diff --git a/CMakeLists.txt b/CMakeLists.txt index d8de3d149..f8cec2fbd 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -22,8 +22,8 @@ eth_policy() # project name and version should be set after cmake_policy CMP0048 set(PROJECT_VERSION "0.8.17") -# OSX target needed in order to support std::visit -set(CMAKE_OSX_DEPLOYMENT_TARGET "10.14") +# OSX target needed in order to support std::visit & std::filesystem +set(CMAKE_OSX_DEPLOYMENT_TARGET "10.15") project(solidity VERSION ${PROJECT_VERSION} LANGUAGES C CXX) include(TestBigEndian) diff --git a/cmake/EthOptions.cmake b/cmake/EthOptions.cmake index cd6fe8133..30f2d14f0 100644 --- a/cmake/EthOptions.cmake +++ b/cmake/EthOptions.cmake @@ -11,6 +11,7 @@ macro(configure_project) # components eth_default_option(TESTS ON) eth_default_option(TOOLS ON) + eth_default_option(SOLIDITY_UI OFF) # Define a matching property name of each of the "features". foreach(FEATURE ${ARGN}) @@ -39,6 +40,7 @@ endif() if (SUPPORT_TOOLS) message("-- TOOLS Build tools ${TOOLS}") endif() + message("-- SOLIDITY_UI Build solidity-ui ${SOLIDITY_UI}") message("------------------------------------------------------------------ flags") message("-- OSSFUZZ ${OSSFUZZ}") message("------------------------------------------------------------------------") diff --git a/cmake/solidity-ui/asset.in b/cmake/solidity-ui/asset.in new file mode 100644 index 000000000..cdf97a4c9 --- /dev/null +++ b/cmake/solidity-ui/asset.in @@ -0,0 +1,13 @@ +// The generation of this file is defined in tools/solidity-ui/CMakeLists.txt. +// This file was generated by using the content of tools/solidity-ui/assets/@SOLIDITY_UI_ASSET_FILE_NAME@.yul. + +#pragma once + +namespace solidity::ui::assets +{ + +static uint8_t const @SOLIDITY_UI_ASSET_FILE_NAME@[] = { + @SOLIDITY_UI_ASSET_FILE_CONTENT@, 0 +}; + +} // namespace solidity::ui::assets diff --git a/cmake/solidity-ui/imgui.cmake b/cmake/solidity-ui/imgui.cmake new file mode 100644 index 000000000..534eb22dd --- /dev/null +++ b/cmake/solidity-ui/imgui.cmake @@ -0,0 +1,28 @@ +FetchContent_Declare( + imgui + GIT_REPOSITORY https://github.com/ocornut/imgui + GIT_TAG 58eb40db76783f5da09e592ca3eb421f4f2197e3 +) +FetchContent_MakeAvailable(imgui) +add_library(imgui + ${imgui_SOURCE_DIR}/imconfig.h + ${imgui_SOURCE_DIR}/imgui.h + ${imgui_SOURCE_DIR}/imgui.cpp + ${imgui_SOURCE_DIR}/imgui_demo.cpp + ${imgui_SOURCE_DIR}/imgui_draw.cpp + ${imgui_SOURCE_DIR}/imgui_internal.h + ${imgui_SOURCE_DIR}/imgui_tables.cpp + ${imgui_SOURCE_DIR}/imgui_widgets.cpp + ${imgui_SOURCE_DIR}/imstb_textedit.h + ${imgui_SOURCE_DIR}/imstb_truetype.h + ${imgui_SOURCE_DIR}/backends/imgui_impl_sdl.h +# ${imgui_SOURCE_DIR}/backends/imgui_impl_sdl.cpp + ${CMAKE_SOURCE_DIR}/tools/solidity-ui/platform/macos/imgui_impl_sdl.cpp + ${imgui_SOURCE_DIR}/backends/imgui_impl_opengl3.h + ${imgui_SOURCE_DIR}/backends/imgui_impl_opengl3.cpp + ) +find_package(SDL2 CONFIG REQUIRED) +find_package(OpenGL REQUIRED COMPONENTS OpenGL) +target_link_libraries(imgui PRIVATE SDL2::SDL2 OpenGL::GL) +#target_compile_definitions(imgui PUBLIC IMGUI_DISABLE_OBSOLETE_FUNCTIONS=1) +target_include_directories(imgui PUBLIC ${imgui_SOURCE_DIR} ${imgui_SOURCE_DIR}/backends ${SDL2_INCLUDE_DIRS} ${OPENGL_INCLUDE_DIRS}) diff --git a/cmake/solidity-ui/imgui_memory_editor.cmake b/cmake/solidity-ui/imgui_memory_editor.cmake new file mode 100644 index 000000000..c2bd81290 --- /dev/null +++ b/cmake/solidity-ui/imgui_memory_editor.cmake @@ -0,0 +1,12 @@ +FetchContent_Declare( + imgui_memory_editor + GIT_REPOSITORY https://github.com/ocornut/imgui_club.git + GIT_TAG d4cd9896e15a03e92702a578586c3f91bbde01e8 +) +FetchContent_GetProperties(imgui_memory_editor) +if(NOT imgui_memory_editor_POPULATED) + FetchContent_Populate(imgui_memory_editor) +endif() + +add_library(imgui_memory_editor INTERFACE IMPORTED) +target_include_directories(imgui_memory_editor INTERFACE ${imgui_memory_editor_SOURCE_DIR}/imgui_memory_editor) diff --git a/cmake/solidity-ui/implot.cmake b/cmake/solidity-ui/implot.cmake new file mode 100644 index 000000000..00871ca4b --- /dev/null +++ b/cmake/solidity-ui/implot.cmake @@ -0,0 +1,23 @@ +FetchContent_Declare( + implot + GIT_REPOSITORY https://github.com/epezent/implot.git + GIT_TAG fc0fd112467c2be84bc56daa57612b0c579ff1af +) +FetchContent_GetProperties(implot) +if(NOT implot_POPULATED) + FetchContent_Populate(implot) +endif() + +add_library(implot) +target_sources(implot PRIVATE + ${implot_SOURCE_DIR}/implot.h + ${implot_SOURCE_DIR}/implot.cpp + ${implot_SOURCE_DIR}/implot_internal.h + ${implot_SOURCE_DIR}/implot_items.cpp) +target_compile_options(implot PRIVATE "-Wno-sign-conversion") +target_compile_options(implot PRIVATE "-Wno-extra-semi") +target_compile_options(implot PRIVATE "-Wno-implicit-fallthrough") +target_compile_options(implot PRIVATE "-Wno-null-arithmetic") +target_link_libraries(implot PRIVATE imgui) +target_include_directories(implot INTERFACE ${implot_SOURCE_DIR}) +add_dependencies(implot imgui) \ No newline at end of file diff --git a/cmake/solidity-ui/zep.cmake b/cmake/solidity-ui/zep.cmake new file mode 100644 index 000000000..333e3fc72 --- /dev/null +++ b/cmake/solidity-ui/zep.cmake @@ -0,0 +1,15 @@ +set(BUILD_EXTENSIONS OFF) +set(BUILD_DEMOS OFF) +add_compile_definitions(ZEP_SINGLE_HEADER_BUILD=1 ZEP_FEATURE_CPP_FILE_SYSTEM=1) +FetchContent_Declare( + zep + GIT_REPOSITORY https://github.com/Rezonality/zep.git + GIT_TAG 46a783d6bc14f2dad2660c98ffcfddec5500b085 +) +FetchContent_GetProperties(zep) +if(NOT zep_POPULATED) + FetchContent_Populate(zep) +endif() + +add_library(zep INTERFACE IMPORTED) +target_include_directories(zep INTERFACE ${zep_SOURCE_DIR}/include) diff --git a/tools/CMakeLists.txt b/tools/CMakeLists.txt index b442ba96a..b2cd705f2 100644 --- a/tools/CMakeLists.txt +++ b/tools/CMakeLists.txt @@ -49,3 +49,7 @@ add_executable(yul-phaser yulPhaser/main.cpp) target_link_libraries(yul-phaser PRIVATE phaser) install(TARGETS yul-phaser DESTINATION "${CMAKE_INSTALL_BINDIR}") + +if (SOLIDITY_UI) + add_subdirectory(solidity-ui) +endif() diff --git a/tools/solidity-ui/CMakeLists.txt b/tools/solidity-ui/CMakeLists.txt new file mode 100644 index 000000000..d2de75106 --- /dev/null +++ b/tools/solidity-ui/CMakeLists.txt @@ -0,0 +1,51 @@ +include_directories(${CMAKE_SOURCE_DIR}/tools/solidity-ui) + +include(solidity-ui/imgui) +include(solidity-ui/zep) +include(solidity-ui/imgui_memory_editor) +include(solidity-ui/implot) + +set(SOLIDITY_UI_ASSETS JetBrainsMono-Regular.ttf) +set(GENERATED_SOLIDITY_UI_ASSETS_HEADERS) +foreach(asset IN LISTS SOLIDITY_UI_ASSETS) + set(SOLIDITY_UI_ASSET_FILE ${CMAKE_SOURCE_DIR}/tools/solidity-ui/assets/${asset}) + file(READ ${SOLIDITY_UI_ASSET_FILE} SOLIDITY_UI_ASSET_FILE_CONTENT HEX) + string(REGEX MATCHALL ".." SOLIDITY_UI_ASSET_FILE_CONTENT "${SOLIDITY_UI_ASSET_FILE_CONTENT}") + string(REGEX REPLACE ";" ",\n\t0x" SOLIDITY_UI_ASSET_FILE_CONTENT "${SOLIDITY_UI_ASSET_FILE_CONTENT}") + set(SOLIDITY_UI_ASSET_FILE_CONTENT "0x${SOLIDITY_UI_ASSET_FILE_CONTENT}") + set(SOLIDITY_UI_ASSET_FILE_NAME ${asset}) + string(REGEX REPLACE "\\." "_" SOLIDITY_UI_ASSET_FILE_NAME "${SOLIDITY_UI_ASSET_FILE_NAME}") + string(REGEX REPLACE "-" "_" SOLIDITY_UI_ASSET_FILE_NAME "${SOLIDITY_UI_ASSET_FILE_NAME}") + configure_file("${CMAKE_SOURCE_DIR}/cmake/solidity-ui/asset.in" ${CMAKE_BINARY_DIR}/tools/solidity-ui/assets/${asset}.h @ONLY) + list(APPEND SOLIDITY_UI_ASSETS_HEADERS ${CMAKE_BINARY_DIR}/tools/solidity-ui/assets/${asset}.h) +endforeach() + +set(sources + ${SOLIDITY_UI_ASSETS_HEADERS} + main.cpp + ) +add_executable(solidity-ui ${sources}) +target_link_libraries(solidity-ui PRIVATE solcli SYSTEM imgui zep imgui_memory_editor implot) +target_compile_definitions(solidity-ui PUBLIC CMAKE_SOURCE_DIR="${CMAKE_SOURCE_DIR}") +target_include_directories(solidity-ui PUBLIC ${CMAKE_BINARY_DIR}/tools/solidity-ui) + + +include(GNUInstallDirs) +install(TARGETS solidity-ui DESTINATION "${CMAKE_INSTALL_BINDIR}") + +if (SOLC_LINK_STATIC AND UNIX AND NOT APPLE) + # Produce solc as statically linked binary (includes C/C++ standard libraries) + # This is not supported on macOS, see + # https://developer.apple.com/library/content/qa/qa1118/_index.html. + set_target_properties( + solidity-ui PROPERTIES + LINK_FLAGS -static + LINK_SEARCH_START_STATIC ON + LINK_SEARCH_END_STATIC ON + ) +elseif (SOLC_STATIC_STDLIBS AND UNIX AND NOT APPLE) + set_target_properties( + solidity-ui PROPERTIES + LINK_FLAGS "-static-libgcc -static-libstdc++" + ) +endif () diff --git a/tools/solidity-ui/assets/JetBrainsMono-Regular.ttf b/tools/solidity-ui/assets/JetBrainsMono-Regular.ttf new file mode 100644 index 000000000..8da8aa405 Binary files /dev/null and b/tools/solidity-ui/assets/JetBrainsMono-Regular.ttf differ diff --git a/tools/solidity-ui/config_app.h b/tools/solidity-ui/config_app.h new file mode 100644 index 000000000..6f70f09be --- /dev/null +++ b/tools/solidity-ui/config_app.h @@ -0,0 +1 @@ +#pragma once diff --git a/tools/solidity-ui/main.cpp b/tools/solidity-ui/main.cpp new file mode 100644 index 000000000..29a606dc7 --- /dev/null +++ b/tools/solidity-ui/main.cpp @@ -0,0 +1,132 @@ +#include +#include +#include +#include +#if defined(IMGUI_IMPL_OPENGL_ES2) +#include +#else +#include +#endif + +#include "assets/JetBrainsMono-Regular.ttf.h" + +int main(int argc, char* argv[]) +{ + (void)argc; + (void)argv; + + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + +// Decide GL+GLSL versions +#if defined(IMGUI_IMPL_OPENGL_ES2) + // GL ES 2.0 + GLSL 100 + const char* glsl_version = "#version 100"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); +#elif defined(__APPLE__) + // GL 3.2 Core + GLSL 150 + const char* glsl_version = "#version 150"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); +#else + // GL 3.0 + GLSL 130 + const char* glsl_version = "#version 130"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); +#endif + + // Create window with graphics context + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + auto window_flags = (SDL_WindowFlags) (SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + // auto window_flags = (SDL_WindowFlags) (SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE); + SDL_Window* window + = SDL_CreateWindow("solidity-ui", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + SDL_GLContext gl_context = SDL_GL_CreateContext(window); + SDL_GL_MakeCurrent(window, gl_context); + SDL_GL_SetSwapInterval(1); // Enable vsync + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + // ImGui::StyleColorsClassic(); + + // Setup Platform/Renderer backends + ImGui_ImplSDL2_InitForOpenGL(window, gl_context); + ImGui_ImplOpenGL3_Init(glsl_version); + + // Load Fonts + auto font_data = new uint8_t[sizeof(solidity::ui::assets::JetBrainsMono_Regular_ttf)]; + memcpy(font_data, solidity::ui::assets::JetBrainsMono_Regular_ttf, sizeof(solidity::ui::assets::JetBrainsMono_Regular_ttf)); + // ownership of font_data will be transferred imgui + io.Fonts->AddFontFromMemoryTTF(font_data, sizeof(font_data), 16 * ImGui::GetPlatformIO().Monitors.begin()->DpiScale); + + // #2b2b2b + ImVec4 clear_color = ImVec4(0.169f, 0.169f, 0.169f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle events (inputs, window resize, etc.) + // 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. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE + && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplSDL2_NewFrame(); + ImGui::NewFrame(); + + // Rendering + ImGui::Render(); + glViewport(0, 0, (int) io.DisplaySize.x, (int) io.DisplaySize.y); + 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()); + SDL_GL_SwapWindow(window); + } + + // Cleanup + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + SDL_GL_DeleteContext(gl_context); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} diff --git a/tools/solidity-ui/platform/macos/imgui_impl_sdl.cpp b/tools/solidity-ui/platform/macos/imgui_impl_sdl.cpp new file mode 100644 index 000000000..65933261e --- /dev/null +++ b/tools/solidity-ui/platform/macos/imgui_impl_sdl.cpp @@ -0,0 +1,1136 @@ +// dear imgui: Platform Backend for SDL2 +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, +// etc.) (Prefer SDL 2.0.5+ for full feature support.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [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'. +// Missing features: +// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows +// IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. [ ] 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. If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of +// imgui.cpp. Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously +// still gives out LEAVE events when hovering OS decorations. 2022-03-22: Inputs: Added support for extra mouse buttons +// (SDL_BUTTON_X1/SDL_BUTTON_X2). 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so +// we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer. 2022-01-26: +// Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX +// flags. Sorry for the confusion. 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead +// of writing directly to io.NavInputs[]. 2022-01-17: Inputs: calling new io.AddMousePosEvent(), +// io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). 2022-01-17: Inputs: always update key mods next and +// before key event (not in NewFrame) to fix input queue with very low framerates. 2022-01-12: Update mouse inputs +// using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More +// standard and will allow us to pass it to future input queue API. 2022-01-12: Maintain our own copy of +// MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. 2022-01-10: Inputs: calling +// new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey +// range. 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST. +// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using +// SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+) 2021-06:29: *BREAKING CHANGE* Removed +// 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary. 2021-06-29: Reorganized backend +// to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to +// bd->XXXX). 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, +// effectively fixing mouse access on Raspberry Pi. (#2837, #3950) 2020-05-25: Misc: Report a zero display-size when +// window is minimized, to be consistent with other backends. 2020-02-20: Inputs: Fixed mapping for +// ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2). 2019-12-17: Inputs: On Wayland, +// use SDL_GetMouseState (because there is no global mouse state). 2019-12-05: Inputs: Added support for +// ImGuiMouseCursor_NotAllowed mouse cursor. 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. 2019-04-23: +// Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. +// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. +// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. +// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. +// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by +// SDL_GetClipboardText). 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor +// ImGuiConfigFlags_NoMouseCursorChange flag. 2018-02-16: Inputs: Added support for mouse cursors, honoring +// ImGui::GetMouseCursor() value. 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 +// WIP, user needs to call CreateContext/DestroyContext themselves. 2018-02-06: Inputs: Added mapping for +// ImGuiKey_Space. 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle +// very high framerate (1000+ FPS). 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a +// confusing mixture of keycodes and scancodes. 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. 2018-01-19: +// Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when +// dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. + +#include "imgui_impl_sdl.h" +#include "imgui.h" + +// SDL +// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended) +#include +#include +#if defined(__APPLE__) +#include +#include +#include +#endif + +#if SDL_VERSION_ATLEAST(2, 0, 4) && !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 +#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2, 0, 5) +#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2, 0, 5) +#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2, 0, 5) +#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2, 0, 5) +#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2, 0, 4) +#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2, 0, 6) +#if !SDL_HAS_VULKAN +static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; +#endif + +// SDL Data +struct ImGui_ImplSDL2_Data +{ + SDL_Window* Window; + SDL_Renderer* Renderer; + Uint64 Time; + Uint32 MouseWindowID; + int MouseButtonsDown; + SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; + int PendingMouseLeaveFrame; + char* ClipboardTextData; + bool MouseCanUseGlobalState; + bool UseVulkan; + + ImGui_ImplSDL2_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_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*) ImGui::GetIO().BackendPlatformUserData : NULL; +} + +// Forward Declarations +static void ImGui_ImplSDL2_UpdateMonitors(); +static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context); +static void ImGui_ImplSDL2_ShutdownPlatformInterface(); + +// Functions +static const char* ImGui_ImplSDL2_GetClipboardText(void*) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + bd->ClipboardTextData = SDL_GetClipboardText(); + return bd->ClipboardTextData; +} + +static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) { SDL_SetClipboardText(text); } + +static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode) +{ + 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_QUOTE: + 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_BACKQUOTE: + 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_KP_0: + return ImGuiKey_Keypad0; + case SDLK_KP_1: + return ImGuiKey_Keypad1; + case SDLK_KP_2: + return ImGuiKey_Keypad2; + case SDLK_KP_3: + return ImGuiKey_Keypad3; + case SDLK_KP_4: + return ImGuiKey_Keypad4; + case SDLK_KP_5: + return ImGuiKey_Keypad5; + case SDLK_KP_6: + return ImGuiKey_Keypad6; + case SDLK_KP_7: + return ImGuiKey_Keypad7; + case SDLK_KP_8: + return ImGuiKey_Keypad8; + case SDLK_KP_9: + return ImGuiKey_Keypad9; + case SDLK_KP_PERIOD: + return ImGuiKey_KeypadDecimal; + case SDLK_KP_DIVIDE: + return ImGuiKey_KeypadDivide; + case SDLK_KP_MULTIPLY: + return ImGuiKey_KeypadMultiply; + case SDLK_KP_MINUS: + return ImGuiKey_KeypadSubtract; + case SDLK_KP_PLUS: + return ImGuiKey_KeypadAdd; + case SDLK_KP_ENTER: + return ImGuiKey_KeypadEnter; + case SDLK_KP_EQUALS: + return ImGuiKey_KeypadEqual; + 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; + } + return ImGuiKey_None; +} + +static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiKey_ModCtrl, (sdl_key_mods & KMOD_CTRL) != 0); + io.AddKeyEvent(ImGuiKey_ModShift, (sdl_key_mods & KMOD_SHIFT) != 0); + io.AddKeyEvent(ImGuiKey_ModAlt, (sdl_key_mods & KMOD_ALT) != 0); + io.AddKeyEvent(ImGuiKey_ModSuper, (sdl_key_mods & KMOD_GUI) != 0); +} + +// 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. If you have multiple SDL events and some of them are not meant to be +// used by dear imgui, you may need to filter events based on their windowID field. +bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + + switch (event->type) + { + case SDL_MOUSEMOTION: + { + 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; + } +#if defined(__APPLE__) + io.AddMousePosEvent(mouse_pos.x * 2, mouse_pos.y * 2); +#else + io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); +#endif + return true; + } + case SDL_MOUSEWHEEL: + { + float wheel_x = (event->wheel.x > 0) ? 1.0f : (event->wheel.x < 0) ? -1.0f : 0.0f; + float wheel_y = (event->wheel.y > 0) ? 1.0f : (event->wheel.y < 0) ? -1.0f : 0.0f; + io.AddMouseWheelEvent(wheel_x, wheel_y); + return true; + } + case SDL_MOUSEBUTTONDOWN: + case SDL_MOUSEBUTTONUP: + { + 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.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN)); + bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) + : (bd->MouseButtonsDown & ~(1 << mouse_button)); + return true; + } + case SDL_TEXTINPUT: + { + io.AddInputCharactersUTF8(event->text.text); + return true; + } + case SDL_KEYDOWN: + case SDL_KEYUP: + { + ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod) event->key.keysym.mod); + ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym); + io.AddKeyEvent(key, (event->type == SDL_KEYDOWN)); + io.SetKeyEventNativeData( + key, + event->key.keysym.sym, + event->key.keysym.scancode, + event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** + // as indices to IsKeyXXX() functions. + return true; + } + case SDL_WINDOWEVENT: + { + // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the + // final ENTER tends to be right. + // - However we won't get a correct LEAVE event for a captured window. + // - 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. + Uint8 window_event = event->window.event; + if (window_event == SDL_WINDOWEVENT_ENTER) + { + bd->MouseWindowID = event->window.windowID; + bd->PendingMouseLeaveFrame = 0; + } + if (window_event == SDL_WINDOWEVENT_LEAVE) + bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; + if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) + io.AddFocusEvent(true); + else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST) + io.AddFocusEvent(false); + if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED + || window_event == SDL_WINDOWEVENT_RESIZED) + if (ImGuiViewport* viewport + = ImGui::FindViewportByPlatformHandle((void*) SDL_GetWindowFromID(event->window.windowID))) + { + if (window_event == SDL_WINDOWEVENT_CLOSE) + viewport->PlatformRequestClose = true; + if (window_event == SDL_WINDOWEVENT_MOVED) + viewport->PlatformRequestMove = true; + if (window_event == SDL_WINDOWEVENT_RESIZED) + viewport->PlatformRequestResize = true; + return true; + } + return true; + } + } + return false; +} + +static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); + + // Check and store if we are on a SDL backend that supports global mouse position + // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) + bool mouse_can_use_global_state = false; +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + const char* sdl_backend = SDL_GetCurrentVideoDriver(); + const char* global_mouse_whitelist[] = {"windows", "cocoa", "x11", "DIVE", "VMAN"}; + for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) + if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) + mouse_can_use_global_state = true; +#endif + + // Setup backend capabilities flags + ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); + io.BackendPlatformUserData = (void*) bd; + io.BackendPlatformName = "imgui_impl_sdl"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags + |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + if (mouse_can_use_global_state) + io.BackendFlags + |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + + // SDL on Linux/OSX doesn't report events for unfocused windows (see + // https://github.com/ocornut/imgui/issues/4960) +#ifndef __APPLE__ + if (mouse_can_use_global_state) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with + // correct data (optional) +#endif + + bd->Window = window; + bd->Renderer = renderer; + bd->MouseCanUseGlobalState = mouse_can_use_global_state; + + io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; + io.ClipboardUserData = NULL; + + // Load mouse cursors + bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); + bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); + + // Set platform dependent data in viewport + // Our mouse update function expect PlatformHandle to be filled for the main viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = (void*) window; + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if (SDL_GetWindowWMInfo(window, &info)) + { +#ifdef _WIN32 + main_viewport->PlatformHandleRaw = (void*) info.info.win.window; +#elif defined(__APPLE__) + main_viewport->PlatformHandleRaw = (void*) info.info.cocoa.window; +#endif + } + + // 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_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) +#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH + SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); +#endif + + // Update monitors + ImGui_ImplSDL2_UpdateMonitors(); + + // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. + // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings. + if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)) + ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context); + + return true; +} + +bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) +{ + return ImGui_ImplSDL2_Init(window, NULL, sdl_gl_context); +} + +bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) +{ +#if !SDL_HAS_VULKAN + IM_ASSERT(0 && "Unsupported"); +#endif + if (!ImGui_ImplSDL2_Init(window, NULL, NULL)) + return false; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + bd->UseVulkan = true; + return true; +} + +bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) +{ +#if !defined(_WIN32) + IM_ASSERT(0 && "Unsupported"); +#endif + return ImGui_ImplSDL2_Init(window, NULL, NULL); +} + +bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) { return ImGui_ImplSDL2_Init(window, NULL, NULL); } + +bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) +{ + return ImGui_ImplSDL2_Init(window, renderer, NULL); +} + +void ImGui_ImplSDL2_Shutdown() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplSDL2_ShutdownPlatformInterface(); + + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + SDL_FreeCursor(bd->MouseCursors[cursor_n]); + + io.BackendPlatformName = NULL; + io.BackendPlatformUserData = NULL; + 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_ImplSDL2_UpdateMouseData() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + // 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 + SDL_CaptureMouse(bd->MouseButtonsDown != 0 ? SDL_TRUE : SDL_FALSE); + SDL_Window* focused_window = SDL_GetKeyboardFocus(); + const bool is_app_focused + = (focused_window + && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*) focused_window))); +#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 + // ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) + { +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + SDL_WarpMouseGlobal((int) io.MousePos.x, (int) io.MousePos.y); + else +#endif + SDL_WarpMouseInWindow(bd->Window, (int) io.MousePos.x, (int) io.MousePos.y); + } + + + // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when + // hovered or captured) + if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) + { + // 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) + int mouse_x, mouse_y, 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; + } +#if defined(__APPLE__) + io.AddMousePosEvent((float) mouse_x * 2, (float) mouse_y * 2); +#else + io.AddMousePosEvent((float) mouse_x, (float) mouse_y); +#endif + } + } + + // (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 (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID)) + if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*) sdl_mouse_window)) + mouse_viewport_id = mouse_viewport->ID; + io.AddMouseViewportEvent(mouse_viewport_id); + } +} + +static void ImGui_ImplSDL2_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_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_ShowCursor(SDL_FALSE); + } + else + { + // Show OS mouse cursor + SDL_SetCursor( + bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); + SDL_ShowCursor(SDL_TRUE); + } +} + +static void ImGui_ImplSDL2_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + + // Get gamepad + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + SDL_GameController* game_controller = SDL_GameControllerOpen(0); + if (!game_controller) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + +// Update gamepad inputs +#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) +#define MAP_BUTTON(KEY_NO, BUTTON_NO) \ + { \ + io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); \ + } +#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) \ + { \ + float vn = (float) (SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float) (V1 - V0); \ + vn = IM_SATURATE(vn); \ + io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); \ + } + const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. + MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START); + MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK); + MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); + MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); + MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); + MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767); + MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); + MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK); + MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); +#undef MAP_BUTTON +#undef MAP_ANALOG +} + +// FIXME-PLATFORM: SDL doesn't have an event to notify the application of display/monitor changes +static void ImGui_ImplSDL2_UpdateMonitors() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Monitors.resize(0); + int display_count = SDL_GetNumVideoDisplays(); + 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. + ImGuiPlatformMonitor monitor; + SDL_Rect r; + SDL_GetDisplayBounds(n, &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_HAS_USABLE_DISPLAY_BOUNDS + SDL_GetDisplayUsableBounds(n, &r); + monitor.WorkPos = ImVec2((float) r.x, (float) r.y); + monitor.WorkSize = ImVec2((float) r.w, (float) r.h); +#endif +#if SDL_HAS_PER_MONITOR_DPI + // FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set + // DpiScale to cocoa_window.backingScaleFactor here. + float dpi = 0.0f; + if (!SDL_GetDisplayDPI(n, &dpi, NULL, NULL)) + monitor.DpiScale = dpi / 96.0f; +#endif + platform_io.Monitors.push_back(monitor); + } +} + +void ImGui_ImplSDL2_NewFrame() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + SDL_GetWindowSize(bd->Window, &w, &h); + if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) + w = h = 0; + if (bd->Renderer != NULL) + SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h); + else + SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float) w, (float) h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float) display_w / w, (float) display_h / h); + +#if defined(__APPLE__) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + if (!platform_io.Monitors.empty() && platform_io.Monitors[0].DpiScale > 1.0f && display_h != h) + { + io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f); + io.DisplaySize = ImVec2((float) display_w, (float) display_h); + } +#endif + + // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) + static Uint64 frequency = SDL_GetPerformanceFrequency(); + Uint64 current_time = SDL_GetPerformanceCounter(); + io.DeltaTime = bd->Time > 0 ? (float) ((double) (current_time - bd->Time) / frequency) : (float) (1.0f / 60.0f); + bd->Time = current_time; + + if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) + { + bd->MouseWindowID = 0; + bd->PendingMouseLeaveFrame = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + + ImGui_ImplSDL2_UpdateMouseData(); + ImGui_ImplSDL2_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplSDL2_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* RenderUserData field of each ImGuiViewport to easily retrieve our backend +// data. +struct ImGui_ImplSDL2_ViewportData +{ + SDL_Window* Window; + Uint32 WindowID; + bool WindowOwned; + SDL_GLContext GLContext; + + ImGui_ImplSDL2_ViewportData() + { + Window = NULL; + WindowID = 0; + WindowOwned = false; + GLContext = NULL; + } + ~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == NULL && GLContext == NULL); } +}; + +static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); + viewport->PlatformUserData = vd; + + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*) main_viewport->PlatformUserData; + + // Share GL resources with main context + bool use_opengl = (main_viewport_data->GLContext != NULL); + SDL_GLContext backup_context = NULL; + 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); + } + + Uint32 sdl_flags = 0; + sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0); + sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI; + sdl_flags |= SDL_WINDOW_HIDDEN; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE; +#if !defined(_WIN32) + // See SDL hack in ImGui_ImplSDL2_ShowWindow(). + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0; +#endif +#if SDL_HAS_ALWAYS_ON_TOP + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0; +#endif + 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); + 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); + + viewport->PlatformHandle = (void*) vd->Window; + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if (SDL_GetWindowWMInfo(vd->Window, &info)) + { +#if defined(_WIN32) + viewport->PlatformHandleRaw = info.info.win.window; +#elif defined(__APPLE__) + viewport->PlatformHandleRaw = (void*) info.info.cocoa.window; +#endif + } +} + +static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport) +{ + if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*) viewport->PlatformUserData) + { + if (vd->GLContext && vd->WindowOwned) + SDL_GL_DeleteContext(vd->GLContext); + if (vd->Window && vd->WindowOwned) + SDL_DestroyWindow(vd->Window); + vd->GLContext = NULL; + vd->Window = NULL; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = NULL; +} + +static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_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_ImplSDL2_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*) viewport->PlatformUserData; + int x = 0, y = 0; + SDL_GetWindowPosition(vd->Window, &x, &y); + return ImVec2((float) x, (float) y); +} + +static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*) viewport->PlatformUserData; + SDL_SetWindowPosition(vd->Window, (int) pos.x, (int) pos.y); +} + +static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*) viewport->PlatformUserData; + int w = 0, h = 0; + SDL_GetWindowSize(vd->Window, &w, &h); + return ImVec2((float) w, (float) h); +} + +static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*) viewport->PlatformUserData; + SDL_SetWindowSize(vd->Window, (int) size.x, (int) size.y); +} + +static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*) viewport->PlatformUserData; + SDL_SetWindowTitle(vd->Window, title); +} + +#if SDL_HAS_WINDOW_ALPHA +static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*) viewport->PlatformUserData; + SDL_SetWindowOpacity(vd->Window, alpha); +} +#endif + +static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*) viewport->PlatformUserData; + SDL_RaiseWindow(vd->Window); +} + +static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*) viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; +} + +static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*) viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0; +} + +static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*) viewport->PlatformUserData; + if (vd->GLContext) + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); +} + +static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_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 so we can safely include this. +#if SDL_HAS_VULKAN +#include +static int ImGui_ImplSDL2_CreateVkSurface( + ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_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 +} +#endif // SDL_HAS_VULKAN + +static void ImGui_ImplSDL2_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_ImplSDL2_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle; + platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow; + platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers; +#if SDL_HAS_WINDOW_ALPHA + platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha; +#endif +#if SDL_HAS_VULKAN + platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface; +#endif + + // 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_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_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_ImplSDL2_ShutdownPlatformInterface() { ImGui::DestroyPlatformWindows(); }