| 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. |
| 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 | // Follow "Getting Started" link and check examples/ folder to learn about using backends! |
| 34 | IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); |
| 35 | IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window); |
| 36 | IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window); |
| 37 | IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window); |
| 38 | IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); |
| 39 | IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window); |
| 40 | IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window); |
| 41 | IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown(); |
| 42 | IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame(); |
| 43 | IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event); |
| 44 | |
| 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_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual }; |
| 48 | IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1); |
| 49 | |
| 50 | // (Advanced, for X11 users) Override Mouse Capture mode. Mouse capture allows receiving updated mouse position after clicking inside our window and dragging outside it. |
| 51 | // Having this 'Enabled' is in theory always better. But, on X11 if you crash/break to debugger while capture is active you may temporarily lose access to your mouse. |
| 52 | // The best solution is to setup your debugger to automatically release capture, e.g. 'setxkbmap -option grab:break_actions && xdotool key XF86Ungrab' or via a GDB script. See #3650. |
| 53 | // But you may independently decide on X11, when a debugger is attached, to set this value to ImGui_ImplSDL3_MouseCaptureMode_Disabled. |
| 54 | enum ImGui_ImplSDL3_MouseCaptureMode { ImGui_ImplSDL3_MouseCaptureMode_Enabled, ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag, ImGui_ImplSDL3_MouseCaptureMode_Disabled }; |
| 55 | IMGUI_IMPL_API void ImGui_ImplSDL3_SetMouseCaptureMode(ImGui_ImplSDL3_MouseCaptureMode mode); |
| 56 | |
| 57 | #endif // #ifndef IMGUI_DISABLE |