Steppable 0.0.1
A CAS project written from scratch in C++
Loading...
Searching...
No Matches
imgui_impl_sdl3.h
1// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
2// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
3// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
4
5// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN**)
6
7// Implemented features:
8// [X] Platform: Clipboard support.
9// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
10// [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]
11// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
12// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
13// [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.
14// Issues:
15// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
16// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
17// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
18
19// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
20// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
21// Learn about Dear ImGui:
22// - FAQ https://dearimgui.com/faq
23// - Getting Started https://dearimgui.com/getting-started
24// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
25// - Introduction, links and more at the top of imgui.cpp
26
27#pragma once
28#include "imgui.h" // IMGUI_IMPL_API
29#ifndef IMGUI_DISABLE
30
31struct SDL_Window;
32struct SDL_Renderer;
33struct SDL_Gamepad;
34typedef union SDL_Event SDL_Event;
35
36IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
37IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
38IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window);
39IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window);
40IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
41IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window);
42IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown();
43IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame();
44IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
45
46// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
47// When using manual mode, caller is responsible for opening/closing gamepad.
48enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
49IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
50
51#endif // #ifndef IMGUI_DISABLE
Untitled