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| 1 | +// dear imgui: Platform Backend for SDL3 |
| 2 | +// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..) |
| 3 | +// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) |
| 4 | + |
| 5 | +// Implemented features: |
| 6 | +// [X] Platform: Clipboard support. |
| 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 are obsolete since 1.87 and not supported since 1.91.5] |
| 9 | +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. |
| 10 | +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. |
| 11 | +// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue. |
| 12 | +// Missing features or Issues: |
| 13 | +// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows). |
| 14 | +// [x] Platform: IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. |
| 15 | + |
| 16 | +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
| 17 | +// 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 | +// Learn about Dear ImGui: |
| 19 | +// - FAQ https://dearimgui.com/faq |
| 20 | +// - Getting Started https://dearimgui.com/getting-started |
| 21 | +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
| 22 | +// - Introduction, links and more at the top of imgui.cpp |
| 23 | + |
| 24 | +#pragma once |
| 25 | +#include "imgui.h" // IMGUI_IMPL_API |
| 26 | +#ifndef IMGUI_DISABLE |
| 27 | + |
| 28 | +struct SDL_Window; |
| 29 | +struct SDL_Renderer; |
| 30 | +struct SDL_Gamepad; |
| 31 | +typedef union SDL_Event SDL_Event; |
| 32 | + |
| 33 | +// FIX (zig-gamedev): |
| 34 | +extern "C" { |
| 35 | + |
| 36 | +// Follow "Getting Started" link and check examples/ folder to learn about using backends! |
| 37 | +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); |
| 38 | +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window); |
| 39 | +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window); |
| 40 | +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window); |
| 41 | +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); |
| 42 | +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window); |
| 43 | +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window); |
| 44 | +IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown(); |
| 45 | +IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame(); |
| 46 | +IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event); |
| 47 | + |
| 48 | +} |
| 49 | + |
| 50 | +// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. |
| 51 | +// When using manual mode, caller is responsible for opening/closing gamepad. |
| 52 | +enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual }; |
| 53 | +IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1); |
| 54 | + |
| 55 | +#endif // #ifndef IMGUI_DISABLE |
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