | 38 | IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window); |
32 | 39 | IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); |
| 40 | +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window); |
33 | 41 | IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); |
34 | 42 | IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(); |
35 | 43 | IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); |
36 | 44 |
|
37 | | -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS |
38 | | -static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter |
39 | | -#endif |
| 45 | +// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. |
| 46 | +// When using manual mode, caller is responsible for opening/closing gamepad. |
| 47 | +enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual }; |
| 48 | +IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1); |
| 49 | + |
| 50 | +#endif // #ifndef IMGUI_DISABLE |
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