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| 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 | + |
| 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: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. |
| 12 | + |
| 13 | +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
| 14 | +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
| 15 | +// Learn about Dear ImGui: |
| 16 | +// - FAQ https://dearimgui.com/faq |
| 17 | +// - Getting Started https://dearimgui.com/getting-started |
| 18 | +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
| 19 | +// - Introduction, links and more at the top of imgui.cpp |
| 20 | + |
| 21 | +#pragma once |
| 22 | +#include "imgui.h" // IMGUI_IMPL_API |
| 23 | +#ifndef IMGUI_DISABLE |
| 24 | + |
| 25 | +struct SDL_Window; |
| 26 | +struct SDL_Renderer; |
| 27 | +struct _SDL_GameController; |
| 28 | +typedef union SDL_Event SDL_Event; |
| 29 | + |
| 30 | +// Follow "Getting Started" link and check examples/ folder to learn about using backends! |
| 31 | +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); |
| 32 | +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); |
| 33 | +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); |
| 34 | +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window); |
| 35 | +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); |
| 36 | +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window); |
| 37 | +IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); |
| 38 | +IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(); |
| 39 | +IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); |
| 40 | + |
| 41 | +// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. |
| 42 | +// When using manual mode, caller is responsible for opening/closing gamepad. |
| 43 | +enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual }; |
| 44 | +IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1); |
| 45 | + |
| 46 | +#endif // #ifndef IMGUI_DISABLE |
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