| e8555c89 Andy McCall | 1 | // dear imgui: Platform Backend for SDL2 |
| 2 | // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) |
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| 3 | // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) |
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| 4 | |
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| 5 | // Implemented features: |
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| 6 | // [X] Platform: Clipboard support. |
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| 7 | // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. |
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| 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] |
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| 9 | // [X] Platform: Gamepad support. |
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| 10 | // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. |
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| 11 | // [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. |
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| 12 | // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. |
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| 13 | // Missing features or Issues: |
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| 14 | // [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows). |
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| 15 | // [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either. |
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| 16 | |
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| 17 | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
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| 18 | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
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| 19 | // Learn about Dear ImGui: |
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| 20 | // - FAQ https://dearimgui.com/faq |
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| 21 | // - Getting Started https://dearimgui.com/getting-started |
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| 22 | // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
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| 23 | // - Introduction, links and more at the top of imgui.cpp |
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| 28 | |
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| 29 | ; |
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| 30 | ; |
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| 31 | ; |
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| 32 | typedef union SDL_Event SDL_Event; |
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| 33 | ||
| 34 | // Follow "Getting Started" link and check examples/ folder to learn about using backends! |
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| 35 | IMGUI_IMPL_API bool ; |
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| 36 | IMGUI_IMPL_API bool ; |
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| 37 | IMGUI_IMPL_API bool ; |
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| 38 | IMGUI_IMPL_API bool ; |
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| 39 | IMGUI_IMPL_API bool ; |
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| 40 | IMGUI_IMPL_API bool ; |
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| 41 | IMGUI_IMPL_API void ; |
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| 42 | IMGUI_IMPL_API void ; |
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| 43 | IMGUI_IMPL_API bool ; |
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| 44 | ||
| 45 | // DPI-related helpers (optional) |
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| 46 | IMGUI_IMPL_API float ; |
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| 47 | IMGUI_IMPL_API float ; |
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| 48 | ||
| 49 | // Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. |
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| 50 | // When using manual mode, caller is responsible for opening/closing gamepad. |
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| 51 | ; |
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| 52 | IMGUI_IMPL_API void ; |
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| 53 | ||
| 54 | // (Advanced, for X11 users) Override Mouse Capture mode. Mouse capture allows receiving updated mouse position after clicking inside our window and dragging outside it. |
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| 55 | // 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. |
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| 56 | // 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. |
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| 57 | // But you may independently decide on X11, when a debugger is attached, to set this value to ImGui_ImplSDL2_MouseCaptureMode_Disabled. |
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| 58 | ; |
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| 59 | IMGUI_IMPL_API void ; |
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| 60 | ||
| 61 | // #ifndef IMGUI_DISABLE |