Backends: SDL3: Added multi-viewports support. (#6146)
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@ -8,6 +8,9 @@
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// [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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [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.
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// Missing features:
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// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// 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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@ -16,6 +19,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 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.
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#include "imgui.h"
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@ -47,6 +51,8 @@ struct ImGui_ImplSDL3_Data
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int PendingMouseLeaveFrame;
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char* ClipboardTextData;
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bool MouseCanUseGlobalState;
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bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
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bool UseVulkan;
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ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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@ -60,6 +66,11 @@ static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
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}
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// Forward Declarations
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static void ImGui_ImplSDL3_UpdateMonitors();
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static void ImGui_ImplSDL3_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
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static void ImGui_ImplSDL3_ShutdownPlatformInterface();
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// Functions
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static const char* ImGui_ImplSDL3_GetClipboardText(void*)
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{
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@ -212,6 +223,13 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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case SDL_EVENT_MOUSE_MOTION:
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{
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ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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int window_x, window_y;
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SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
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mouse_pos.x += window_x;
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mouse_pos.y += window_y;
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}
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io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
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return true;
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}
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@ -276,11 +294,25 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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case SDL_EVENT_WINDOW_FOCUS_LOST:
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io.AddFocusEvent(false);
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return true;
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case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
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case SDL_EVENT_WINDOW_MOVED:
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case SDL_EVENT_WINDOW_RESIZED:
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if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
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{
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if (event->type == SDL_EVENT_WINDOW_CLOSE_REQUESTED)
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viewport->PlatformRequestClose = true;
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if (event->type == SDL_EVENT_WINDOW_MOVED)
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viewport->PlatformRequestMove = true;
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if (event->type == SDL_EVENT_WINDOW_RESIZED)
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viewport->PlatformRequestResize = true;
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return true;
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}
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return true;
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}
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return false;
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}
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static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer)
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static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
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@ -302,10 +334,20 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer)
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io.BackendPlatformName = "imgui_impl_sdl3";
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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if (mouse_can_use_global_state)
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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bd->Window = window;
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bd->Renderer = renderer;
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// SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
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// We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame.
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bd->MouseCanUseGlobalState = mouse_can_use_global_state;
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#ifndef __APPLE__
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bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState;
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#else
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bd->MouseCanReportHoveredViewport = false;
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#endif
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io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
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@ -325,6 +367,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer)
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// Set platform dependent data in viewport
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)window;
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main_viewport->PlatformHandleRaw = nullptr;
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SDL_SysWMinfo info;
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if (SDL_GetWindowWMInfo(window, &info, SDL_SYSWM_CURRENT_VERSION))
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@ -350,18 +393,29 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer)
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SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
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#endif
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// Update monitors
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ImGui_ImplSDL3_UpdateMonitors();
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// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
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// We left the call to ImGui_ImplSDL3_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
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if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
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ImGui_ImplSDL3_InitPlatformInterface(window, sdl_gl_context);
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return true;
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}
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bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
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{
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IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
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return ImGui_ImplSDL3_Init(window, nullptr);
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return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
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}
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bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
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{
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return ImGui_ImplSDL3_Init(window, nullptr);
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if (!ImGui_ImplSDL3_Init(window, nullptr, nullptr))
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return false;
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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bd->UseVulkan = true;
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return true;
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}
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bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
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@ -369,17 +423,17 @@ bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
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#if !defined(_WIN32)
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IM_ASSERT(0 && "Unsupported");
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#endif
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return ImGui_ImplSDL3_Init(window, nullptr);
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return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
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}
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bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window)
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{
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return ImGui_ImplSDL3_Init(window, nullptr);
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return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
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}
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bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
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{
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return ImGui_ImplSDL3_Init(window, renderer);
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return ImGui_ImplSDL3_Init(window, renderer, nullptr);
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}
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void ImGui_ImplSDL3_Shutdown()
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@ -388,6 +442,8 @@ void ImGui_ImplSDL3_Shutdown()
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IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDL3_ShutdownPlatformInterface();
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if (bd->ClipboardTextData)
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SDL_free(bd->ClipboardTextData);
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
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@ -399,6 +455,7 @@ void ImGui_ImplSDL3_Shutdown()
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IM_DELETE(bd);
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}
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// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
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static void ImGui_ImplSDL3_UpdateMouseData()
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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@ -409,26 +466,56 @@ static void ImGui_ImplSDL3_UpdateMouseData()
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// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
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SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
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SDL_Window* focused_window = SDL_GetKeyboardFocus();
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const bool is_app_focused = (bd->Window == focused_window);
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const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
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#else
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SDL_Window* focused_window = bd->Window;
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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
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#endif
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if (is_app_focused)
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{
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// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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if (io.WantSetMousePos)
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{
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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SDL_WarpMouseGlobal(io.MousePos.x, io.MousePos.y);
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else
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#endif
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SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
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}
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// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
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if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
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{
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// 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)
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float mouse_x_global, mouse_y_global;
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// 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)
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float mouse_x, mouse_y;
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int window_x, window_y;
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SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
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SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
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if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
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{
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SDL_GetWindowPosition(focused_window, &window_x, &window_y);
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io.AddMousePosEvent(mouse_x_global - window_x, mouse_y_global - window_y);
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mouse_x -= window_x;
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mouse_y -= window_y;
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}
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io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
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}
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}
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// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
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// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
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// - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
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// 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
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// 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
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// by the backend, and use its flawed heuristic to guess the viewport behind.
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// - [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).
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if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
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{
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ImGuiID mouse_viewport_id = 0;
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if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID))
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if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window))
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mouse_viewport_id = mouse_viewport->ID;
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io.AddMouseViewportEvent(mouse_viewport_id);
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}
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}
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@ -504,6 +591,35 @@ static void ImGui_ImplSDL3_UpdateGamepads()
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#undef MAP_ANALOG
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}
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// FIXME-PLATFORM: SDL doesn't have an event to notify the application of display/monitor changes
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static void ImGui_ImplSDL3_UpdateMonitors()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Monitors.resize(0);
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int display_count;
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SDL_DisplayID* displays = SDL_GetDisplays(&display_count);
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for (int n = 0; n < display_count; n++)
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{
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// 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.
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SDL_DisplayID display_id = displays[n];
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ImGuiPlatformMonitor monitor;
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SDL_Rect r;
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SDL_GetDisplayBounds(display_id, &r);
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monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
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monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
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SDL_GetDisplayUsableBounds(display_id, &r);
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monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
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monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
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// FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set
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// DpiScale to cocoa_window.backingScaleFactor here.
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float dpi = 0.0f;
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if (!SDL_GetDisplayPhysicalDPI(display_id, &dpi, nullptr, nullptr))
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monitor.DpiScale = dpi / 96.0f;
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platform_io.Monitors.push_back(monitor);
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}
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}
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void ImGui_ImplSDL3_NewFrame()
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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@ -534,9 +650,251 @@ void ImGui_ImplSDL3_NewFrame()
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io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
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}
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// Our io.AddMouseViewportEvent() calls will only be valid when not capturing.
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// Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rygorous, but testing for payload reduces noise and potential side-effects.
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if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
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else
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io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport;
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ImGui_ImplSDL3_UpdateMouseData();
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ImGui_ImplSDL3_UpdateMouseCursor();
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// Update game controllers (if enabled and available)
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ImGui_ImplSDL3_UpdateGamepads();
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}
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//--------------------------------------------------------------------------------------------------------
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
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// 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..
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGui_ImplSDL3_ViewportData
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{
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SDL_Window* Window;
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Uint32 WindowID;
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bool WindowOwned;
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SDL_GLContext GLContext;
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ImGui_ImplSDL3_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
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~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
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};
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static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
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viewport->PlatformUserData = vd;
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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ImGui_ImplSDL3_ViewportData* main_viewport_data = (ImGui_ImplSDL3_ViewportData*)main_viewport->PlatformUserData;
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// Share GL resources with main context
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bool use_opengl = (main_viewport_data->GLContext != nullptr);
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SDL_GLContext backup_context = nullptr;
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if (use_opengl)
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{
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backup_context = SDL_GL_GetCurrentContext();
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SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
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SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
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}
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Uint32 sdl_flags = 0;
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sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
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sdl_flags |= SDL_GetWindowFlags(bd->Window);
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
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#if !defined(_WIN32)
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// See SDL hack in ImGui_ImplSDL3_ShowWindow().
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0;
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#endif
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
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vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
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vd->WindowOwned = true;
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if (use_opengl)
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{
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vd->GLContext = SDL_GL_CreateContext(vd->Window);
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SDL_GL_SetSwapInterval(0);
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}
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if (use_opengl && backup_context)
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SDL_GL_MakeCurrent(vd->Window, backup_context);
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viewport->PlatformHandle = (void*)vd->Window;
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viewport->PlatformHandleRaw = nullptr;
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SDL_SysWMinfo info;
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if (SDL_GetWindowWMInfo(vd->Window, &info, SDL_SYSWM_CURRENT_VERSION))
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{
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#if defined(SDL_VIDEO_DRIVER_WINDOWS)
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viewport->PlatformHandleRaw = info.info.win.window;
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#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
|
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viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
if (ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData)
|
||||
{
|
||||
if (vd->GLContext && vd->WindowOwned)
|
||||
SDL_GL_DeleteContext(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)
|
||||
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
|
||||
|
||||
// SDL hack: Hide icon from task bar
|
||||
// Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition.
|
||||
if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
|
||||
{
|
||||
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
|
||||
ex_style &= ~WS_EX_APPWINDOW;
|
||||
ex_style |= WS_EX_TOOLWINDOW;
|
||||
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
|
||||
}
|
||||
|
||||
// SDL hack: SDL always activate/focus windows :/
|
||||
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
|
||||
{
|
||||
::ShowWindow(hwnd, SW_SHOWNA);
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
SDL_ShowWindow(vd->Window);
|
||||
}
|
||||
|
||||
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 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;
|
||||
SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
|
||||
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_InitPlatformInterface(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_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_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_gl_context;
|
||||
main_viewport->PlatformUserData = vd;
|
||||
main_viewport->PlatformHandle = vd->Window;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_ShutdownPlatformInterface()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
@ -8,6 +8,9 @@
|
||||
// [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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. 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:
|
||||
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
|
||||
|
||||
// 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.
|
||||
|
@ -69,11 +69,23 @@ int main(int, char**)
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
||||
//io.ConfigViewportsNoAutoMerge = true;
|
||||
//io.ConfigViewportsNoTaskBarIcon = true;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL3_InitForOpenGL(window, gl_context);
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
@ -174,6 +186,19 @@ int main(int, char**)
|
||||
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
|
||||
// For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
|
||||
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
|
||||
}
|
||||
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
#ifdef __EMSCRIPTEN__
|
||||
|
Loading…
Reference in New Issue
Block a user