Files
kaizen/backends/imgui_impl_sdl3.cpp
irisz64 17c41323d9 Squashed 'external/imgui/' changes from f4d935909..3f0699cf0
3f0699cf0 Backends: Vulkan: Fix failing assertion for platforms where viewports are not supported (#8734)
adfa5364c Merge branch 'master' into docking
673eb7de9 Version 1.92.0
da3c86925 Demo: added TextLinkOpenURL() call in Widgets section.
2819ab32f Layout: commented out legacy ErrorCheckUsingSetCursorPosToExtendParentBoundaries() fallback. (#5548, #4510, #3355, #1760, #1490, #4152, #150)
6f21bed66 Fonts: removing assert from legacy PushFont() to mirror new PushFont(). for consistency.
719a3fe98 Additional comments on ErrorCheckUsingSetCursorPosToExtendParentBoundaries(). (#5548)
5bc70c68e Fonts: fix PushFont(NULL) to work as advertised.
dcf14505e Backends: SDLGPU: fixes call to SDL_MapGPUTransferBuffer(). Fixes artifacts on OSX/Metal. (#8465, #8703)
d8c695371 Fonts: comments.
e4bba0b53 Merge branch 'master' into docking
89b5a2c3d (Breaking) Fonts: removed ImFontFlags_DefaultToLegacySize.
97e0d5961 (Breaking) Fonts: removed PushFontSize(), PopFontSize().
ca72eb059 (Breaking) Fonts: obsolete PushFont() default parameter.
04a5b9c2c Backends: SDL3: fixed pulling SDL_PROP_WINDOW_COCOA_WINDOW_POINTER into viewport->PlatformHandleRaw. (#8725, #8726)
776897d3c Fonts: fixed PVS Studio false positive "expression 'cmd_count != draw_list->CmdBuffer.Size' is always false." (#8720, #8465)
7cd567202 Merge branch 'master' into docking
0218ddd57 Fonts: moved GetFont(), GetFontSize(), GetFontBaked() to higher section.
6722d789e (Breaking) Fonts: Removed support for PushFont(NULL) which was a shortcut for "default font".
6e846c56b Demo: fixed ID conflicts. (#8723)
608dd96de Fonts: fixed RenderText() asserting when crossing VtxOffset change boundaries. (#8720, #8465)
a49ddaac8 Fonts: add comments and examples for GlyphExcludeRanges[].
613a6a964 Fonts: AddFontDefault() adds to GlyphOffset.y instead of overriding it.
0dc2885f3 InputText: fix for InsertChars() to work on read-only buffer. (#8714, #8689, #8242)
efe2b21a5 Backends: GLFW: Fixed not installing WndProc hook in all GLFW version, so AddMouseSourceEvent() logic was missing for some viewports.
e132b444a Backends: GLFW: Fixed crash when using GLFW 3.3 (#8713, #8676, #8239, #8069)
4fde473f3 Backends: warning fixes (for docking branch).
afe20dc9b Backends: warning fix.
b580c1130 Merge branch 'master' into docking
e97e55adb Backends: Fixed various warnings discovered when using MinGW GCC 15/Clang on latest backends.
2f9c518ca Textures: ImTextureData::GetPixels() returns void* for clarity.
9a50c0917 Bsckends: SDL2, GLFW: fixed ImGui_ImplXXXX_GetContentScaleXXX functions never using SDL 2.0.4 & GLFW 3.3 path in master.
3a964d18e Comments on ImGuiMod_XXXX and ImGuiKey_GamepadXXXX values.
8d6e66d38 Backends: DX10, DX11, DX12, OpenGL3, Vulkan, WGPU: Assert when CreateDeviceObjects() calls return false.
f7dabede8 Backends: Allegro5: Fixed missing invisible mouse cursor, broken by ee8941e0d.
725d185a3 Backends: DirectX12: fixed build on MinGW. (#8702, #4594)
2a8c75f3e Backends: GLFW: amend for multi-context support with multi-viewport. (#8676, #8239, #8069)
c2c38beec Merge branch 'master' into docking
f633a6058 Backends: GLFW: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069)
d290e583c Backends: GLFW: fixed WndProc relying on current context. (#8676, #8239, #8069)
c56e8b496 imgui_freetype: fixed NULL that creeped in instead of nullptr.
344d5ff4b Merge branch 'master' into docking
b2c73596a InputText: fixed a buffer overrun that could happen when using dynamically resizing buffers. (#8689)
12626b85c InputText: minor changes to match for both insert chars paths to look more similar.
08bb34814 Misc: removed static linkage from operators to facilitate using in C++ modules. (#8682, #8358)
041abe852 Revert "Misc: removed static linkage from operators to facilitate using in C++ modules. (#8682, #8358) [@radjkarl]"
39a90ac4d Misc: removed static linkage from operators to facilitate using in C++ modules. (#8682, #8358) [@radjkarl]
f2e4e8039 Windows: BeginChild(): fixed being unable to combine manual resize on one axis and automatic resize on the other axis. (#8690)
fe048efea DrawList, Fonts: fixed PushFont()/AddImage() not restoring correct atlas texture id when using multiple atlas (#8694)
24f7328e5 DrawList, Fonts: fixed ImFontAtlasTextureRepack() overwriting draw list shared data UV's etc. even when not bound. (#8694, #8465)
842837e35 imgui_freetype: fix conversion null -> bool in FontBakedLoadGlyph (#8696)
6b3cbb10a Backends: Vulkan: correct minimum pool size assertion (#8691)
d896eab16 Backends: OSX: ImGui_ImplOSX_HandleEvent() only process event for window containing our viewports. Amend 7ac99a4 for docking. (#8644)
4cf85ee54 Merge branch 'master' into docking
cfa43e721 Windows: clicking on a window close button doesn't claim focus and bring to front. (#8683)
d8da97f75 Fonts: UpdateCurrentFontSize() early out doesn't need to clear FontBaked.
ca3169310 Fonts: fixed FontBaked=NULL in initial call to SetCurrentWindow() in Begin() using previous frame value of SkipItems. (#8465)
1ec1510ef Fonts: clarify assert. (#8680)
7ac99a436 Backends: OSX: ImGui_ImplOSX_HandleEvent() only process event for window containing our view. (#8644)
b7f13df13 Docs: reformat Changelog.
571dae966 Backends: WGPU: added ImGuiBackendFlags_RendererHasTextures support. (#8465)
b178fd428 Backends: WebGPU: moved sampler creation out of ImGui_ImplWGPU_CreateFontsTexture().
115a8e74c Fonts: update misc comments, docs.
41f4acfb4 Fonts: add has_textures parameters to ImFontAtlasUpdateNewFrame().
7b8e00013 Fixed duplicate symbols in some compile-time configurations.
1ce75e2bc Fixed duplicate symbols in some compile-time configurations.
e8f831dea Merge branch 'master' into docking
f6fc16658 TreeNode: fixed runtime asan warning (#2920)
a0b3eceec Fixed using IMGUI_DISABLE_DEMO_WINDOWS without IMGUI_DISABLE_DEBUG_TOOLS and without linking with imgui_demo.cpp
7d70c0ff9 Merge branch 'master' into docking
7a42233d4 imgui_freetype: fixed using legacy names.
895bff652 Removed unneeded check in RenderText() loop + disable static analyzer false-positive warnings.
e43fd7537 Merge branch 'master' into docking
df068ce11 Various/misc fixes following back-and-forth dynamic_fonts->master->docking merges. Added missing API BREAKING CHANGES section.
e4055e763 Fonts: Misc merge fixes.
1e130e045 Examples: set ConfigDpiScaleFonts / ConfigDpiScaleViewports in all examples already setup for scaling.
65857236c Backends: GLFW, SDL2, SDL3, update for docking to use helpers.
6af6cec23 Merge branch 'master_fonts' into docking
96be95731 Docs: update Changelog, FAQ, Fonts docs.
4acce8565 Fonts: tweaks demo and exposure to sliders, etc.
cc3d4cab2 (Breaking) renamed ImFontConfig::FontBuilderFlags -> FontLoaderFlags. ImFontAtlas::FontBuilderFlags -> FontLoaderFlags. ImGuiFreeTypeBuilderFlags -> ImGuiFreeTypeLoaderFlags.
e1481a731 Fonts: fixed NewFrame() when atlas builder has been created but fonts not added. Fixed GetCustomRect() after atlas clear.
29fbf3c1e Fonts: demote ImFont::GetFontBaked() as slighty internal.
0e769c541 Fonts: amend UpdateCurentFontSize() early out optimization.
573f08135 Fonts: fixed PopFont() broken recovery.
2e67bd4de Fonts: rename to ImFontAtlasBuildLegacyPreloadAllGlyphRanges().
c18301f35 Examples: remove explicit font sizes from AddFontXXX() calls. Add commented out style.FontSizeBase assignment.
02f58b320 Fonts: AddFont() functions now allow size_pixels==0.0f (only required when using certain functions)
bc394410a Examples: Win32+DX9/DX10/DX11/DX12, SDL2+DX11/OpenGL2/OpenGL3/SDLRenderer/Vulkan, SDL3+OpenGL/SDLGPU/SDLRenderer/Vulkan: made example DPI aware by default. (master + docking: partial support for multi-dpi by scaling fonts + viewports but not style)
b98e92839 Backends: SDL2, SDL3, GLFW: Backport small part of c90ea13 from docking.
8269924c3 Backends: GLFW: added ImGui_ImplGlfw_GetContentScaleForMonitor(), ImGui_ImplGlfw_GetContentScaleForWindow() helpers.
9da3e6696 Backends: SDL2: added ImGui_ImplSDL2_GetDpiScaleForDisplay(), ImGui_ImplSDL2_GetContentScaleForWindow() helpers.
d72e66cde Examples: remove comments/references about baking and GetGlyphRangesJapanese().
2d2b1cee6 Fonts: internals: renamed g.FontSizeBeforeScaling to g.FontSizeBase for consistency.
3c27c643a Fonts: internals: renamed g.FontScale to g.FontBakedScale for clarity. Comments.
d85e22d20 Added style.FontScaleDpi which is the field overwritten by ImGuiConfigFlags_DpiEnableScaleFonts.
8766efcba (Breaking) Renamed io.FontGlobalScale to style.FontScaleMain.
80c08f228 (Breaking) Fonts: obsoleting SetWindowFontScale().
59a11363a Fonts: ground work for allowing SizePixels to be optional.
402db2ef3 Fonts: fixed passing negative sizes to stb_truetype loader.
1e118ab89 Fonts: added ImGuiStyle::FontSizeBase. Ensuring PushFontSize() works before main loop and across NewFrame().
b029be6b6 Fonts: avoid calling GetFontBaked() during SetFontSize(). Also fixes loading extraneous baked on atlas that will be locked
033cdc413 Fonts: comments and slight packing of ImFontConfig fields.
69547bd4b Fonts: ImFont::DefaultSize -> ImFont::LegacySize. ImFontFlags_UseDefaultSize -> ImFontFlags_DefaultToLegacySize.
e3860aa6a (Breaking) Fonts: removing obsolete ImFont::Scale.
25f9c318e Fonts: added "Input Glyphs Overlap Detection Tool". Added "Clear bakes", "Clear unused" buttons. Move code.
5926c877a Fonts: detect if ImFontAtlasUpdateNewFrame() is not being called.
9f8b4bdaf Fonts: fixed edge case calling RenderText() without priming with CalcTextSize().
b2343d624 Fonts: fallback to default default rasterizer density + pick one from existing viewports at the time of calling AddUpdateViewport().
83aad8127 Fonts: comments + made IMGUI_DEBUG_LOG_FONT() work without an ImGui context.
f3780c735 Fonts: adding GetFontBaked() in public API.
92ff15376 Fonts: added notes/comments and dummy type about renaming ImFontBuilderIO::GetBuilderForFreeType() to ImFontLoader::GetFontLoader().
3d848a886 Fonts: fixed support for IMGUI_STB_NAMESPACE.
822903e56 Fonts: fixed ImFontAtlas::RemoveFont() with multiple sources.
5ee984555 Fonts: automatically set current rasterizer density to viewport density. Effectively should fix most things on macOS.
ea756ede1 Fonts: reorder ImFontFlags according likelihood of being useful.
1b51a88bb Fonts: moved compare operators to internal. Removed commented out ones aimed legacy backends: not needed anymore since we didn't rename ImTextureID.
39f6c793b Fonts: proof of concept support for user textures.
91ed6e67b Fonts: fixed support for multiple atlases.
fad5280d4 Fonts: fixed broken support for legacy backend due to a mismatch with initial pre-build baked id.
65e603997 Fonts: remove unnecessary ImDrawListSharedData::FontAtlas which is actually getting in the way of using multiple atlases.
46fa9e8ef Fonts: Debug display status. Fixed truncated raw texture id. Fixed FormatTextureIDForDebugDisplay(). Comments.
f6735c223 Fonts: remove ImFontHooks in favor of a AddRemapChar() implementation.
89e880dfd Fonts: adding ImFontHooks for codepoint remapping.
8523cbdf5 Fonts: rework ImFontLoader::FontBakedLoadGlyph() interface
4dec946ae Fonts: don't pretend to half recover from OOM for now + debug log filename on load failure.
b32ef3c05 Fonts: make RasterizerDensity a dynamic field. (temporarily exposed as SetFontRasterizerDensity()).
8140a9d8a Fonts: comments on ImTextureData fields.
42e7bb80b imgui_freetype: removed anonymous namespace + extracting two functions outside of ImGui_ImplFreeType_FontSrcData.
6a455e128 imgui_freetype: moving data out of ImGui_ImplFreeType_FontSrcData.
5310f5fba Fonts: rework toward reducing reliance on ImFontConfig::DstFont since we ought to separate them.
2b0d49a90 Fonts: make ImFont::Sources a vector.
e7efe94fd Fonts: shallow rework of ImFontAtlasBakedAddFontGlyph() to facilitate upcoming change.
890fff92f Fonts: rename many internal functions for consistency. No other changes.
c4fa9bb61 Fonts: add ImFontGlyph::SourceIdx. Extract code out of DebugNodeFont() into DebugNodeFontGlyphesForSrcMask().
bcd1a94b8 Fonts: Extract ImFontAtlasBuildGetFontBaked() out of ImFont::GetFontBaked() mostly for consistency with upcoming changes + tweak locals in AddFont().
7840e453b Fonts: ImFontAtlasBuildInit() is always called with atlas->Builder == NULL.
eb650c468 Fonts: fixed unused variable warning.
c43b138a6 Fonts: no need to load current baked on SkipItems window? + removed unused field.
cdfa537ad Fonts: packing of shared basic/line/cursor data uses more public API.
ed2bb2cff Fonts: encode additional data in ImFontAtlasRectId to detect invalid id + added Rects debug browser.
0436fba13 Fonts: fixed compaction gc-ing baked fonts used in the current frame + rename.
e8035b94e Fonts: misc tidying up.
d789263e0 Fonts: internal rendering uses higher level functions.
12599da53 Fonts: do not mark whole ImTextureData struct as IMGUI_API to fix warning when used in ImVector<> (8559)
fb5c53708 Fonts: changing loader/backend or loader flags may be done without losing custom rects. Sharing more code.
526a5d0f8 Fonts: tidying up.
1ea9ff367 Fonts: add optional out parameter to AddCustomRect()
074bf39e4 Fonts: GC Compact All exposed in Metrics->Memory Allocations includes compacting texture data.
23dc46c4f Fonts: added RemoveCustomRect().
e9cf3de58 Fonts: moved ImFontAtlasRectId back to public API.
69d28f867 Fonts: added ImFontAtlasRectId_Invalid == -1
db30e1b5b (Breaking) Fonts: rework GetCustomRect() api. Reintroduce ImFontAtlasRect.
f40274702 (Breaking) Fonts: renamed AddCustomRectRegular() -> AddCustomRect().
253dff765 Fonts: Comments.
fc8708113 Fonts: fixed GetCustomRectUV().
9324961cd Fonts: fixed calling AddFontXXX not invalidating texture for legacy backends.
44498825c (Breaking) Fonts: PushFont() default to preserve current font size.
168b97c29 Fonts: removed size rounding in AddFont() which breaks relative sizing of merged fonts (8502)
2de15dc64 Fonts: fixed legacy backend path preloading all sources sizes erroneously + failing to use ellipsis.
5460903f9 Fonts: awkwardly alias old TexID name to TexRef using an union (may backtrack and just keep old name)
cb4c03756 Fonts: detect if backend assign to texture on creation but doesn't update Status.
a548cd993 Fonts: avoid both ImTextureRef fields being set simultaneously.
0fff7ceda Fonts: comments, tweaks, minor amends.
e41bf16ff Fonts: fixed ImTextureID() being zero-cleared instead of using ImTextureUserID_Invalid. .
8bd1fc4f0 Textures: Added ImTextureRef::GetTexID() mostly for consistency.
cc65015e4 Fonts: fixed crashing password fields.
41517bca0 (Breaking) Fonts: renamed CalcCustomRectUV() to GetCustomRectUV() for simplicity.
4048494aa Fonts: rename ImFontAtlasBuildClearTexture() to ImFontAtlasBuildClear().
f816b861f (Breaking) Fonts: rename GetCustomRectByIndex() to GetCustomRect(). Made return struct const.
85d050758 Fonts: narrowed invalid value for ImFontAtlasRectId to -1 a we will change implementation.
b12c42e75 Fonts: change uses of ImFontAtlasRect to ImTextureRect for simplicity.
e76cfe5aa Fonts: fixed implicit init when calling AddCustomRectRegular(). LoaderShutdown match BuildDestroy.
7ac1bff48 Fonts: fixed an issue calling legacy ImFontAtlas::Clear().
144f44421 Fonts: fixed memory leaks, shutting down font loader, and on AddFont() failure in FreeType backend.
52a686377 Textures: ImTextureData pixels are not immediately destroyed on setting ImTextureStatus_WantDestroy.
8ea0ae454 Fonts: fixed a bug using size specified by secondary font sources.
735d31e54 Demo: Exposed some basic UI in demo for sanity.
41a0e991f Fonts: Added UI to edit FreeType loader flags. Added ImFontAtlasBuildReloadAll() / ImFontAtlasBuildReloadFont()
40f988ce2 Fonts: in ShowFontAtlas() preserve open-state for latest texture. Improve debug display.
c98e3c0ef Fonts: ImFontConfig::GlyphExcludeRanges is owner and copied.
da51485e1 Fonts: Obsolete GetGlyphRangesXXX() functions. Update font documentation.
93410c47e Fonts: Fixed various small warnings / build issues.
dec8d3863 Fonts: Added a ImFontFlags_NoLoadError flag to let user code try file paths. (3611)
131f5c57a Textures: Detect when using a texture that's about to be destroyed.
0b7133912 Demo: Add a "Fonts" section for visibility.
161e22232 Fonts: GetFontBaked() default to searching for closest size font.
e98a314e0 Textures: Added ImTextureData::UsedRect.
2bf6879da Fonts: tidying up font scale logic.
ef6beaeff Fonts: removed LockSingleSrcConfigIdx which isn't needed anymore since we don't load glyphs in ImFontAtlasBuildAddFont().
d8a612f73 Fonts: Fallback glyph is now lazily loaded on demand (yay!). Moving ImFontBaked:: functions outside of class.
78a17038c imgui_freetype: no need to store metrics locally.
18c8a93cc Fonts: Rework ImFontLoader signatures.
c06a7585a Fonts: A font source can specify its own loader/backend.
1cfc0de31 Fonts: Core allocates per-baked-per-src backend buffers, to allow having custom backend per font source. Backend BakedInit/Destroy/AddGlyph process a single source.
d59f10d7f Fonts: reinstated ImFontAtlasBuildSetupFontCreateEllipsisFromDot() compatible with baked system, lazily baked.
76b252f80 Fonts: Added ImFontAtlasBakedSetFontGlyphBitmap().
92993e68c Fonts: Baked system, fix subsequent sources overriding shared font metrics.
dc1320df6 Fonts: ImFontFlags: ImFontFlags_NoLoadGlyphs + add ImFontFlags_LockBakedSizes
8a8d8a7b3 Fonts: Exposed CompactCache(). Hide ClearCache().
eb79e3ab3 Fonts: Restore a functional AddCustomRectFontGlyph().
815553c4b Fonts: ImFontConfig: added GlyphExcludeRanges[].
96786a183 Fonts: Create a fallback glyph if none is available (fix crash on fonts with no fallback)
066b24d74 Fonts: Fixed _OnChangedTextureID() asserting when calling on e.g. finalized drawlists.
82b81fce6 Fonts: PushFontSize() with -1 uses sources[0]'s size for now (backward compat design)
658059022 Fonts: Allow PushFont/NewFrame/PopFont idioms to function.
842c313db Fonts: Reordered ImFont fields.
99f6b305c Fonts: Baked system, v12: support GlyphOffset / GlyphMinAdvanceX / GlyphMaxAdvanceX by scaling from ref value.
df694c89b Fonts: Baked system, v11.
57d345ff8 Textures: Comments around ImTextureID type.
3ce753c48 Fonts: Debug dump to disk, debug log.
be151977c Fonts: Texture resizing favor growing height, halve pack nodes.
daaf0e4ef Fonts: Added PushFontSize(), PopFontSize() api. Added font_size param to PushFont() as well.
80404fae3 Fonts: clarify ClearTexData() as not supported with dynamic atlases.
093d01269 Fonts: Baked system, with auto-bind, v10.
7aba8da55 (Breaking) Fonts: CalcWordWrapPositionA() -> CalcWordWrapPosition(), takes size instead of scale as this will be needed.
a2371ef90 Internals: added ImStableVector<> helper.
fb69a09d6 Fonts: Fixed leak due to indirectly recursing ImFontAtlasPackInit().
c5653d5f3 Fonts: stb_truetype loader: Reworked scale handling to suggest this is not required caching.
b203ac1e0 Fonts: Reduced reliance on ImFontConfig::DstFont.
722f6013f Fonts: Added a bit of user facing tooling.
bd19bc508 Fonts: Removed BuildClearGlyphs(), conflated with ClearOutputData()
2bf6552f2 Fonts: Fixed/improved support for legacy backend. SetTexID() writes into our ImTextureData to keep the indirection, clear TexIsBuilt.
ba62becb7 (Breaking) Fonts: remove ImFontAtlasCustomRect which is now the same as ImTextureRect
a509790a1 Fonts: Added back support for AddCustomRectFontGlyph()
953ce90d2 Fonts: ImFontAtlasBuildInit() uses the occasion to sync HasTexUpdates from imgui context, narrowing the scope where it isn't set.
288055180 Fonts: Comments, remove ImFontAtlas facing BuildGrowTexture(), BuildCompactTexture(). Make IsBuilt() obsolete.
8ed4e2dde Fonts: Basic heuristic to repack instead of growing. Moved rects count/surface to internals.
2137b3448 Textures: Added atlas's TexMinWidth/TexMinHeight/TexMaxWidth/TexMaxHeight.
14614f561 Textures: Ensure UpdateBox is set on texture _WantCreate state too.
b06f3c6d1 Fonts: turn public facing BuildRegisterGlyph() into ImFontAtlasBuildAddFontGlyph() thats sets up UV.
4ff1631b3 Fonts: Rasterizing ellipsis character from dot as one glyph + avoid preloading if it not needed.
a2bc3d81c Fonts: Fixed support for multiple contexts.
cec3e945f Fonts: added ImFontAtlas::RemoveFont(), fixed various leaks.
df8450d92 Fonts: marked ImFontAtlas::Build() as obsolete
4399599de Fonts: ClearCache(), ImFontAtlasBuildGetTextureSizeEstimate(), tweak clearing functions.
ef1521b47 Fonts: fix for password fields
a51a26e2a Fonts: use a structure for post-processing - easier to pass things around and iterate on.
553b1c301 Fonts: repack without full reload, discard rectangle, fixed CustomRect api with stable id, remove public BuildInit().
a6c780192 Fonts: Measured and tweaked CalcTextSize() computation to minimize cost in our stress tests.
076a1ab85 Fonts: Misc amends, remove _PackNodesFactor, comments.
ac13683c2 Fonts: ImFontAtlas accept DrawListSharedData not being set.
43cc3fc8b Fonts: optimization bake FallbackAdvanceX into IndexAdvanceX[].
4f27792ff (Breaking) Removed atlas->TexDesiredWidth now unnecessary (github 327)
b670f799d Fonts: use TexGlyphPadding. Fixed packing issues. Removed old code.
0f553c57b Fonts: AddFont() actually does the work, so we can handle errors & return an accurate return value.
1269467fa imgui_freetype: Removing old code.
08e1e7681 imgui_freetype: Added Freetype implementation for new architecture.
26c017d5e Backends: Metal: added ImGuiBackendFlags_RendererHasTextures support.
ee8941e0d Backends: Allegro5: added ImGuiBackendFlags_RendererHasTextures support.
16fe666e3 Backends: SDLGPU3: added ImGuiBackendFlags_RendererHasTextures support.
e538883a2 Backends: SDL_Renderer3: added ImGuiBackendFlags_RendererHasTextures support.
9fa65cd19 Backends: SDL_Renderer2: added ImGuiBackendFlags_RendererHasTextures support.
abe294bfd Backends: Vulkan: added ImGuiBackendFlags_RendererHasTextures support.
0430c55b8 Backends: OpenGL2: added ImGuiBackendFlags_RendererHasTextures support.
dbb91a574 Backends: OpenGL3: added ImGuiBackendFlags_RendererHasTextures support.
eefe5d5aa Backends: DirectX12: added ImGuiBackendFlags_RendererHasTextures support.
2d2b1bc1c Backends: DirectX10: added ImGuiBackendFlags_RendererHasTextures support.
75efba7ec Backends: DirectX9: added ImGuiBackendFlags_RendererHasTextures support
372fd27e7 Backends: DirectX11: added ImGuiBackendFlags_RendererHasTextures support.
c20e160e0 Textures: added texture list pointer in ImDrawData.
208705368 Textures: Adding a RefCount to textures so backend can avoid destroying them on shutdown if atlas is shared.
a21a2e855 Textures: Single Textures[] array allows backend to not have to care about atlases.
ee357aadd Textures: Add ImTextureUserID_Invalid + introducing SetTexID().
2cde9125d Fonts: Selecting font config source list done by shared code.
0f0473bf1 Fonts, Textures: main code for ImGuiBackendFlags_RendererHasTextures feature.
191a728ec (Breaking) added ImTextureRef struct. Changed ImDrawCmd::TextureId to TexRef.
e55415bfe (Breaking) renamed/moved ImGuiConfigFlags_DpiEnableScaleFonts -> ioConfigDpiScaleFonts, ImGuiConfigFlags_DpiEnableScaleViewports -> io.ConfigDpiScaleViewports
b2f39318c Adding .cache to ignore list. (#8674)
201899b61 Backends: OpenGL3: Fixed using non-existing features on GLES 3.20 which would push a GL error. (#8664)
eaac68ca2 Merge branch 'master' into docking
c3d7ada9d Demo: add indentation to simplify upcoming merges.
91f72bbe1 Demo: omit ImGui:: prefix from ShowStyleEditor(), ShowUserGuide() code.
9485aeb5c Demo: changed default framed item width to use Min(GetFontSize() * 12, GetContentRegionAvail().x * 0.40f).
e877f78b0 TreeNode: minor amend to b7ab2b7. (#2920)
ef503ab0c TreeNode: fixed out of bound access in ImGuiTreeNodeFlags_DrawLinesXXX feature. (#2920)
b7ab2b752 TreeNode: fixed an issue where tree lines are not drawn on node opening frame. (#2920)
a92b53df7 Backends: Win32: Viewports: handle WM_DPICHANGED in backend when ImGuiConfigFlags_DpiEnableScaleViewports flag is enabled.
ac6b84a7d Viewports: fixed handling of simultaneous move + resize (e.g. toggling maximized) when ImGuiConfigFlags_DpiEnableScaleViewports is enabled.
5e17c0801 Merge branch 'master' into docking
69e1fb50c Docs: fixed missing commit credit. (#8656)
e6913f58b imgui_freetype: Update lunasvg API to support v3.0+ (#8656, #6842, #6591)
c3a3a39e9 Nav: fixed abnormal clipping disable over large ranges, could lead to stall. (#3841, #1725)
19289d587 Nav: fixed scroll fallback (when there are no interactive widgets to jump to) not being enabled on windows with menu or title bar.
c53c9a864 Clipper: further mitigation/improvements for abnormally large contents ranges (larger than e.g. 2^31). (#3609, #8215)
87a6443c5 Scroll: fixed contents size, scrollbar visibility and scrolling reet issue with abnormally large contents ranges. (#3609, #8215)
2bf57bbad Refactor: move SetCurrentFont(), PushFont(), PopFont() to a section.
77f1d3b31 Refactor: move SetCurrentFont(), PushFont(), PopFont() to a section.
407a0b972 (Breaking) Fonts: CalcWordWrapPositionA() -> CalcWordWrapPosition(), takes size instead of scale.
346f5c681 Platform IME: Fixed multi-viewports IME support, affecting SDL backends. (#8648, #8584, #7492, #6341)
5f0acadf7 RenderTextEllipsis() added breaking comments.
143924bbf Image(), ImageWithBg(): added extra comments. (#8131, #8238)
1ffa7a40a TextLinkOpenURL(): added bool return value on click. (#8645, #8451, #7660)
e11ad6b77 Merge branch 'master' into docking
415dddf0f Tooltips: tooltips have a maximum size corresponding to host display/monitor size.
10a0eb3e1 Alter windows min/max size logic to prioritize enforcing size_max bounds rather than size_min.
cdb5cbe6f (Breaking) Commented out ImGuiListClipper::ForceDisplayRangeByIndices() which was obsoleted in 1.89.6.
d93d918ec (Breaking) Commented out PushAllowKeyboardFocus()/PopAllowKeyboardFocus() which was obsoleted in 1.89.4. (#3092)
6d939fced (Breaking) TreeNode: renamed ImGuiTreeNodeFlags_NavLeftJumpsBackHere to ImGuiTreeNodeFlags_NavLeftJumpsToParent for clarity. (#1079, #8639)
9361c3517 Backends: SDL2, SDL3: maximum room for sanitizer to not be zealous.
c008c7d49 Merge remote-tracking branch 'origin/master' into docking
c90ea1315 Viewports: added per-viewport FramebufferScale, Platform_GetWindowFramebufferScale() + Backends: GLFW, SDL2, SDL3, Apple: added support. (#1065, #1542, #1676, #1786, #2826, #3757, #5081, #5580, #5592, #6465, #7273, #7779 etc.) )
63554bcee Backends: OSX: rename internal struct for consistency with other backends.
b5a73033a Examples: Apple: Amend build scripts and gitignore, fix misc OSX warnings. (#8637)
2df9e9b10 Examples: Apple: add Makefile for example_apple_metal, example_apple_opengl2. (#8637)
2fd474132 Update pull_request_template.md
4e487cfa9 stb_textedit: subsequent comments to match ocornut/stb branch. (#8635, #7925)
1387d356a stb_textedit: subsequent fixes for next/prev word impl (not used by imgui) + PageUp/Home/End (no side effect but more correct) (#8635, #7925)
5c3ac9333 stb_textedit: minor edits to match PR submitted upstream.
61242e2e6 InputText: fixed cursor positioning issue using up/down keys on non-ASCII text. (#8635, #7925)
08689c51a Backends: GLFW, SDL2, SDL3: include GLFW/SDL version number in io.BackendPlatformName.
4a6ba9539 Backends: SDL3: Comments (#6146)
e33069ce5 Viewports: fallback DpiScale pulled from fallback Monitor for consistency.
b9ac32a0d Backends: DirectX12: Make sure texture sampling in the dx12 backend is not limited to the highest mip. (#8631)
f484af34c Font: rename ImFont::AddRemapChar() parameters for clarity. (#609)
ba513ba80 Backends: DX10, DX11, DX12: honor FramebufferScale. (#8412)
0a222a3e2 Backends: Vulkan: fixed build with VK_NO_PROTOTYPES.
bf68040dc Backends: Vulkan: fixed build with VK_NO_PROTOTYPES.
37fba4bed Backends: Vulkan: fixed validation errors during window detach in multi-viewport mode. [docking branch amend] (#8600, #8176)
1c8fad73f Merge branch 'master' into docking
bbc89b639 Backends: Vulkan: fixed validation errors during window detach in multi-viewport mode. (#8600, #8176)
64a5e2748 Docs: bad merge error.
d1dc2a329 Backends: Vulkan: Load dynamic rendering functions using vkGetDeviceProcAddr() + try both non-KHR and KHR versions. (#8600, #8326, #8365)
46235e91f Examples: SDL3: specify SDL_WINDOW_HIGH_PIXEL_DENSITY and make centering consistent + call SDL_RenderScale().
afd3a36f6 Demo: added basic Fonts section under main demo (same as Metrics one) for visibility.
c5e2bb7cd Backends: SDLGPU3: Fixed creating atlas texture earlier than other backends.
ef62aa733 Backends: SDL3: macOS: Fixed secondary-viewports not appearing on a different monitor than the main viewport.
e3bfaab3f Examples: update xcode projects.
c0dfd65d6 Backends: Win32: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) would fail to claim it again the next subsequent click. (#8594)
20066a896 Examples: DirectX12+Win32: also test for IsIconic() for sleeping since we don't seem to get a DXGI_STATUS_OCCLUDED signal when minimized. (#8603)
3f8033324 Demo: Dual List Box: fix sorting function, in theory should return 0 when equal. (#8601)
75ddd9a6c Backends: SDLGPU3: added support for ImDrawCallback_ResetRenderState. (#8599)
b3c96bde8 Demo: use IM_ARRAYSIZE more consistently InputText calls in demo window (#8596)
cbb8edb0b Tables: fixed an assert when combining Tables, Frozen Rows, Clipper and BeginMultiSelect() in a certain order. (#8595, #8250)
fcdaa3279 Backends: GLFW: Disable multi-viewports under Wayland. (#8587)
fe298cf98 Revert "Backends: SDL2, SDL3: viewports created with ImGuiViewportFlags_NoInputs are passing SDL_WINDOW_TOOLTIP to SDL_CreateWindow(). (#8576)"
75964a986 CI: run on ubuntu-latest.
b81991ac0 Backends: SDLGPU3: clear ImGuiBackendFlags_RendererHasViewports flag on shutdown.
2a000ee09 Backends: SDL2, SDL3: viewports created with ImGuiViewportFlags_NoInputs are passing SDL_WINDOW_TOOLTIP to SDL_CreateWindow(). (#8576)
f53de38e1 Viewports, Backends: Debug logging.
3563f4db3 Rework TextAligned() api to fix issues with baseline alignment + use standard CalcItemSize(). (#7024)
f2ba3a937 Rework TextAligned() api to take size input. (#7024)
0fc4967eb Rework TextAligned() api to fix issues with baseline alignment + use standard CalcItemSize(). (#7024)
aed1bcc12 Rework TextAligned() api to take size input. (#7024)
839e3274e Merge branch 'master' into docking
6a42d6b33 Added wp TextAligned() TextAlignedV(), TextAlignedExV() to internal API. (#7024)
dcf0d8cab Tables: fixed TableHeader() eager vertical clipping of text. (#6236)
7c6ce12fa Platform IME: minor amend to bf0f586 (#8584)
bf0f586b6 Platform IME: added ImGuiPlatformImeData::WantTextInput, ViewportId. Backends: SDL3: honor WantTextInput. (#8584, #7492, #6341)
facf671ec Demo: rename DockingSplitterSize slider label to DockingSeparatorSize for consistency. (#8579)
af987eb11 Backends: DX12: build fix for Clang. (#8582)
87f12e56f Backends: SDL_GPU: Added multi-viewport support. Amends + update example. (#8573, #8163, #7998, #7988)
baffc4e8b Backends: SDL_GPU: Added multi-viewport support. (#8573, #8163, #7998, #7988)
0ddc36f54 RenderTextEllipsis()): pixel align every dot for consistent display.
88d2df24b Merge branch 'master' into docking
69d572bb1 Fonts: reworked text ellipsis logic to ensure a "..." is always displayed instead of a single character. (#7024)
97d85338e Tabs: adjust handling of ellipsis now that Close Button visibility changed. (#8387) Internals: remove extra parameter to RenderTextEllipsis().
e4a865177 ImFont: added cpu clip fine option for ImFont::RenderChar() (which is technically internal).
faea19380 Internals: minor refactor of TabItemLabelAndCloseButton(), should be no-op.
7ab4728a3 Error Handling: added better error report and recovery when calling EndFrame() or Render() without NewFrame().
b23a216ec Examples: added SDL2+Vulkan, SDL3+Vulkan, GLFW+Vulkan makefiles. Amend ignore list. (#2480)
d3bb3336f Backends: OSX: remove duplicate variable. (#8565)
3ab50c334 TreeNode, Style: added style.TreeLinesRounding support. (#2920)

git-subtree-dir: external/imgui
git-subtree-split: 3f0699cf02b07c8312edbcd937f1881e3564d1ac
2025-06-26 22:18:57 +02:00

1246 lines
61 KiB
C++

// dear imgui: Platform Backend for SDL3
// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..)
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [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]
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [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.
// Missing features or Issues:
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
// [x] Platform: IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
// 2025-05-06: [Docking] macOS: fixed secondary viewports not appearing on other monitors before of parenting.
// 2025-04-09: [Docking] Revert update monitors and work areas information every frame. Only do it on Windows. (#8415, #8558)
// 2025-04-22: IME: honor ImGuiPlatformImeData->WantTextInput as an alternative way to call SDL_StartTextInput(), without IME being necessarily visible.
// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
// 2025-03-30: Update for SDL3 api changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801)
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650)
// 2025-02-25: [Docking] Revert to use SDL_GetDisplayBounds() for WorkPos/WorkRect if SDL_GetDisplayUsableBounds() failed.
// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
// 2025-01-20: Made ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_Manual) accept an empty array.
// 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten.
// 2024-09-11: (Docking) Added support for viewport->ParentViewportId field to support parenting at OS level. (#7973)
// 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
// 2024-08-19: Storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
// 2024-08-19: ImGui_ImplSDL3_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
// 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807)
// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801)
// 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794)
// 2024-07-02: Update for SDL3 api changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762).
// 2024-07-01: Update for SDL3 api changes: SDL_SetTextInputRect() changed to SDL_SetTextInputArea().
// 2024-06-26: Update for SDL3 api changes: SDL_StartTextInput()/SDL_StopTextInput()/SDL_SetTextInputRect() functions signatures.
// 2024-06-24: Update for SDL3 api changes: SDL_EVENT_KEY_DOWN/SDL_EVENT_KEY_UP contents.
// 2024-06-03; Update for SDL3 api changes: SDL_SYSTEM_CURSOR_ renames.
// 2024-05-15: Update for SDL3 api changes: SDLK_ renames.
// 2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME.
// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
// 2023-11-13: Updated for recent SDL3 API changes.
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391)
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
// 2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdl3.h"
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#endif
// SDL
#include <SDL3/SDL.h>
#include <stdio.h> // for snprintf()
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
#ifdef _WIN32
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#endif
#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
#else
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif
// FIXME-LEGACY: remove when SDL 3.1.3 preview is released.
#ifndef SDLK_APOSTROPHE
#define SDLK_APOSTROPHE SDLK_QUOTE
#endif
#ifndef SDLK_GRAVE
#define SDLK_GRAVE SDLK_BACKQUOTE
#endif
// SDL Data
struct ImGui_ImplSDL3_Data
{
SDL_Window* Window;
SDL_WindowID WindowID;
SDL_Renderer* Renderer;
Uint64 Time;
char* ClipboardTextData;
char BackendPlatformName[48];
bool UseVulkan;
bool WantUpdateMonitors;
// IME handling
SDL_Window* ImeWindow;
// Mouse handling
Uint32 MouseWindowID;
int MouseButtonsDown;
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
SDL_Cursor* MouseLastCursor;
int MousePendingLeaveFrame;
bool MouseCanUseGlobalState;
bool MouseCanUseCapture;
bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
// Gamepad handling
ImVector<SDL_Gamepad*> Gamepads;
ImGui_ImplSDL3_GamepadMode GamepadMode;
bool WantUpdateGamepadsList;
ImGui_ImplSDL3_Data() { memset((void*)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_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplSDL3_UpdateMonitors();
static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context);
static void ImGui_ImplSDL3_ShutdownMultiViewportSupport();
// Functions
static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
bd->ClipboardTextData = SDL_GetClipboardText();
return bd->ClipboardTextData;
}
static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text)
{
SDL_SetClipboardText(text);
}
static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
SDL_Window* window = SDL_GetWindowFromID(window_id);
if ((!(data->WantVisible || data->WantTextInput) || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
{
SDL_StopTextInput(bd->ImeWindow);
bd->ImeWindow = nullptr;
}
if (data->WantVisible)
{
SDL_Rect r;
r.x = (int)(data->InputPos.x - viewport->Pos.x);
r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight);
r.w = 1;
r.h = (int)data->InputLineHeight;
SDL_SetTextInputArea(window, &r, 0);
bd->ImeWindow = window;
}
if (data->WantVisible || data->WantTextInput)
SDL_StartTextInput(window);
}
// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode);
ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
{
// Keypad doesn't have individual key values in SDL3
switch (scancode)
{
case SDL_SCANCODE_KP_0: return ImGuiKey_Keypad0;
case SDL_SCANCODE_KP_1: return ImGuiKey_Keypad1;
case SDL_SCANCODE_KP_2: return ImGuiKey_Keypad2;
case SDL_SCANCODE_KP_3: return ImGuiKey_Keypad3;
case SDL_SCANCODE_KP_4: return ImGuiKey_Keypad4;
case SDL_SCANCODE_KP_5: return ImGuiKey_Keypad5;
case SDL_SCANCODE_KP_6: return ImGuiKey_Keypad6;
case SDL_SCANCODE_KP_7: return ImGuiKey_Keypad7;
case SDL_SCANCODE_KP_8: return ImGuiKey_Keypad8;
case SDL_SCANCODE_KP_9: return ImGuiKey_Keypad9;
case SDL_SCANCODE_KP_PERIOD: return ImGuiKey_KeypadDecimal;
case SDL_SCANCODE_KP_DIVIDE: return ImGuiKey_KeypadDivide;
case SDL_SCANCODE_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
case SDL_SCANCODE_KP_MINUS: return ImGuiKey_KeypadSubtract;
case SDL_SCANCODE_KP_PLUS: return ImGuiKey_KeypadAdd;
case SDL_SCANCODE_KP_ENTER: return ImGuiKey_KeypadEnter;
case SDL_SCANCODE_KP_EQUALS: return ImGuiKey_KeypadEqual;
default: break;
}
switch (keycode)
{
case SDLK_TAB: return ImGuiKey_Tab;
case SDLK_LEFT: return ImGuiKey_LeftArrow;
case SDLK_RIGHT: return ImGuiKey_RightArrow;
case SDLK_UP: return ImGuiKey_UpArrow;
case SDLK_DOWN: return ImGuiKey_DownArrow;
case SDLK_PAGEUP: return ImGuiKey_PageUp;
case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
case SDLK_HOME: return ImGuiKey_Home;
case SDLK_END: return ImGuiKey_End;
case SDLK_INSERT: return ImGuiKey_Insert;
case SDLK_DELETE: return ImGuiKey_Delete;
case SDLK_BACKSPACE: return ImGuiKey_Backspace;
case SDLK_SPACE: return ImGuiKey_Space;
case SDLK_RETURN: return ImGuiKey_Enter;
case SDLK_ESCAPE: return ImGuiKey_Escape;
//case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
case SDLK_COMMA: return ImGuiKey_Comma;
//case SDLK_MINUS: return ImGuiKey_Minus;
case SDLK_PERIOD: return ImGuiKey_Period;
//case SDLK_SLASH: return ImGuiKey_Slash;
case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
//case SDLK_EQUALS: return ImGuiKey_Equal;
//case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
//case SDLK_BACKSLASH: return ImGuiKey_Backslash;
//case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
//case SDLK_GRAVE: return ImGuiKey_GraveAccent;
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
case SDLK_PAUSE: return ImGuiKey_Pause;
case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
case SDLK_LSHIFT: return ImGuiKey_LeftShift;
case SDLK_LALT: return ImGuiKey_LeftAlt;
case SDLK_LGUI: return ImGuiKey_LeftSuper;
case SDLK_RCTRL: return ImGuiKey_RightCtrl;
case SDLK_RSHIFT: return ImGuiKey_RightShift;
case SDLK_RALT: return ImGuiKey_RightAlt;
case SDLK_RGUI: return ImGuiKey_RightSuper;
case SDLK_APPLICATION: return ImGuiKey_Menu;
case SDLK_0: return ImGuiKey_0;
case SDLK_1: return ImGuiKey_1;
case SDLK_2: return ImGuiKey_2;
case SDLK_3: return ImGuiKey_3;
case SDLK_4: return ImGuiKey_4;
case SDLK_5: return ImGuiKey_5;
case SDLK_6: return ImGuiKey_6;
case SDLK_7: return ImGuiKey_7;
case SDLK_8: return ImGuiKey_8;
case SDLK_9: return ImGuiKey_9;
case SDLK_A: return ImGuiKey_A;
case SDLK_B: return ImGuiKey_B;
case SDLK_C: return ImGuiKey_C;
case SDLK_D: return ImGuiKey_D;
case SDLK_E: return ImGuiKey_E;
case SDLK_F: return ImGuiKey_F;
case SDLK_G: return ImGuiKey_G;
case SDLK_H: return ImGuiKey_H;
case SDLK_I: return ImGuiKey_I;
case SDLK_J: return ImGuiKey_J;
case SDLK_K: return ImGuiKey_K;
case SDLK_L: return ImGuiKey_L;
case SDLK_M: return ImGuiKey_M;
case SDLK_N: return ImGuiKey_N;
case SDLK_O: return ImGuiKey_O;
case SDLK_P: return ImGuiKey_P;
case SDLK_Q: return ImGuiKey_Q;
case SDLK_R: return ImGuiKey_R;
case SDLK_S: return ImGuiKey_S;
case SDLK_T: return ImGuiKey_T;
case SDLK_U: return ImGuiKey_U;
case SDLK_V: return ImGuiKey_V;
case SDLK_W: return ImGuiKey_W;
case SDLK_X: return ImGuiKey_X;
case SDLK_Y: return ImGuiKey_Y;
case SDLK_Z: return ImGuiKey_Z;
case SDLK_F1: return ImGuiKey_F1;
case SDLK_F2: return ImGuiKey_F2;
case SDLK_F3: return ImGuiKey_F3;
case SDLK_F4: return ImGuiKey_F4;
case SDLK_F5: return ImGuiKey_F5;
case SDLK_F6: return ImGuiKey_F6;
case SDLK_F7: return ImGuiKey_F7;
case SDLK_F8: return ImGuiKey_F8;
case SDLK_F9: return ImGuiKey_F9;
case SDLK_F10: return ImGuiKey_F10;
case SDLK_F11: return ImGuiKey_F11;
case SDLK_F12: return ImGuiKey_F12;
case SDLK_F13: return ImGuiKey_F13;
case SDLK_F14: return ImGuiKey_F14;
case SDLK_F15: return ImGuiKey_F15;
case SDLK_F16: return ImGuiKey_F16;
case SDLK_F17: return ImGuiKey_F17;
case SDLK_F18: return ImGuiKey_F18;
case SDLK_F19: return ImGuiKey_F19;
case SDLK_F20: return ImGuiKey_F20;
case SDLK_F21: return ImGuiKey_F21;
case SDLK_F22: return ImGuiKey_F22;
case SDLK_F23: return ImGuiKey_F23;
case SDLK_F24: return ImGuiKey_F24;
case SDLK_AC_BACK: return ImGuiKey_AppBack;
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
default: break;
}
// Fallback to scancode
switch (scancode)
{
case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent;
case SDL_SCANCODE_MINUS: return ImGuiKey_Minus;
case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal;
case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket;
case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket;
case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102;
case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash;
case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon;
case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
case SDL_SCANCODE_COMMA: return ImGuiKey_Comma;
case SDL_SCANCODE_PERIOD: return ImGuiKey_Period;
case SDL_SCANCODE_SLASH: return ImGuiKey_Slash;
default: break;
}
return ImGuiKey_None;
}
static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
{
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0);
io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0);
io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0);
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
}
static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
{
return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id);
}
// 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, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
ImGuiIO& io = ImGui::GetIO();
switch (event->type)
{
case SDL_EVENT_MOUSE_MOTION:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == nullptr)
return false;
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
int window_x, window_y;
SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
mouse_pos.x += window_x;
mouse_pos.y += window_y;
}
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
return true;
}
case SDL_EVENT_MOUSE_WHEEL:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == nullptr)
return false;
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
float wheel_x = -event->wheel.x;
float wheel_y = event->wheel.y;
io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMouseWheelEvent(wheel_x, wheel_y);
return true;
}
case SDL_EVENT_MOUSE_BUTTON_DOWN:
case SDL_EVENT_MOUSE_BUTTON_UP:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == nullptr)
return false;
int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
if (mouse_button == -1)
break;
io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMouseButtonEvent(mouse_button, (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN));
bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
return true;
}
case SDL_EVENT_TEXT_INPUT:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == nullptr)
return false;
io.AddInputCharactersUTF8(event->text.text);
return true;
}
case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP:
{
ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID);
if (viewport == nullptr)
return false;
//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=0x%08X ('%s'), scancode=%d ('%s'), mod=%X, windowID=%d, viewport=%08X\n",
// (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod, event->key.windowID, viewport ? viewport->ID : 0);
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
io.SetKeyEventNativeData(key, (int)event->key.key, (int)event->key.scancode, (int)event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
case SDL_EVENT_DISPLAY_ORIENTATION:
case SDL_EVENT_DISPLAY_ADDED:
case SDL_EVENT_DISPLAY_REMOVED:
case SDL_EVENT_DISPLAY_MOVED:
case SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED:
{
bd->WantUpdateMonitors = true;
return true;
}
case SDL_EVENT_WINDOW_MOUSE_ENTER:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
return false;
bd->MouseWindowID = event->window.windowID;
bd->MousePendingLeaveFrame = 0;
return true;
}
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
// FIXME: Unconfirmed whether this is still needed with SDL3.
case SDL_EVENT_WINDOW_MOUSE_LEAVE:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
return false;
bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
return true;
}
case SDL_EVENT_WINDOW_FOCUS_GAINED:
case SDL_EVENT_WINDOW_FOCUS_LOST:
{
ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID);
if (viewport == nullptr)
return false;
//IMGUI_DEBUG_LOG("%s: windowId %d, viewport: %08X\n", (event->type == SDL_EVENT_WINDOW_FOCUS_GAINED) ? "SDL_EVENT_WINDOW_FOCUS_GAINED" : "SDL_WINDOWEVENT_FOCUS_LOST", event->window.windowID, viewport ? viewport->ID : 0);
io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
return true;
}
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
case SDL_EVENT_WINDOW_MOVED:
case SDL_EVENT_WINDOW_RESIZED:
{
ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID);
if (viewport == NULL)
return false;
if (event->type == SDL_EVENT_WINDOW_CLOSE_REQUESTED)
viewport->PlatformRequestClose = true;
if (event->type == SDL_EVENT_WINDOW_MOVED)
viewport->PlatformRequestMove = true;
if (event->type == SDL_EVENT_WINDOW_RESIZED)
viewport->PlatformRequestResize = true;
return true;
}
case SDL_EVENT_GAMEPAD_ADDED:
case SDL_EVENT_GAMEPAD_REMOVED:
{
bd->WantUpdateGamepadsList = true;
return true;
}
default:
break;
}
return false;
}
static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
{
viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(window);
viewport->PlatformHandleRaw = nullptr;
#if defined(_WIN32) && !defined(__WINRT__)
viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
#elif defined(__APPLE__)
viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr);
#endif
}
static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
IM_UNUSED(sdl_gl_context); // Unused in this branch
//SDL_SetHint(SDL_HINT_EVENT_LOGGING, "2");
const int ver_linked = SDL_GetVersion();
// Setup backend capabilities flags
ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl3 (%d.%d.%d; %d.%d.%d)",
SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION, SDL_VERSIONNUM_MAJOR(ver_linked), SDL_VERSIONNUM_MINOR(ver_linked), SDL_VERSIONNUM_MICRO(ver_linked));
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = bd->BackendPlatformName;
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
// (ImGuiBackendFlags_PlatformHasViewports may be set just below)
bd->Window = window;
bd->WindowID = SDL_GetWindowID(window);
bd->Renderer = renderer;
// SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
// We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame.
#ifndef __APPLE__
bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState;
#else
bd->MouseCanReportHoveredViewport = false;
#endif
// Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
bd->MouseCanUseGlobalState = false;
bd->MouseCanUseCapture = false;
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
const char* sdl_backend = SDL_GetCurrentVideoDriver();
const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
for (const char* item : capture_and_global_state_whitelist)
if (strncmp(sdl_backend, item, strlen(item)) == 0)
bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true;
#endif
if (bd->MouseCanUseGlobalState)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; };
// Update monitor a first time during init
ImGui_ImplSDL3_UpdateMonitors();
// Gamepad handling
bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
bd->WantUpdateGamepadsList = true;
// Load mouse cursors
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_DEFAULT);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_TEXT);
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_MOVE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NS_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_EW_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER);
bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT);
bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_PROGRESS);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED);
// Set platform dependent data in viewport
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL3_SetupPlatformHandles(main_viewport, window);
// From 2.0.5: 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_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_EVENT_WINDOW_FOCUS_GAINED)
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
// SDL 3.x : see https://github.com/libsdl-org/SDL/issues/6659
SDL_SetHint("SDL_BORDERLESS_WINDOWED_STYLE", "0");
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
// We left the call to ImGui_ImplSDL3_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)
ImGui_ImplSDL3_InitMultiViewportSupport(window, sdl_gl_context);
return true;
}
// Should technically be a SDL_GLContext but due to typedef it is sane to keep it void* in public interface.
bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{
return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
}
bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
{
if (!ImGui_ImplSDL3_Init(window, nullptr, nullptr))
return false;
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
bd->UseVulkan = true;
return true;
}
bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
{
#if !defined(_WIN32)
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window)
{
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
{
return ImGui_ImplSDL3_Init(window, renderer, nullptr);
}
bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window)
{
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
{
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
static void ImGui_ImplSDL3_CloseGamepads();
void ImGui_ImplSDL3_Shutdown()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL3_ShutdownMultiViewportSupport();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
SDL_DestroyCursor(bd->MouseCursors[cursor_n]);
ImGui_ImplSDL3_CloseGamepads();
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
IM_DELETE(bd);
}
// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
static void ImGui_ImplSDL3_UpdateMouseData()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
// - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture.
if (bd->MouseCanUseCapture)
{
bool want_capture = false;
for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
if (ImGui::IsMouseDragging(button_n, 1.0f))
want_capture = true;
SDL_CaptureMouse(want_capture);
}
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL3_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL));
#else
SDL_Window* focused_window = bd->Window;
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
#endif
if (is_app_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
if (io.WantSetMousePos)
{
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
SDL_WarpMouseGlobal(io.MousePos.x, io.MousePos.y);
else
#endif
SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
}
// (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window);
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
{
// 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)
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
float mouse_x, mouse_y;
int window_x, window_y;
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
{
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
mouse_x -= window_x;
mouse_y -= window_y;
}
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
}
}
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
{
ImGuiID mouse_viewport_id = 0;
if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL3_GetViewportForWindowID(bd->MouseWindowID))
mouse_viewport_id = mouse_viewport->ID;
io.AddMouseViewportEvent(mouse_viewport_id);
}
}
static void ImGui_ImplSDL3_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return;
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_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_HideCursor();
}
else
{
// Show OS mouse cursor
SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
if (bd->MouseLastCursor != expected_cursor)
{
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
bd->MouseLastCursor = expected_cursor;
}
SDL_ShowCursor();
}
}
static void ImGui_ImplSDL3_CloseGamepads()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
if (bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
for (SDL_Gamepad* gamepad : bd->Gamepads)
SDL_CloseGamepad(gamepad);
bd->Gamepads.resize(0);
}
void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGui_ImplSDL3_CloseGamepads();
if (mode == ImGui_ImplSDL3_GamepadMode_Manual)
{
IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0);
for (int n = 0; n < manual_gamepads_count; n++)
bd->Gamepads.push_back(manual_gamepads_array[n]);
}
else
{
IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
bd->WantUpdateGamepadsList = true;
}
bd->GamepadMode = mode;
}
static void ImGui_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no)
{
bool merged_value = false;
for (SDL_Gamepad* gamepad : bd->Gamepads)
merged_value |= SDL_GetGamepadButton(gamepad, button_no) != 0;
io.AddKeyEvent(key, merged_value);
}
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
static void ImGui_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1)
{
float merged_value = 0.0f;
for (SDL_Gamepad* gamepad : bd->Gamepads)
{
float vn = Saturate((float)(SDL_GetGamepadAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
if (merged_value < vn)
merged_value = vn;
}
io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
}
static void ImGui_ImplSDL3_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
// Update list of gamepads to use
if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
{
ImGui_ImplSDL3_CloseGamepads();
int sdl_gamepads_count = 0;
SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
for (int n = 0; n < sdl_gamepads_count; n++)
if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
{
bd->Gamepads.push_back(gamepad);
if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
break;
}
bd->WantUpdateGamepadsList = false;
SDL_free(sdl_gamepads);
}
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
if (bd->Gamepads.Size == 0)
return;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
// Update gamepad inputs
const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
}
static void ImGui_ImplSDL3_UpdateMonitors()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Monitors.resize(0);
bd->WantUpdateMonitors = false;
int display_count;
SDL_DisplayID* displays = SDL_GetDisplays(&display_count);
for (int n = 0; n < display_count; n++)
{
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
SDL_DisplayID display_id = displays[n];
ImGuiPlatformMonitor monitor;
SDL_Rect r;
SDL_GetDisplayBounds(display_id, &r);
monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
if (SDL_GetDisplayUsableBounds(display_id, &r) && r.w > 0 && r.h > 0)
{
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
}
monitor.DpiScale = SDL_GetDisplayContentScale(display_id); // See https://wiki.libsdl.org/SDL3/README-highdpi for details.
monitor.PlatformHandle = (void*)(intptr_t)n;
if (monitor.DpiScale <= 0.0f)
continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
platform_io.Monitors.push_back(monitor);
}
SDL_free(displays);
}
static void ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(SDL_Window* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
{
int w, h;
int display_w, display_h;
SDL_GetWindowSize(window, &w, &h);
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
w = h = 0;
SDL_GetWindowSizeInPixels(window, &display_w, &display_h);
if (out_size != nullptr)
*out_size = ImVec2((float)w, (float)h);
if (out_framebuffer_scale != nullptr)
*out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / w, (float)display_h / h) : ImVec2(1.0f, 1.0f);
}
void ImGui_ImplSDL3_NewFrame()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
ImGuiIO& io = ImGui::GetIO();
// Setup main viewport size (every frame to accommodate for window resizing)
ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
// Update monitors
#ifdef WIN32
bd->WantUpdateMonitors = true; // Keep polling under Windows to handle changes of work area when resizing task-bar (#8415)
#endif
if (bd->WantUpdateMonitors)
ImGui_ImplSDL3_UpdateMonitors();
// Setup time step (we could also use SDL_GetTicksNS() available since SDL3)
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
static Uint64 frequency = SDL_GetPerformanceFrequency();
Uint64 current_time = SDL_GetPerformanceCounter();
if (current_time <= bd->Time)
current_time = bd->Time + 1;
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
bd->Time = current_time;
if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
{
bd->MouseWindowID = 0;
bd->MousePendingLeaveFrame = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
// Our io.AddMouseViewportEvent() calls will only be valid when not capturing.
// Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects.
if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport;
ImGui_ImplSDL3_UpdateMouseData();
ImGui_ImplSDL3_UpdateMouseCursor();
// Update game controllers (if enabled and available)
ImGui_ImplSDL3_UpdateGamepads();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplSDL3_ViewportData
{
SDL_Window* Window;
SDL_Window* ParentWindow;
Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID.
bool WindowOwned;
SDL_GLContext GLContext;
ImGui_ImplSDL3_ViewportData() { Window = ParentWindow = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
};
static SDL_Window* ImGui_ImplSDL3_GetSDLWindowFromViewportID(ImGuiID viewport_id)
{
if (viewport_id != 0)
if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id))
{
SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
return SDL_GetWindowFromID(window_id);
}
return nullptr;
}
static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
viewport->PlatformUserData = vd;
vd->ParentWindow = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId);
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL3_ViewportData* main_viewport_data = (ImGui_ImplSDL3_ViewportData*)main_viewport->PlatformUserData;
// Share GL resources with main context
bool use_opengl = (main_viewport_data->GLContext != nullptr);
SDL_GLContext backup_context = nullptr;
if (use_opengl)
{
backup_context = SDL_GL_GetCurrentContext();
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
}
SDL_WindowFlags sdl_flags = 0;
sdl_flags |= SDL_WINDOW_HIDDEN;
sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_HIGH_PIXEL_DENSITY;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_UTILITY : 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
#ifndef __APPLE__ // On Mac, SDL3 Parenting appears to prevent viewport from appearing in another monitor
SDL_SetWindowParent(vd->Window, vd->ParentWindow);
#endif
SDL_SetWindowPosition(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
vd->WindowOwned = true;
if (use_opengl)
{
vd->GLContext = SDL_GL_CreateContext(vd->Window);
SDL_GL_SetSwapInterval(0);
}
if (use_opengl && backup_context)
SDL_GL_MakeCurrent(vd->Window, backup_context);
ImGui_ImplSDL3_SetupPlatformHandles(viewport, vd->Window);
}
static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport)
{
if (ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData)
{
if (vd->GLContext && vd->WindowOwned)
SDL_GL_DestroyContext(vd->GLContext);
if (vd->Window && vd->WindowOwned)
SDL_DestroyWindow(vd->Window);
vd->GLContext = nullptr;
vd->Window = nullptr;
IM_DELETE(vd);
}
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
}
static void ImGui_ImplSDL3_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES)))
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
// SDL hack: Show icon in task bar (#7989)
// Note: SDL_WINDOW_UTILITY can be used to control task bar visibility, but on Windows, it does not affect child windows.
if (!(viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon))
{
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
ex_style |= WS_EX_APPWINDOW;
ex_style &= ~WS_EX_TOOLWINDOW;
::ShowWindow(hwnd, SW_HIDE);
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
}
#endif
#ifdef __APPLE__
SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, "1"); // Otherwise new window appear under
#else
SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "0" : "1");
#endif
SDL_ShowWindow(vd->Window);
}
static void ImGui_ImplSDL3_UpdateWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
IM_UNUSED(vd);
#ifndef __APPLE__ // On Mac, SDL3 Parenting appears to prevent viewport from appearing in another monitor
// Update SDL3 parent if it changed _after_ creation.
// This is for advanced apps that are manipulating ParentViewportID manually.
SDL_Window* new_parent = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId);
if (new_parent != vd->ParentWindow)
{
vd->ParentWindow = new_parent;
SDL_SetWindowParent(vd->Window, vd->ParentWindow);
}
#endif
}
static ImVec2 ImGui_ImplSDL3_GetWindowPos(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
int x = 0, y = 0;
SDL_GetWindowPosition(vd->Window, &x, &y);
return ImVec2((float)x, (float)y);
}
static void ImGui_ImplSDL3_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
}
static ImVec2 ImGui_ImplSDL3_GetWindowSize(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
int w = 0, h = 0;
SDL_GetWindowSize(vd->Window, &w, &h);
return ImVec2((float)w, (float)h);
}
static void ImGui_ImplSDL3_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
}
static ImVec2 ImGui_ImplSDL3_GetWindowFramebufferScale(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
ImVec2 framebuffer_scale;
ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, &framebuffer_scale);
return framebuffer_scale;
}
static void ImGui_ImplSDL3_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowTitle(vd->Window, title);
}
static void ImGui_ImplSDL3_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowOpacity(vd->Window, alpha);
}
static void ImGui_ImplSDL3_SetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_RaiseWindow(vd->Window);
}
static bool ImGui_ImplSDL3_GetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
}
static bool ImGui_ImplSDL3_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
}
static void ImGui_ImplSDL3_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
if (vd->GLContext)
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
}
static void ImGui_ImplSDL3_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
if (vd->GLContext)
{
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
SDL_GL_SwapWindow(vd->Window);
}
}
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
#include <SDL3/SDL_vulkan.h>
static int ImGui_ImplSDL3_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
(void)vk_allocator;
bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
}
static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context)
{
// Register platform interface (will be coupled with a renderer interface)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplSDL3_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplSDL3_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplSDL3_ShowWindow;
platform_io.Platform_UpdateWindow = ImGui_ImplSDL3_UpdateWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplSDL3_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplSDL3_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplSDL3_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplSDL3_GetWindowSize;
platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplSDL3_GetWindowFramebufferScale;
platform_io.Platform_SetWindowFocus = ImGui_ImplSDL3_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplSDL3_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL3_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplSDL3_SetWindowTitle;
platform_io.Platform_RenderWindow = ImGui_ImplSDL3_RenderWindow;
platform_io.Platform_SwapBuffers = ImGui_ImplSDL3_SwapBuffers;
platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL3_SetWindowAlpha;
platform_io.Platform_CreateVkSurface = ImGui_ImplSDL3_CreateVkSurface;
// Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
vd->Window = window;
vd->WindowID = SDL_GetWindowID(window);
vd->WindowOwned = false;
vd->GLContext = (SDL_GLContext)sdl_gl_context;
main_viewport->PlatformUserData = vd;
main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID;
}
static void ImGui_ImplSDL3_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE