refactor: window (#34)

* build: add SDL3 dependency

* refactor(window): migrate from GLFW to SDL3 for window and input

* refactor: remove unused GLFW includes and commented-out code

* refactor(input): use relative mouse motion and simplify camera mouse update

* refactor(event-handling): guard input events with imgui state

Move mouse enable/disable logic into set_imgui_enabled and check imgui_enable before forwarding non-ImGui events to handlers. This prevents duplicate processing and ensures proper mouse state when toggling ImGui.

* fix(camera): reset camera on resize events and fix input handling on imgui toggle

- Add Camera::player() accessor.
- Handle WindowResizeEvent and FrameBufferResizeEvent to reset camera.
- Fix escape key handling to disable mouse before toggling imgui.
- Fix left alt handling to toggle mouse state correctly.
- Reset player key status when toggling imgui.

* fix(client_world): add direct exit flag to break connection error loop

* refactor(debug): add d_rep template and remove widget ID

* feat(debug_collector): add video driver display to debug UI

* fix: invert debug flag logic and rename to no_debug

The previous 'debug_on' field was never set to true by default, causing
debug mode to never be enabled. Now renamed to 'no_debug' and the
renderer initializes with debug enabled unless the --no-debug flag is
given.

* feat(window): add video driver selection via config and --video-driver argument

* ci: add vcpkg cache

* fix: mscv cpp version show

* fix: context delete too early

* fix: ci build fail

* fix: opengl resource delete error

* fix: add // NOLINT for NvOptimusEnablement and AmdPowerXpressRequestHighPerformance

* fix: windows ime fail on fullscreen

* feat(ui): update text input area on field changes and window resize

* fix(ui): initialize m_app pointer to nullptr

* feat(window): add exclusive fullscreen support with WM detection

* refactor: simplify WM detection and exclusive fullscreen default

Removed WindowManager enum; detect_wm() now returns string directly.
Default exclusive fullscreen based on platform (true on Linux).
Added WM info to debug overlay.

* feat: add Alt key to close ImGui; clarify debug log

* refactor(dev-panel): remove direct settings UI from settings tab
This commit is contained in:
zhenyan121
2026-07-17 18:08:51 +08:00
committed by GitHub
parent d6e1e4a50e
commit 2b75c510af
43 changed files with 1883 additions and 1934 deletions

View File

@@ -27,7 +27,8 @@ jobs:
runs-on: ${{ matrix.os }} runs-on: ${{ matrix.os }}
env:
VCPKG_BINARY_SOURCES: clear;files,${{ github.workspace }}/.vcpkg-cache,readwrite
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
@@ -48,7 +49,13 @@ jobs:
- name: Setup MSVC - name: Setup MSVC
if: matrix.platform == 'windows' if: matrix.platform == 'windows'
uses: ilammy/msvc-dev-cmd@v1 uses: ilammy/msvc-dev-cmd@v1
- name: Cache vcpkg
uses: actions/cache@v4
with:
path: .vcpkg-cache
key: ${{ runner.os }}-vcpkg-${{ hashFiles('vcpkg.json') }}
restore-keys: |
${{ runner.os }}-vcpkg-
- name: Bootstrap vcpkg - name: Bootstrap vcpkg
run: | run: |
git clone https://github.com/microsoft/vcpkg.git git clone https://github.com/microsoft/vcpkg.git

View File

@@ -128,7 +128,7 @@ target_include_directories(${PROJECT_NAME}
target_link_libraries(${PROJECT_NAME} target_link_libraries(${PROJECT_NAME}
PRIVATE PRIVATE
glfw SDL3::SDL3
glad glad
glm::glm glm::glm
OpenGL::GL OpenGL::GL

View File

@@ -8,9 +8,7 @@ find_package(zstd REQUIRED)
find_package(OpenAL REQUIRED) find_package(OpenAL REQUIRED)
find_package(harfbuzz REQUIRED) find_package(harfbuzz REQUIRED)
find_package(Freetype REQUIRED) find_package(Freetype REQUIRED)
if (UNIX AND NOT APPLE) find_package(SDL3 REQUIRED)
find_package(glfw3 REQUIRED)
endif()
# Third-party libraries # Third-party libraries
@@ -37,20 +35,6 @@ FetchContent_MakeAvailable(tomlplusplus)
if (WIN32) if (WIN32)
FetchContent_Declare(
glfw
GIT_REPOSITORY https://github.com/glfw/glfw.git
GIT_TAG 3.4
)
set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE)
set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE)
set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
set(GLFW_INSTALL OFF CACHE BOOL "" FORCE)
set(GLFW_VULKAN_STATIC ON CACHE BOOL "" FORCE)
set(BUILD_SHARED_LIBS ON CACHE BOOL "" FORCE)
FetchContent_MakeAvailable(glfw)
set(_BUILD_SHARED_LIBS_SAVED ${BUILD_SHARED_LIBS}) set(_BUILD_SHARED_LIBS_SAVED ${BUILD_SHARED_LIBS})
set(BUILD_SHARED_LIBS ON) set(BUILD_SHARED_LIBS ON)

View File

@@ -1,7 +1,6 @@
#pragma once #pragma once
#include "Cubed/audio/audio_engine.hpp"
#define GLFW_INCLUDE_NONE
#include "Cubed/argument.hpp" #include "Cubed/argument.hpp"
#include "Cubed/audio/audio_engine.hpp"
#include "Cubed/config.hpp" #include "Cubed/config.hpp"
#include "Cubed/dev_panel.hpp" #include "Cubed/dev_panel.hpp"
#include "Cubed/render/renderer.hpp" #include "Cubed/render/renderer.hpp"
@@ -14,21 +13,15 @@ class App {
public: public:
App(); App();
~App(); ~App();
static void cursor_position_callback(GLFWwindow* window, double xpos, void handle_mouse_move(float xpos, float ypos, float xrel, float yrel);
double ypos); void handle_sdl_key(SDL_Event& e);
static void key_callback(GLFWwindow* window, int key, int scancode, void handle_sdl_mouse_button(SDL_Event& e);
int action, int mods); void handle_window_focus(bool focused);
static void mouse_button_callback(GLFWwindow* window, int button, void handle_window_resize(int new_width, int new_height);
int action, int mods); void handle_framebuffer_resize(int new_width, int new_height);
static void window_focus_callback(GLFWwindow* window, int focused); void handle_mouse_scroll(float xoffset, float yoffset);
static void window_reshape_callback(GLFWwindow* window, int new_width, void handle_text_input(const char* text);
int new_height);
static void framebuffer_size_callback(GLFWwindow* window, int new_width,
int new_height);
static void mouse_scroll_callback(GLFWwindow* window, double xoffset,
double yoffset);
static void cursor_enter_callback(GLFWwindow* window, int entered);
static void char_callback(GLFWwindow* window, unsigned int ch);
static int start_cubed_application(int argc, char** argv); static int start_cubed_application(int argc, char** argv);
static unsigned int seed(); static unsigned int seed();
@@ -43,29 +36,34 @@ public:
const Argument& argument() const; const Argument& argument() const;
AudioEngine& audio(); AudioEngine& audio();
const char* get_clipboard_text(); std::string get_clipboard_text();
void start_text_input();
void stop_text_input();
void update_text_input_area(const glm::vec4& textbox,
float cursor_position_x);
private: private:
Config m_game_config; Config m_game_config;
Window m_window;
TextureManager m_texture_manager; TextureManager m_texture_manager;
AudioEngine m_audio; AudioEngine m_audio;
Renderer m_renderer; Renderer m_renderer;
Window m_window;
SceneManager m_scene_manager; SceneManager m_scene_manager;
inline static double last_time = glfwGetTime(); inline static uint64_t last_tick = 0;
inline static double current_time = glfwGetTime(); inline static uint64_t current_tick = 0;
inline static double dt = 0.0f; inline static float dt = 0.0f;
inline static double fps_time_count = 0.0f; inline static float fps_time_count = 0.0f;
inline static int frame_count = 0; inline static int frame_count = 0;
inline static int fps = 0; inline static int fps = 0;
Argument m_argument; Argument m_argument;
bool m_running = true;
void init(int argc, char** argv); void init(int argc, char** argv);
void handle_argument(int argc, char** argv); void handle_argument(int argc, char** argv);
auto init_camera(); auto init_camera();
@@ -76,6 +74,8 @@ private:
void run(); void run();
void update(); void update();
void handle_sdl_event(SDL_Event& e);
void dispatch_event(const Event& e); void dispatch_event(const Event& e);
}; };

View File

@@ -6,7 +6,9 @@ struct Argument {
std::optional<int> port; std::optional<int> port;
std::optional<std::string> ip; std::optional<std::string> ip;
std::optional<std::string> player; std::optional<std::string> player;
std::optional<bool> debug_on; std::optional<bool> no_debug;
std::optional<std::string> language; std::optional<std::string> language;
std::optional<std::string> video_driver;
std::optional<bool> enable_exclusive;
}; };
} // namespace Cubed } // namespace Cubed

View File

@@ -1,8 +1,7 @@
#pragma once #pragma once
#include "Cubed/input/event.hpp" #include "Cubed/input/event.hpp"
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>
@@ -40,7 +39,7 @@ public:
void camera_init(ClientPlayer* player); void camera_init(ClientPlayer* player);
void hot_reload(); void hot_reload();
void reset_camera(); void reset_camera();
void update_cursor_position_camera(double xpos, double ypos); void update_cursor_position_camera(float offset_x, float offset_y);
const glm::mat4 get_camera_lookat() const; const glm::mat4 get_camera_lookat() const;
const glm::vec3& get_camera_pos() const; const glm::vec3& get_camera_pos() const;
@@ -50,6 +49,7 @@ public:
void change_perspective(); void change_perspective();
bool is_first_person() const; bool is_first_person() const;
bool handle_event(const Event& e); bool handle_event(const Event& e);
ClientPlayer* player();
}; };
} // namespace Cubed } // namespace Cubed

View File

@@ -4,6 +4,8 @@
#include "Cubed/ui/label.hpp" #include "Cubed/ui/label.hpp"
#include "Cubed/ui/widget.hpp" #include "Cubed/ui/widget.hpp"
#include <format>
#include <memory>
#include <unordered_map> #include <unordered_map>
namespace Cubed { namespace Cubed {
@@ -11,6 +13,7 @@ namespace Cubed {
class DebugCollector { class DebugCollector {
public: public:
static DebugCollector& get(); static DebugCollector& get();
static void distory();
DebugCollector(); DebugCollector();
void report(const std::string& name, std::string_view content); void report(const std::string& name, std::string_view content);
@@ -21,6 +24,14 @@ public:
private: private:
ColumnLayout m_widget; ColumnLayout m_widget;
std::unordered_map<std::string, Label*> m_component; std::unordered_map<std::string, Label*> m_component;
static std::unique_ptr<DebugCollector>& get_ptr();
}; };
template <typename... Args>
void d_rep(const std::string& key, std::format_string<Args...> fmt,
Args&&... args) {
std::string msg = std::vformat(fmt.get(), std::make_format_args(args...));
DebugCollector::get().report(key, msg);
}
} // namespace Cubed } // namespace Cubed

View File

@@ -101,6 +101,7 @@ public:
AudioEngine& get_audio(); AudioEngine& get_audio();
Config& get_config(); Config& get_config();
WorldScene& world_scene(); WorldScene& world_scene();
void set_direct_exit();
template <typename Fn> template <typename Fn>
void register_ticktimer(std::string_view id, TickType threshold, Fn&& f) { void register_ticktimer(std::string_view id, TickType threshold, Fn&& f) {
m_ticktimers.emplace( m_ticktimers.emplace(
@@ -153,7 +154,7 @@ private:
tbb::concurrent_unordered_map<std::string, TickTimer> m_ticktimers; tbb::concurrent_unordered_map<std::string, TickTimer> m_ticktimers;
std::unordered_map<std::string, Timer> m_timers; std::unordered_map<std::string, Timer> m_timers;
std::atomic<bool> m_exit_direct{false};
std::atomic<bool> m_game_running{false}; std::atomic<bool> m_game_running{false};
std::atomic<bool> m_receive_exit{false}; std::atomic<bool> m_receive_exit{false};
std::atomic<int> m_rendering_distance{24}; std::atomic<int> m_rendering_distance{24};

View File

@@ -11,8 +11,10 @@ namespace Cubed {
struct MouseMoveEvent { struct MouseMoveEvent {
float xpos; float xpos;
float ypos; float ypos;
float xrel;
MouseMoveEvent(float x, float y) : xpos(x), ypos(y) {} float yrel;
MouseMoveEvent(float x, float y, float dx, float dy)
: xpos(x), ypos(y), xrel(dx), yrel(dy) {}
}; };
struct MouseButtonEvent { struct MouseButtonEvent {

View File

@@ -1,7 +1,5 @@
#pragma once #pragma once
#include <GLFW/glfw3.h>
namespace Cubed { namespace Cubed {
struct MoveState { struct MoveState {

View File

@@ -9,7 +9,7 @@ enum class MouseKey {
BACK_BUTTON, // Side button back BACK_BUTTON, // Side button back
FORWARD_BUTTON, // Side button forward FORWARD_BUTTON, // Side button forward
/*
WHEEL_UP, WHEEL_UP,
WHEEL_DOWN, WHEEL_DOWN,
WHEEL_LEFT, WHEEL_LEFT,
@@ -20,6 +20,7 @@ enum class MouseKey {
EXTRA_BUTTON_3, EXTRA_BUTTON_3,
EXTRA_BUTTON_4, EXTRA_BUTTON_4,
EXTRA_BUTTON_5 EXTRA_BUTTON_5
*/
}; };
} }

View File

@@ -50,7 +50,6 @@ public:
const Texture* get_pbr_texture() const; const Texture* get_pbr_texture() const;
const std::vector<std::unique_ptr<Texture>>& item_textures() const; const std::vector<std::unique_ptr<Texture>>& item_textures() const;
const Texture* get_skin() const; const Texture* get_skin() const;
// Must call after MapTable::init_map() and glfwMakeContextCurrent(window);
void init_texture(); void init_texture();
void need_reload(); void need_reload();

View File

@@ -0,0 +1,14 @@
#pragma once
#include <cstdlib> // IWYU pragma: keep
namespace Cubed {
namespace Tools {
inline void set_env(const char* name, const char* value) {
#ifdef _WIN32
_putenv_s(name, value);
#else
setenv(name, value, 1);
#endif
}
} // namespace Tools
} // namespace Cubed

View File

@@ -51,6 +51,8 @@ public:
Font(); Font();
~Font(); ~Font();
static Font& get(); static Font& get();
static void destroy();
TextMesh vertices(const std::string& text); TextMesh vertices(const std::string& text);
const Texture* text_texture(); const Texture* text_texture();
static const std::string& font_path(); static const std::string& font_path();
@@ -70,6 +72,7 @@ private:
int m_max_layers = 0; int m_max_layers = 0;
Glyph& load_glyph(uint32_t glyph_index); Glyph& load_glyph(uint32_t glyph_index);
void upload_glyph(Glyph& glyph, const unsigned char* buffer); void upload_glyph(Glyph& glyph, const unsigned char* buffer);
static std::unique_ptr<Font>& get_ptr();
}; };
} // namespace Cubed } // namespace Cubed

View File

@@ -1,6 +1,6 @@
#pragma once #pragma once
#include "Cubed/tools/log.hpp" #include "Cubed/tools/log.hpp" // IWYU pragma: keep
#include <string> #include <string>
@@ -157,6 +157,46 @@ inline std::string get_cpu_info() {
#endif #endif
} }
inline std::string get_compiler_info() {
std::string result;
#if defined(__clang__)
result = "Clang ";
result += __clang_version__;
#elif defined(__GNUC__)
result = "GCC ";
result += std::to_string(__GNUC__);
result += ".";
result += std::to_string(__GNUC_MINOR__);
result += ".";
result += std::to_string(__GNUC_PATCHLEVEL__);
#elif defined(_MSC_VER)
int major = _MSC_VER / 100;
int minor = _MSC_VER % 100;
result = "MSVC ";
result += std::to_string(major);
result += ".";
result += std::to_string(minor);
#else
result = "Unknown Compiler";
#endif
constexpr long CPP_VERSION =
#ifdef _MSC_VER
_MSVC_LANG;
#else
__cplusplus;
#endif
result += " (C++";
result += std::to_string(CPP_VERSION);
result += ")";
return result;
}
} // namespace Tools } // namespace Tools
} // namespace Cubed } // namespace Cubed

View File

@@ -0,0 +1,28 @@
#pragma once
#include "Cubed/tools/log.hpp"
#include <cstdlib>
#include <string>
namespace Cubed {
namespace Tools {
inline std::string detect_wm() {
#ifdef _WIN32
return "Windows";
#endif
#ifdef __linux__
const char* desktop = getenv("XDG_CURRENT_DESKTOP");
if (!desktop) {
return "Unknown";
}
Logger::info("XDG_CURRENT_DESKTOP: {}", desktop);
return std::string(desktop);
#endif
return "Unknown";
}
} // namespace Tools
} // namespace Cubed

View File

@@ -10,7 +10,6 @@ public:
Label& operator=(const Label&) = delete; Label& operator=(const Label&) = delete;
Label& operator=(Label&&) = delete; Label& operator=(Label&&) = delete;
Label(const std::string& id, Widget* parent);
Label(Widget* parent); Label(Widget* parent);
virtual ~Label() = default; virtual ~Label() = default;

View File

@@ -31,7 +31,7 @@ public:
bool handle_mouse_button_event(const MouseButtonEvent& e) override; bool handle_mouse_button_event(const MouseButtonEvent& e) override;
bool handle_text_input_event(const TextInputEvent& e) override; bool handle_text_input_event(const TextInputEvent& e) override;
bool handle_key_event(const KeyEvent& e) override; bool handle_key_event(const KeyEvent& e) override;
bool handle_window_resize_event(const WindowResizeEvent& e) override;
const std::string& input_text() const; const std::string& input_text() const;
template <typename F> TextField& set_on_finish(F&& f) { template <typename F> TextField& set_on_finish(F&& f) {
@@ -47,7 +47,7 @@ private:
static constexpr const char* DEFAULT_TEXT_FIELD_IMAGE = static constexpr const char* DEFAULT_TEXT_FIELD_IMAGE =
"texture/ui/textfield001.png"; "texture/ui/textfield001.png";
App* m_app; App* m_app = nullptr;
std::unique_ptr<Image> m_background; std::unique_ptr<Image> m_background;
std::unique_ptr<Label> m_foreground; std::unique_ptr<Label> m_foreground;
std::unique_ptr<Rect> m_cursor; std::unique_ptr<Rect> m_cursor;
@@ -69,5 +69,6 @@ private:
void on_render(Renderer& renderer) override; void on_render(Renderer& renderer) override;
void on_update(float dt) override; void on_update(float dt) override;
void update_show_text(); void update_show_text();
void update_input_area();
}; };
} // namespace Cubed } // namespace Cubed

View File

@@ -25,12 +25,10 @@ public:
Widget& operator=(const Widget&) = delete; Widget& operator=(const Widget&) = delete;
Widget& operator=(Widget&&) = delete; Widget& operator=(Widget&&) = delete;
Widget(const std::string& id, Widget* parent);
Widget(Widget* parent); Widget(Widget* parent);
virtual ~Widget() = default; virtual ~Widget() = default;
virtual void update(float dt); virtual void update(float dt);
virtual void render(Renderer& renderer); virtual void render(Renderer& renderer);
virtual const std::string& id() const;
virtual Widget& set_anchor(Anchor anchor); virtual Widget& set_anchor(Anchor anchor);
virtual Widget& set_offset(glm::ivec2 offset); virtual Widget& set_offset(glm::ivec2 offset);
virtual Widget& set_window_size(int width, int height); virtual Widget& set_window_size(int width, int height);
@@ -58,7 +56,6 @@ public:
protected: protected:
Widget* m_parent = nullptr; Widget* m_parent = nullptr;
std::string m_id;
float m_window_height = 0; float m_window_height = 0;
float m_window_width = 0; float m_window_width = 0;
// Center is at the top-left corner, position is at the top-left corner // Center is at the top-left corner, position is at the top-left corner

View File

@@ -1,10 +1,10 @@
#pragma once #pragma once
#include "Cubed/argument.hpp"
#include "Cubed/config.hpp" #include "Cubed/config.hpp"
#include "Cubed/input/event.hpp" #include "Cubed/input/event.hpp"
#define GLFW_INCLUDE_NONE #include <SDL3/SDL.h>
#include <GLFW/glfw3.h>
namespace Cubed { namespace Cubed {
class Camera; class Camera;
class Renderer; class Renderer;
@@ -14,9 +14,9 @@ public:
~Window(); ~Window();
bool is_mouse_enable() const; bool is_mouse_enable() const;
const GLFWwindow* get_glfw_window() const; const SDL_Window* get_window() const;
GLFWwindow* get_glfw_window(); SDL_Window* get_window();
void init(); void init(const Argument& argument);
void imgui_init(); void imgui_init();
// end of frame to reload! // end of frame to reload!
@@ -25,7 +25,7 @@ public:
void reload_config(); void reload_config();
void toggle_fullscreen(); void toggle_fullscreen();
void set_fullscreen(bool full);
void enable_mouse(); void enable_mouse();
void disable_mouse(); void disable_mouse();
@@ -40,19 +40,31 @@ public:
void set_imgui_enabled(bool enable); void set_imgui_enabled(bool enable);
void set_vsync(bool enable);
int width() const;
int height() const;
private: private:
bool m_mouse_enable = true; bool m_mouse_enable = true;
bool m_imgui_init = false; bool m_imgui_init = false;
bool m_game_running = false; bool m_game_running = false;
GLFWwindow* m_window; bool m_enable_exclusive = false;
int m_window_width; SDL_Window* m_window;
int m_window_height; SDL_GLContext m_context;
int m_window_width = 0;
int m_window_height = 0;
SDL_DisplayID m_windowed_display = 0;
bool m_fullscreen = false;
Config& m_config; Config& m_config;
Camera* m_camera = nullptr; Camera* m_camera = nullptr;
bool m_imgui_enable = false; bool m_imgui_enable = false;
bool handle_key_event(const KeyEvent& e); bool handle_key_event(const KeyEvent& e);
bool handle_window_resize_event(const WindowResizeEvent& e); bool handle_window_resize_event(const WindowResizeEvent& e);
bool handle_mouse_button_event(const MouseButtonEvent& e); bool handle_mouse_button_event(const MouseButtonEvent& e);
void set_exclusive_fullscreen(bool full);
void set_borderless_fullscreen(bool full);
}; };
} // namespace Cubed } // namespace Cubed

File diff suppressed because it is too large Load Diff

View File

@@ -69,19 +69,12 @@ void Camera::hot_reload() {}
void Camera::reset_camera() { m_firse_mouse = true; } void Camera::reset_camera() { m_firse_mouse = true; }
void Camera::update_cursor_position_camera(double xpos, double ypos) { void Camera::update_cursor_position_camera(float offset_x, float offset_y) {
if (m_firse_mouse) { if (m_firse_mouse) {
m_last_mouse_x = xpos;
m_last_mouse_y = ypos;
m_firse_mouse = false; m_firse_mouse = false;
return; return;
} }
float offset_x = xpos - m_last_mouse_x;
float offset_y = m_last_mouse_y - ypos;
m_last_mouse_x = xpos;
m_last_mouse_y = ypos;
ASSERT_MSG(m_player, "nullptr"); ASSERT_MSG(m_player, "nullptr");
m_player->update_front_vec(offset_x, offset_y); m_player->update_front_vec(offset_x, offset_y);
} }
@@ -114,31 +107,36 @@ void Camera::change_perspective() {
bool Camera::is_first_person() const { bool Camera::is_first_person() const {
return m_perspective == Perspective::FIRST_PERSON; return m_perspective == Perspective::FIRST_PERSON;
} }
ClientPlayer* Camera::player() { return m_player; }
bool Camera::handle_event(const Event& e) { bool Camera::handle_event(const Event& e) {
return std::visit( return std::visit(Overloaded{[this](const MouseMoveEvent& e) {
Overloaded{[this](const MouseMoveEvent& e) { if (handle_mouse_move_event(e)) {
if (handle_mouse_move_event(e)) { return true;
return true; }
}
return false; return false;
}, },
[](const MouseButtonEvent&) { return false; }, [](const MouseButtonEvent&) { return false; },
[](const MouseWheelEvent&) { return false; }, [](const MouseWheelEvent&) { return false; },
[this](const KeyEvent& e) { [this](const KeyEvent& e) {
if (handle_key_event(e)) { if (handle_key_event(e)) {
return true; return true;
} }
return false; return false;
}, },
[](const TextInputEvent&) { return false; }, [](const TextInputEvent&) { return false; },
[](const WindowResizeEvent&) { return false; }, [this](const WindowResizeEvent&) {
[](const FrameBufferResizeEvent&) { return false; } reset_camera();
return false;
},
[this](const FrameBufferResizeEvent&) {
reset_camera();
return false;
}
} // namespace Cubed } // namespace Cubed
, ,
e); e);
} }
glm::vec3 Camera::camera_collision(glm::vec3 start, glm::vec3 end, glm::vec3 Camera::camera_collision(glm::vec3 start, glm::vec3 end,
@@ -174,7 +172,7 @@ bool Camera::handle_key_event(const KeyEvent& e) {
return false; return false;
} }
bool Camera::handle_mouse_move_event(const MouseMoveEvent& e) { bool Camera::handle_mouse_move_event(const MouseMoveEvent& e) {
update_cursor_position_camera(e.xpos, e.ypos); update_cursor_position_camera(e.xrel, -e.yrel);
return true; return true;
} }

View File

@@ -1,17 +1,23 @@
#include "Cubed/debug_collector.hpp" #include "Cubed/debug_collector.hpp"
#include "Cubed/tools/system_info.hpp" #include "Cubed/tools/system_info.hpp"
#include "Cubed/tools/system_window_manager.hpp"
#include "version.hpp" #include "version.hpp"
#include <SDL3/SDL_video.h>
#include <memory>
namespace Cubed { namespace Cubed {
DebugCollector::DebugCollector() : m_widget(nullptr) {} DebugCollector::DebugCollector() : m_widget(nullptr) {}
DebugCollector& DebugCollector::get() { DebugCollector& DebugCollector::get() { return *get_ptr(); }
static DebugCollector instance; std::unique_ptr<DebugCollector>& DebugCollector::get_ptr() {
static std::unique_ptr<DebugCollector> instance =
std::make_unique<DebugCollector>();
return instance; return instance;
} }
void DebugCollector::distory() { get_ptr().reset(); }
void DebugCollector::init(int width, int height) { void DebugCollector::init(int width, int height) {
constexpr float SCALE = 0.6f; constexpr float SCALE = 0.6f;
@@ -21,7 +27,7 @@ void DebugCollector::init(int width, int height) {
m_widget.set_offset({0, 5}); m_widget.set_offset({0, 5});
m_widget.set_child_anchor(ColumnLayoutAnchor::LEFT); m_widget.set_child_anchor(ColumnLayoutAnchor::LEFT);
// version_text // version_text
auto& version_text = m_widget.add_child<Label>("version"); auto& version_text = m_widget.add_child<Label>();
std::string version{"Version: " CUBED_VERSION}; std::string version{"Version: " CUBED_VERSION};
#ifdef DEBUG_MODE #ifdef DEBUG_MODE
@@ -31,70 +37,86 @@ void DebugCollector::init(int width, int height) {
#endif #endif
version_text.set_color(Color::WHITE).set_text(version).set_scale(SCALE); version_text.set_color(Color::WHITE).set_text(version).set_scale(SCALE);
m_component.try_emplace(version_text.id(), &version_text);
{
auto& compiler = m_widget.add_child<Label>();
compiler.set_text(Tools::get_compiler_info()).set_scale(SCALE);
}
// fps // fps
auto& fps_text = m_widget.add_child<Label>("fps"); auto& fps_text = m_widget.add_child<Label>();
fps_text.set_text("FPS: 0").set_scale(SCALE); fps_text.set_text("FPS: 0").set_scale(SCALE);
m_component.try_emplace(fps_text.id(), &fps_text); m_component.try_emplace("fps", &fps_text);
// player_pos // player_pos
auto& player_pos_text = m_widget.add_child<Label>("player_pos"); auto& player_pos_text = m_widget.add_child<Label>();
player_pos_text.set_text("x: 0.00 y: 0.00 z: 0.00").set_scale(SCALE); player_pos_text.set_text("x: 0.00 y: 0.00 z: 0.00").set_scale(SCALE);
m_component.try_emplace(player_pos_text.id(), &player_pos_text); m_component.try_emplace("player_pos", &player_pos_text);
// rendered_chunk // rendered_chunk
auto& rendered_chunk_text = m_widget.add_child<Label>("rendered_chunk"); auto& rendered_chunk_text = m_widget.add_child<Label>();
rendered_chunk_text.set_text("Rendered Chunk: 0").set_scale(SCALE); rendered_chunk_text.set_text("Rendered Chunk: 0").set_scale(SCALE);
m_component.try_emplace(rendered_chunk_text.id(), &rendered_chunk_text); m_component.try_emplace("rendered_chunk", &rendered_chunk_text);
// rss // rss
auto& rss_text = m_widget.add_child<Label>("rss"); auto& rss_text = m_widget.add_child<Label>();
rss_text.set_text("RSS: 0mb").set_scale(SCALE); rss_text.set_text("RSS: 0mb").set_scale(SCALE);
m_component.try_emplace(rss_text.id(), &rss_text); m_component.try_emplace("rss", &rss_text);
// os // os
std::string os; std::string os;
auto& os_text = m_widget.add_child<Label>("os"); auto& os_text = m_widget.add_child<Label>();
os_text.set_scale(SCALE); os_text.set_scale(SCALE);
if (Tools::get_os_version(os)) { if (Tools::get_os_version(os)) {
os_text.set_text("OS: " + os); os_text.set_text("OS: " + os);
Logger::info("System: {}", os); Logger::info("OS System: {}", os);
} else { } else {
os_text.set_text("OS: Unknown"); os_text.set_text("OS: Unknown");
} }
m_component.try_emplace(os_text.id(), &os_text); {
std::string wm{"WM: "};
wm.append(Tools::detect_wm());
auto& wm_label = m_widget.add_child<Label>();
wm_label.set_text(wm).set_scale(SCALE);
}
// cpu // cpu
auto& cpu_text = m_widget.add_child<Label>("cpu"); auto& cpu_text = m_widget.add_child<Label>();
cpu_text.set_text("CPU: " + Tools::get_cpu_info()).set_scale(SCALE); cpu_text.set_text("CPU: " + Tools::get_cpu_info()).set_scale(SCALE);
m_component.try_emplace(cpu_text.id(), &cpu_text);
// gpu // gpu
auto& gpu_text = m_widget.add_child<Label>("gpu"); auto& gpu_text = m_widget.add_child<Label>();
gpu_text gpu_text
.set_text(std::string{"GPU: "} + .set_text(std::string{"GPU: "} +
reinterpret_cast<const char*>(glGetString(GL_RENDERER))) reinterpret_cast<const char*>(glGetString(GL_RENDERER)))
.set_scale(SCALE); .set_scale(SCALE);
m_component.try_emplace(gpu_text.id(), &gpu_text);
// opengl_version // opengl_version
auto& opengl_version_text = m_widget.add_child<Label>("opengl_version"); auto& opengl_version_text = m_widget.add_child<Label>();
opengl_version_text opengl_version_text
.set_text("OpenGL: " + std::to_string(GLVersion.major) + "." + .set_text("OpenGL: " + std::to_string(GLVersion.major) + "." +
std::to_string(GLVersion.minor)) std::to_string(GLVersion.minor))
.set_scale(SCALE); .set_scale(SCALE);
m_component.try_emplace(opengl_version_text.id(), &opengl_version_text); {
auto& video_driver = m_widget.add_child<Label>();
// biome video_driver
auto& biome_text = m_widget.add_child<Label>("biome"); .set_text(
biome_text.set_text("Biome: ").set_scale(SCALE); std::format("VideoDiver: {}", SDL_GetCurrentVideoDriver()))
m_component.try_emplace(biome_text.id(), &biome_text); .set_scale(SCALE);
}
// speed // speed
auto& speed_text = m_widget.add_child<Label>("speed"); auto& speed_text = m_widget.add_child<Label>();
speed_text.set_text("Speed: 0 m/s").set_scale(SCALE); speed_text.set_text("Speed: 0 m/s").set_scale(SCALE);
m_component.try_emplace(speed_text.id(), &speed_text); m_component.try_emplace("speed", &speed_text);
{
auto& window_size = m_widget.add_child<Label>();
window_size.set_text("Window W: {} H: {}").set_scale(SCALE);
m_component.try_emplace("window_size", &window_size);
}
{
auto& frame_size = m_widget.add_child<Label>();
frame_size.set_text("FrameBuffer W: {} H: {}").set_scale(SCALE);
m_component.try_emplace("frame_buffer", &frame_size);
}
} }
Widget& DebugCollector::get_widget() { return m_widget; } Widget& DebugCollector::get_widget() { return m_widget; }
@@ -139,6 +161,7 @@ bool DebugCollector::handle_event(const Event& e) {
void DebugCollector::report(const std::string& name, std::string_view content) { void DebugCollector::report(const std::string& name, std::string_view content) {
auto t = m_component.find(name); auto t = m_component.find(name);
if (t == m_component.end()) { if (t == m_component.end()) {
Logger::error("DebugCollector: Can't Find {}", name);
return; return;
} }
if (!t->second) { if (!t->second) {

View File

@@ -9,8 +9,8 @@
#include "Cubed/tools/log.hpp" #include "Cubed/tools/log.hpp"
#include <imgui.h> #include <imgui.h>
#include <imgui_impl_glfw.h>
#include <imgui_impl_opengl3.h> #include <imgui_impl_opengl3.h>
#include <imgui_impl_sdl3.h>
namespace Cubed { namespace Cubed {
@@ -59,17 +59,10 @@ void DevPanel::init() {
void DevPanel::render() { void DevPanel::render() {
ASSERT_MSG(m_player, "Player Is Null"); ASSERT_MSG(m_player, "Player Is Null");
/*
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
{
ImGui_ImplGlfw_Sleep(10);
continue;
}
*/
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame(); ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame(); ImGui::NewFrame();
ImGui::Begin("DevPanel"); ImGui::Begin("DevPanel");
@@ -323,97 +316,13 @@ void DevPanel::show_chunk_table_bar() {
void DevPanel::show_settings_tab_item() { void DevPanel::show_settings_tab_item() {
if (ImGui::BeginTabItem("settings")) { if (ImGui::BeginTabItem("settings")) {
if (ImGui::SliderFloat("FOV", &m_config_view.fov, 1.0f, 140.0f)) {
m_config.set("player.fov", static_cast<double>(m_config_view.fov));
m_app.renderer().reload_config();
}
ImGui::SameLine();
if (ImGui::Button("default##1")) {
m_config_view.fov = DEFAULT_FOV;
m_config.set("player.fov", static_cast<double>(m_config_view.fov));
m_app.renderer().reload_config();
}
if (ImGui::SliderFloat("Sensitivity", &m_config_view.mouse_sensitivity,
0.01f, 1.0f)) {
m_config.set("player.mouse_sensitivity",
static_cast<double>(m_config_view.mouse_sensitivity));
m_player->reload_config();
}
ImGui::SameLine();
if (ImGui::Button("default##2")) {
m_config_view.mouse_sensitivity = 0.15f;
m_config.set("player.mouse_sensitivity",
static_cast<double>(m_config_view.mouse_sensitivity));
m_player->reload_config();
}
if (ImGui::SliderInt("Distance", &m_config_view.rendering_distance, 2,
128)) {
m_config.set("world.rendering_distance",
m_config_view.rendering_distance);
m_world_scene.client_world().reload_config();
}
if (ImGui::Checkbox("Fullscreen", &m_config_view.fullscreen)) {
m_config.set("window.fullscreen", m_config_view.fullscreen);
m_app.window().reload_config();
}
ImGui::SameLine();
if (ImGui::Checkbox("V-Sync", &m_config_view.v_sync)) {
m_config.set("window.V-Sync", m_config_view.v_sync);
m_app.window().reload_config();
}
if (ImGui::Checkbox("Aniso", &m_config_view.is_enable_aniso)) {
m_config_view.is_reload = false;
if (m_config_view.is_enable_aniso) {
m_config_view.max_aniso = m_app.texture_manager().max_aniso();
if (m_config_view.max_aniso < 2) {
m_config_view.is_support_aniso = false;
} else {
m_config_view.aniso = 2;
}
} else {
m_config_view.aniso = 1;
}
}
if (m_config_view.is_enable_aniso) {
ImGui::SameLine();
if (!m_config_view.is_support_aniso) {
ImGui::Text("Not Support\n");
} else {
if (ImGui::SliderInt("##aniso", &m_config_view.aniso, 2,
m_config_view.max_aniso)) {
m_config_view.is_reload = false;
int log =
static_cast<int>(std::log2(m_config_view.aniso) + 0.5f);
m_config_view.aniso = static_cast<int>(std::pow(2, log));
if (m_config_view.aniso < 2) {
m_config_view.aniso = 2;
}
if (m_config_view.aniso > m_config_view.max_aniso) {
m_config_view.aniso = m_config_view.max_aniso;
}
}
}
}
if (ImGui::Button("ReloadTexture")) { if (ImGui::Button("ReloadTexture")) {
m_config.set("texture.aniso", m_config_view.aniso); m_config.set("texture.aniso", m_config_view.aniso);
m_app.texture_manager().need_reload(); m_app.texture_manager().need_reload();
m_config_view.is_reload = true; m_config_view.is_reload = true;
} }
if (!m_config_view.is_reload) {
ImGui::SameLine();
ImGui::Text("Your need to click this button to apply config\n");
}
if (ImGui::SliderFloat("Music", &m_config_view.volume_music, 0.0f,
1.0f)) {
m_config.set("volume.music", m_config_view.volume_music);
m_app.audio().reload_config();
}
if (ImGui::SliderFloat("SFX", &m_config_view.volume_sfx, 0.0f, 1.0f)) {
m_config.set("volume.SFX", m_config_view.volume_sfx);
m_app.audio().reload_config();
}
if (ImGui::Combo("Theme", &m_theme, THEMES, IM_ARRAYSIZE(THEMES))) { if (ImGui::Combo("Theme", &m_theme, THEMES, IM_ARRAYSIZE(THEMES))) {
if (m_theme == 0) { if (m_theme == 0) {
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();

View File

@@ -133,13 +133,9 @@ void ClientPlayer::update(float delta_time) {
update_move(delta_time); update_move(delta_time);
update_lookup_block(); update_lookup_block();
place_block(delta_time); place_block(delta_time);
DebugCollector::get().report("player_pos", d_rep("player_pos", "x: {:.2f} y: {:.2f} z: {:.2f}", m_player_pos.x,
std::format("x: {:.2f} y: {:.2f} z: {:.2f}", m_player_pos.y, m_player_pos.z);
m_player_pos.x, m_player_pos.y, d_rep("speed", "Speed: {:.2} m/s", m_xz_speed);
m_player_pos.z));
DebugCollector::get().report("speed",
std::format("Speed: {:.2} m/s", m_xz_speed));
} }
bool ClientPlayer::update_player_move_state(Key key, KeyAction action) { bool ClientPlayer::update_player_move_state(Key key, KeyAction action) {
if (key == Key::W) { if (key == Key::W) {
@@ -334,7 +330,7 @@ void ClientPlayer::update_move(float delta_time) {
// calculate speed // calculate speed
if (m_move_state.forward || m_move_state.back || m_move_state.left || if (m_move_state.forward || m_move_state.back || m_move_state.left ||
m_move_state.right || m_move_state.up) { m_move_state.right) {
direction = glm::vec3(0.0f, 0.0f, 0.0f); direction = glm::vec3(0.0f, 0.0f, 0.0f);
m_xz_speed += m_acceleration * delta_time; m_xz_speed += m_acceleration * delta_time;
if (m_xz_speed > m_max_speed) { if (m_xz_speed > m_max_speed) {

View File

@@ -727,7 +727,7 @@ AABB ClientWorld::get_block_aabb(const glm::ivec3& pos) {
AudioEngine& ClientWorld::get_audio() { return m_audio; } AudioEngine& ClientWorld::get_audio() { return m_audio; }
Config& ClientWorld::get_config() { return m_config; } Config& ClientWorld::get_config() { return m_config; }
WorldScene& ClientWorld::world_scene() { return m_world_scene; } WorldScene& ClientWorld::world_scene() { return m_world_scene; }
void ClientWorld::set_direct_exit() { m_exit_direct = true; }
void ClientWorld::request_exit() { void ClientWorld::request_exit() {
if (m_receive_exit) { if (m_receive_exit) {
return; return;
@@ -738,7 +738,7 @@ void ClientWorld::request_exit() {
m_client->send(make_packet(*req)); m_client->send(make_packet(*req));
int cnt = 0; int cnt = 0;
while (!m_receive_exit) { while (!m_receive_exit) {
if (m_client->is_connect_error()) { if (m_client->is_connect_error() || m_exit_direct) {
break; break;
} }
std::this_thread::sleep_for(milliseconds(DEFAULT_PER_TICK_TIME)); std::this_thread::sleep_for(milliseconds(DEFAULT_PER_TICK_TIME));

View File

@@ -3,8 +3,8 @@
#ifdef _WIN32 #ifdef _WIN32
extern "C" { extern "C" {
__declspec(dllexport) unsigned long NvOptimusEnablement = 1; __declspec(dllexport) unsigned long NvOptimusEnablement = 1; // NOLINT
__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1; __declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1; // NOLINT
} }
#endif #endif

View File

@@ -10,7 +10,6 @@
#include "Cubed/tools/log.hpp" #include "Cubed/tools/log.hpp"
#include "Cubed/tools/shader_tools.hpp" #include "Cubed/tools/shader_tools.hpp"
#include <GLFW/glfw3.h>
#include <format> #include <format>
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>
@@ -38,10 +37,7 @@ void Renderer::reload_config() {
} }
void Renderer::init(bool debug_on) { void Renderer::init(bool debug_on) {
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
Logger::error("Failed to initialize glad");
exit(EXIT_FAILURE);
}
Logger::info("OpenGL Version: {}.{}", GLVersion.major, GLVersion.minor); Logger::info("OpenGL Version: {}.{}", GLVersion.major, GLVersion.minor);
Logger::info("Renderer: {}", Logger::info("Renderer: {}",
reinterpret_cast<const char*>(glGetString(GL_RENDERER))); reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
@@ -206,7 +202,7 @@ void Renderer::render_lable(const Label& label) {
void Renderer::render_image(const Image& image) { void Renderer::render_image(const Image& image) {
if (!image.texture()) { if (!image.texture()) {
Logger::error("Image id {} not set image!", image.id()); Logger::error("Image not set image!");
return; return;
} }
const auto& shader = get_shader("image"); const auto& shader = get_shader("image");

View File

@@ -8,6 +8,8 @@
#include "Cubed/scene/world_scene.hpp" #include "Cubed/scene/world_scene.hpp"
#include "Cubed/texture_manager.hpp" #include "Cubed/texture_manager.hpp"
#include "Cubed/tools/math_tools.hpp" #include "Cubed/tools/math_tools.hpp"
#include <SDL3/SDL_timer.h>
namespace Cubed { namespace Cubed {
WorldRenderer::WorldRenderer(Renderer& renderer) WorldRenderer::WorldRenderer(Renderer& renderer)
: m_renderer(renderer), m_player_renderer(renderer), : m_renderer(renderer), m_player_renderer(renderer),
@@ -408,7 +410,7 @@ void WorldRenderer::render_underwater(ClientWorld& world) {
auto& proj_mat = m_renderer.p_mat(); auto& proj_mat = m_renderer.p_mat();
shader.set_loc("u_sceneTexture", 0); shader.set_loc("u_sceneTexture", 0);
shader.set_loc("u_time", static_cast<float>(glfwGetTime())); shader.set_loc("u_time", static_cast<float>(SDL_GetTicks() / 1000.0f));
shader.set_loc("u_underwater", camera.is_under_water()); shader.set_loc("u_underwater", camera.is_under_water());
shader.set_loc("u_waterColor", glm::vec3(0.1f, 0.25f, 0.35f)); shader.set_loc("u_waterColor", glm::vec3(0.1f, 0.25f, 0.35f));
shader.set_loc("u_fogDensity", m_underwater_fog_density); shader.set_loc("u_fogDensity", m_underwater_fog_density);
@@ -544,8 +546,7 @@ void WorldRenderer::render_normal_block(const glm::mat4& model_mat,
} }
} }
} }
DebugCollector::get().report( d_rep("rendered_chunk", "Rendered Chunk: {}", rendered_sum);
"rendered_chunk", "Rendered Chunk: " + std::to_string(rendered_sum));
} }
void WorldRenderer::render_transparent_block(const glm::mat4& mv_mat, void WorldRenderer::render_transparent_block(const glm::mat4& mv_mat,
@@ -620,7 +621,7 @@ void WorldRenderer::render_transparent_block(const glm::mat4& mv_mat,
water_shader.set_loc("sunDir", m_sky_uniform.sun_dir_view); water_shader.set_loc("sunDir", m_sky_uniform.sun_dir_view);
water_shader.set_loc("sunColor", m_parallel_light.directional_light_color); water_shader.set_loc("sunColor", m_parallel_light.directional_light_color);
water_shader.set_loc("horizonSharpness", m_sky_uniform.horizon_sharpness); water_shader.set_loc("horizonSharpness", m_sky_uniform.horizon_sharpness);
water_shader.set_loc("time", glfwGetTime()); water_shader.set_loc("time", static_cast<float>(SDL_GetTicks() / 1000.0f));
water_shader.set_loc("cloudWhiteMix", m_sky_uniform.cloud_white_mix); water_shader.set_loc("cloudWhiteMix", m_sky_uniform.cloud_white_mix);
water_shader.set_loc("cloudThresholdLow", m_cloud_threshold_low); water_shader.set_loc("cloudThresholdLow", m_cloud_threshold_low);
water_shader.set_loc("cloudThresholdHigh", m_cloud_threshold_high); water_shader.set_loc("cloudThresholdHigh", m_cloud_threshold_high);

View File

@@ -20,6 +20,8 @@ WorldScene::~WorldScene() {
void WorldScene::update(float dt) { void WorldScene::update(float dt) {
if (m_client->is_connect_error()) { if (m_client->is_connect_error()) {
set_error(m_client->get_error_string()); set_error(m_client->get_error_string());
m_client->clear_error();
m_client_world.set_direct_exit();
} }
if (m_error_ui.has_error()) { if (m_error_ui.has_error()) {
m_error_ui.update(dt); m_error_ui.update(dt);
@@ -46,7 +48,6 @@ void WorldScene::update(float dt) {
if (m_paused) { if (m_paused) {
m_pasue_menu.update(dt); m_pasue_menu.update(dt);
} else { } else {
m_hud_ui.update(dt); m_hud_ui.update(dt);
} }
} }
@@ -290,6 +291,7 @@ void WorldScene::set_pause(bool pause) {
} }
void WorldScene::set_error(std::string_view error) { void WorldScene::set_error(std::string_view error) {
Logger::error("WorldScene Error Set {}", error);
m_error_ui.set_error(error); m_error_ui.set_error(error);
set_pause(true); set_pause(true);
} }

View File

@@ -2,6 +2,9 @@
#include "Cubed/tools/cubed_assert.hpp" #include "Cubed/tools/cubed_assert.hpp"
#include "Cubed/tools/log.hpp" #include "Cubed/tools/log.hpp"
#include <memory>
namespace fs = std::filesystem; namespace fs = std::filesystem;
namespace Cubed { namespace Cubed {
@@ -72,10 +75,13 @@ void Font::upload_glyph(Glyph& glyph, const unsigned char* buffer) {
glyph.size.y / float(CELL_SIZE)}; glyph.size.y / float(CELL_SIZE)};
} }
Font& Font::get() { Font& Font::get() { return *get_ptr(); }
static Font font; std::unique_ptr<Font>& Font::get_ptr() {
static std::unique_ptr<Font> font = std::make_unique<Font>();
return font; return font;
} }
void Font::destroy() { get_ptr().reset(); }
TextMesh Font::vertices(const std::string& text) { TextMesh Font::vertices(const std::string& text) {
hb_buffer_t* buffer = hb_buffer_create(); hb_buffer_t* buffer = hb_buffer_create();

View File

@@ -49,6 +49,7 @@ void CreditsUI::init() {
add_text("Libraries Used", 0.8f); add_text("Libraries Used", 0.8f);
add_text("glad"); add_text("glad");
add_text("GLFW"); add_text("GLFW");
add_text("SDL3");
add_text("SOIL2"); add_text("SOIL2");
add_text("GLM"); add_text("GLM");
add_text("FreeType"); add_text("FreeType");

View File

@@ -34,7 +34,7 @@ Image& Image::set_scale(float scale) {
float Image::scale() const { return m_scale; } float Image::scale() const { return m_scale; }
float Image::height() const { float Image::height() const {
if (!m_texture) { if (!m_texture) {
Logger::error("Image id {} not set image!", m_id); Logger::error("Image not set image!");
return 0.0f; return 0.0f;
} }
return m_height * m_scale; return m_height * m_scale;
@@ -42,7 +42,7 @@ float Image::height() const {
float Image::width() const { float Image::width() const {
if (!m_texture) { if (!m_texture) {
Logger::error("Image id {} not set image!", m_id); Logger::error("Image not set image!");
return 0.0f; return 0.0f;
} }
return m_width * m_scale; return m_width * m_scale;

View File

@@ -3,7 +3,6 @@
#include "Cubed/render/renderer.hpp" #include "Cubed/render/renderer.hpp"
#include "Cubed/tools/font.hpp" #include "Cubed/tools/font.hpp"
namespace Cubed { namespace Cubed {
Label::Label(const std::string& id, Widget* parent) : Widget(id, parent) {}
Label::Label(Widget* parent) : Widget(parent) {} Label::Label(Widget* parent) : Widget(parent) {}
Label& Label::set_text(std::string_view text) { Label& Label::set_text(std::string_view text) {
m_text.text = text; m_text.text = text;

View File

@@ -92,10 +92,20 @@ void TextField::update_show_text() {
m_foreground->set_color(Color::WHITE); m_foreground->set_color(Color::WHITE);
} }
update_text_scale(); update_text_scale();
update_input_area();
m_cursor->set_offset({13.0f + m_foreground->width(), 0.0f}); m_cursor->set_offset({13.0f + m_foreground->width(), 0.0f});
} }
void TextField::update_input_area() {
if (!m_app) {
return;
}
auto p = pos();
glm::vec4 textbox{p.x, p.y, width(), height()};
float cursor_position_x = p.x + 13.0f + m_foreground->width();
m_app->update_text_input_area(textbox, cursor_position_x);
}
TextField& TextField::set_scale(float scale) { TextField& TextField::set_scale(float scale) {
m_scale = scale; m_scale = scale;
return *this; return *this;
@@ -156,14 +166,21 @@ bool TextField::handle_mouse_button_event(const MouseButtonEvent& e) {
if (e.key == MouseKey::LEFT_BUTTON && e.action == KeyAction::PRESS) { if (e.key == MouseKey::LEFT_BUTTON && e.action == KeyAction::PRESS) {
if (m_inside) { if (m_inside) {
m_typing = true; m_typing = true;
if (m_app) {
m_app->start_text_input();
}
update_show_text(); update_show_text();
return false; return false;
} else { } else {
if (m_typing) { if (m_typing) {
m_typing = false; m_typing = false;
if (m_app) {
m_app->stop_text_input();
}
if (m_on_finished) { if (m_on_finished) {
m_on_finished(); m_on_finished();
} }
return false; return false;
} }
} }
@@ -182,9 +199,13 @@ bool TextField::handle_key_event(const KeyEvent& e) {
if (e.key == Key::ENTER && e.action == KeyAction::PRESS) { if (e.key == Key::ENTER && e.action == KeyAction::PRESS) {
if (m_typing) { if (m_typing) {
m_typing = false; m_typing = false;
if (m_app) {
m_app->stop_text_input();
}
if (m_on_finished) { if (m_on_finished) {
m_on_finished(); m_on_finished();
} }
return true; return true;
} }
} }
@@ -216,4 +237,11 @@ bool TextField::handle_key_event(const KeyEvent& e) {
return false; return false;
} }
bool TextField::handle_window_resize_event(const WindowResizeEvent& e) {
Widget::handle_window_resize_event(e);
update_input_area();
return false;
}
} // namespace Cubed } // namespace Cubed

View File

@@ -3,8 +3,6 @@
#include "Cubed/tools/log.hpp" #include "Cubed/tools/log.hpp"
namespace Cubed { namespace Cubed {
Widget::Widget(const std::string& id, Widget* parent)
: m_parent(parent), m_id(id) {}
Widget::Widget(Widget* parent) : m_parent(parent) {} Widget::Widget(Widget* parent) : m_parent(parent) {}
void Widget::update(float dt) { void Widget::update(float dt) {
on_update(dt); on_update(dt);
@@ -127,7 +125,6 @@ float Widget::height() const {
} }
glm::vec2 Widget::pos() const { return compute_position(); } glm::vec2 Widget::pos() const { return compute_position(); }
const std::string& Widget::id() const { return m_id; }
bool Widget::handle_key_event(const KeyEvent& e) { bool Widget::handle_key_event(const KeyEvent& e) {
if (m_order == TraversalOrder::BACK_TO_FRONT) { if (m_order == TraversalOrder::BACK_TO_FRONT) {

View File

@@ -1,25 +1,27 @@
#include "Cubed/window.hpp" #include "Cubed/window.hpp"
#include "Cubed/camera.hpp" #include "Cubed/camera.hpp"
#include "Cubed/gameplay/client_player.hpp"
#include "Cubed/tools/cubed_assert.hpp" #include "Cubed/tools/cubed_assert.hpp"
#include "Cubed/tools/env_tools.hpp"
#include "Cubed/tools/font.hpp" #include "Cubed/tools/font.hpp"
#include "Cubed/tools/log.hpp" #include "Cubed/tools/log.hpp"
#include <imgui.h> #include <imgui.h>
#include <imgui_impl_glfw.h>
#include <imgui_impl_opengl3.h> #include <imgui_impl_opengl3.h>
#include <imgui_impl_sdl3.h>
namespace Cubed { namespace Cubed {
static int windowed_xpos = 0, windowed_ypos = 0; static int windowed_xpos = 0, windowed_ypos = 0;
static int windowed_width = 800, windowed_height = 600; static int windowed_width = 1280, windowed_height = 720;
Window::Window(Config& config) : m_config(config) {} Window::Window(Config& config) : m_config(config) {}
Window::~Window() { Window::~Window() {
if (m_imgui_init) { if (m_imgui_init) {
ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown(); ImGui_ImplSDL3_Shutdown();
} }
if (ImGui::GetCurrentContext() != nullptr) { if (ImGui::GetCurrentContext() != nullptr) {
@@ -27,18 +29,17 @@ Window::~Window() {
} }
if (m_window) { if (m_window) {
glfwDestroyWindow(m_window); SDL_GL_DestroyContext(m_context);
m_window = nullptr; SDL_DestroyWindow(m_window);
} }
SDL_Quit();
glfwTerminate();
} }
bool Window::is_mouse_enable() const { return m_mouse_enable; } bool Window::is_mouse_enable() const { return m_mouse_enable; }
const GLFWwindow* Window::get_glfw_window() const { return m_window; } const SDL_Window* Window::get_window() const { return m_window; }
GLFWwindow* Window::get_glfw_window() { return m_window; } SDL_Window* Window::get_window() { return m_window; }
bool Window::handle_event(const Event& e) { bool Window::handle_event(const Event& e) {
return std::visit( return std::visit(
@@ -109,85 +110,149 @@ bool Window::handle_mouse_button_event(const MouseButtonEvent& e) {
return false; return false;
} }
void Window::init() { void Window::set_exclusive_fullscreen(bool full) {
if (!glfwInit()) {
Logger::error("glfw init fail"); if (full) {
SDL_GetWindowPosition(m_window, &windowed_xpos, &windowed_ypos);
SDL_GetWindowSize(m_window, &windowed_width, &windowed_height);
SDL_SetWindowFullscreen(m_window, true);
m_fullscreen = true;
m_config.set("window.fullscreen", true);
} else {
SDL_SetWindowFullscreen(m_window, false);
SDL_SetWindowPosition(m_window, windowed_xpos, windowed_ypos);
SDL_SetWindowSize(m_window, windowed_width, windowed_height);
m_fullscreen = false;
m_config.set("window.fullscreen", false);
}
}
void Window::set_borderless_fullscreen(bool full) {
if (full) {
// If the window is maximized, restore it first.
if (SDL_GetWindowFlags(m_window) & SDL_WINDOW_MAXIMIZED) {
SDL_RestoreWindow(m_window);
}
SDL_GetWindowPosition(m_window, &windowed_xpos, &windowed_ypos);
SDL_GetWindowSize(m_window, &windowed_width, &windowed_height);
m_windowed_display = SDL_GetDisplayForWindow(m_window);
SDL_Rect display_bounds{};
if (!SDL_GetDisplayBounds(m_windowed_display, &display_bounds)) {
Logger::error("SDL_GetDisplayBounds failed: {}", SDL_GetError());
return;
}
SDL_SetWindowBordered(m_window, false);
SDL_SetWindowPosition(m_window, display_bounds.x, display_bounds.y);
SDL_SetWindowSize(m_window, display_bounds.w, display_bounds.h);
SDL_RaiseWindow(m_window);
m_fullscreen = true;
m_config.set("window.fullscreen", true);
} else {
SDL_SetWindowBordered(m_window, true);
SDL_SetWindowSize(m_window, windowed_width, windowed_height);
SDL_SetWindowPosition(m_window, windowed_xpos, windowed_ypos);
SDL_RaiseWindow(m_window);
m_fullscreen = false;
m_config.set("window.fullscreen", false);
}
}
void Window::init(const Argument& argument) {
auto video_driver = m_config.get("video_driver", std::string("auto"));
if (argument.video_driver) {
video_driver = *argument.video_driver;
}
if (video_driver == "wayland") {
Tools::set_env("SDL_VIDEO_DRIVER", "wayland");
} else if (video_driver == "x11") {
Tools::set_env("SDL_VIDEO_DRIVER", "x11");
} else if (video_driver == "auto") {
} else {
Logger::warn("Unknow Vider Driver {}", video_driver);
}
bool default_exclusive = false;
#ifdef _WIN32
default_exclusive = false;
#else
default_exclusive = true;
#endif
m_enable_exclusive =
m_config.get("enable_exclusive_fullscreen", default_exclusive);
if (argument.enable_exclusive) {
m_enable_exclusive = *argument.enable_exclusive;
}
Logger::info("Exclusive Fullscreen {}", m_enable_exclusive);
if (!SDL_Init(SDL_INIT_VIDEO)) {
Logger::error("sdl3 init fail");
exit(EXIT_FAILURE); exit(EXIT_FAILURE);
} }
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6);
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_PROFILE_CORE);
m_window_width = m_config.get("window.width", 800); m_window_width = m_config.get("window.width", 1280);
m_window_height = m_config.get("window.height", 600); m_window_height = m_config.get("window.height", 720);
m_window = SDL_CreateWindow("Cubed", m_window_width, m_window_height,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE |
SDL_WINDOW_HIGH_PIXEL_DENSITY);
if (m_config.get("window.fullscreen", false)) { set_fullscreen(m_config.get("window.fullscreen", false));
GLFWmonitor* primary_monitor = glfwGetPrimaryMonitor();
const GLFWvidmode* mode = glfwGetVideoMode(primary_monitor); m_context = SDL_GL_CreateContext(m_window);
m_window = glfwCreateWindow(mode->width, mode->height, "Cubed", SDL_GL_MakeCurrent(m_window, m_context);
primary_monitor, NULL);
} else { if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) {
m_window = glfwCreateWindow(m_window_width, m_window_height, "Cubed", Logger::error("Failed to initialize glad");
NULL, NULL); exit(EXIT_FAILURE);
} }
set_vsync(m_config.get("window.V-Sync", true));
glfwMakeContextCurrent(m_window);
if (m_config.get("window.V-Sync", true)) {
glfwSwapInterval(1);
} else {
glfwSwapInterval(0);
}
if (m_game_running) { if (m_game_running) {
glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); SDL_SetWindowRelativeMouseMode(m_window, true);
}
if (glfwRawMouseMotionSupported()) {
glfwSetInputMode(m_window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
} else { } else {
Logger::warn("Don,t support Raw Mouse Motion"); SDL_SetWindowRelativeMouseMode(m_window, false);
} }
GLFWmonitor* primary = glfwGetPrimaryMonitor(); SDL_SetWindowPosition(m_window, SDL_WINDOWPOS_CENTERED,
const GLFWvidmode* mode = glfwGetVideoMode(primary); SDL_WINDOWPOS_CENTERED);
glfwSetWindowPos(m_window, static_cast<int>(mode->width / 2.0f) - 400,
static_cast<int>(mode->height / 2.0f) - 300);
} }
void Window::reload_config() { void Window::reload_config() {
// V-Sync // V-Sync
if (m_config.get("window.V-Sync", true)) { set_vsync(m_config.get("window.V-Sync", true));
glfwSwapInterval(1);
} else {
glfwSwapInterval(0);
}
// Window // Window
windowed_width = m_config.get("window.width", 800); windowed_width = m_config.get("window.width", 1280);
windowed_height = m_config.get("window.height", 600); windowed_height = m_config.get("window.height", 720);
if (m_config.get("window.fullscreen", false)) { set_fullscreen(m_config.get("window.fullscreen", false));
glfwGetWindowPos(m_window, &windowed_xpos, &windowed_ypos);
glfwGetWindowSize(m_window, &windowed_width, &windowed_height);
GLFWmonitor* primary = glfwGetPrimaryMonitor();
const GLFWvidmode* mode = glfwGetVideoMode(primary);
glfwSetWindowMonitor(m_window, primary, 0, 0, mode->width, mode->height,
GL_DONT_CARE);
} else {
GLFWmonitor* monitor = glfwGetWindowMonitor(m_window);
if (monitor != nullptr) {
glfwSetWindowMonitor(m_window, nullptr, windowed_xpos,
windowed_ypos, windowed_width, windowed_height,
0);
} else {
Logger::error("Can't Find Monitor");
}
}
if (!m_mouse_enable) { if (!m_mouse_enable) {
glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); disable_mouse();
} else { } else {
glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); enable_mouse();
} }
m_config.set("window.width", windowed_width); m_config.set("window.width", windowed_width);
m_config.set("window.height", windowed_height); m_config.set("window.height", windowed_height);
@@ -195,33 +260,44 @@ void Window::reload_config() {
void Window::toggle_fullscreen() { void Window::toggle_fullscreen() {
GLFWmonitor* monitor = glfwGetWindowMonitor(m_window); if (m_fullscreen) {
if (monitor != nullptr) { set_fullscreen(false);
glfwSetWindowMonitor(m_window, nullptr, windowed_xpos, windowed_ypos,
windowed_width, windowed_height, 0);
m_config.set("window.fullscreen", false);
} else { } else {
glfwGetWindowPos(m_window, &windowed_xpos, &windowed_ypos); set_fullscreen(true);
glfwGetWindowSize(m_window, &windowed_width, &windowed_height);
GLFWmonitor* primary = glfwGetPrimaryMonitor();
const GLFWvidmode* mode = glfwGetVideoMode(primary);
glfwSetWindowMonitor(m_window, primary, 0, 0, mode->width, mode->height,
GL_DONT_CARE);
m_config.set("window.fullscreen", true);
} }
m_config.set("window.width", windowed_width); m_config.set("window.width", windowed_width);
m_config.set("window.height", windowed_height); m_config.set("window.height", windowed_height);
} }
void Window::set_fullscreen(bool full) {
if (full == m_fullscreen)
return;
if (m_enable_exclusive) {
set_exclusive_fullscreen(full);
} else {
set_borderless_fullscreen(full);
}
int w, h;
SDL_GetWindowSize(m_window, &w, &h);
SDL_Event event{};
event.type = SDL_EVENT_WINDOW_RESIZED;
event.window.data1 = w;
event.window.data2 = h;
event.window.windowID = SDL_GetWindowID(m_window);
SDL_PushEvent(&event);
SDL_Rect ime_rect{0, 0, 1, 1};
SDL_SetTextInputArea(m_window, &ime_rect, 0);
}
void Window::enable_mouse() { void Window::enable_mouse() {
glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); SDL_WarpMouseInWindow(m_window, width() / 2, height() / 2);
SDL_SetWindowRelativeMouseMode(m_window, false);
m_mouse_enable = true; m_mouse_enable = true;
} }
void Window::disable_mouse() { void Window::disable_mouse() {
glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); SDL_SetWindowRelativeMouseMode(m_window, true);
if (m_camera) { if (m_camera) {
m_camera->reset_camera(); m_camera->reset_camera();
} }
@@ -240,18 +316,34 @@ void Window::set_game_running(bool running) {
set_imgui_enabled(false); set_imgui_enabled(false);
} }
void Window::should_close_window() { glfwSetWindowShouldClose(m_window, true); } void Window::should_close_window() {
SDL_Event quit_event;
quit_event.type = SDL_EVENT_QUIT;
SDL_PushEvent(&quit_event);
}
bool Window::is_enable_imgui() const { return m_imgui_enable; } bool Window::is_enable_imgui() const { return m_imgui_enable; }
void Window::set_imgui_enabled(bool enable) { m_imgui_enable = enable; } void Window::set_imgui_enabled(bool enable) {
m_imgui_enable = enable;
if (m_camera) {
auto player = m_camera->player();
if (player) {
player->reset_key_status();
}
}
}
void Window::set_vsync(bool enable) {
if (!SDL_GL_SetSwapInterval(static_cast<int>(enable))) {
Logger::error("VSync Fail: {}", SDL_GetError());
}
}
int Window::width() const { return m_window_width; }
int Window::height() const { return m_window_height; }
void Window::imgui_init() { void Window::imgui_init() {
float dpi_scale_x, dpi_scale_y; float main_scale = SDL_GetWindowDisplayScale(m_window);
glfwGetWindowContentScale(m_window, &dpi_scale_x, &dpi_scale_y);
// float main_scale =
// ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor());
float main_scale = dpi_scale_x;
Logger::info("Main Scale {}", main_scale); Logger::info("Main Scale {}", main_scale);
// Setup Dear ImGui context // Setup Dear ImGui context
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
@@ -288,8 +380,8 @@ void Window::imgui_init() {
ImFont* font = io.Fonts->AddFontFromFileTTF(Font::font_path().c_str()); ImFont* font = io.Fonts->AddFontFromFileTTF(Font::font_path().c_str());
ASSERT_MSG(font != nullptr, "Font Load Fail"); ASSERT_MSG(font != nullptr, "Font Load Fail");
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(m_window, false); ImGui_ImplSDL3_InitForOpenGL(m_window, m_context);
ImGui_ImplOpenGL3_Init(); ImGui_ImplOpenGL3_Init("#version 460");
m_imgui_init = true; m_imgui_init = true;
} }

View File

@@ -7,7 +7,7 @@ set(IMGUI_SOURCES
imgui_draw.cpp imgui_draw.cpp
imgui_tables.cpp imgui_tables.cpp
imgui_widgets.cpp imgui_widgets.cpp
imgui_impl_glfw.cpp imgui_impl_sdl3.cpp
imgui_impl_opengl3.cpp imgui_impl_opengl3.cpp
misc/freetype/imgui_freetype.cpp misc/freetype/imgui_freetype.cpp
) )
@@ -19,7 +19,7 @@ target_include_directories(imgui PUBLIC ${CMAKE_CURRENT_SOURCE_DIR})
target_link_libraries( target_link_libraries(
imgui imgui
PUBLIC PUBLIC
glfw SDL3::SDL3
OpenGL::GL OpenGL::GL
Freetype::Freetype Freetype::Freetype
) )

File diff suppressed because it is too large Load Diff

View File

@@ -1,71 +0,0 @@
// dear imgui: Platform Backend for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.0+. Prefer GLFW 3.3+/3.4+ for full feature support.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
// [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 GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Multiple Dear ImGui contexts support.
// Missing features or Issues:
// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct GLFWwindow;
struct GLFWmonitor;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL)
#ifdef __EMSCRIPTEN__
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector);
//static inline void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0
#endif
// GLFW callbacks install
// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
// GLFW callbacks options:
// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
// GLFW helpers
IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds);
IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window);
IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor);
#endif // #ifndef IMGUI_DISABLE

887
third_party/imgui/imgui_impl_sdl3.cpp vendored Normal file
View File

@@ -0,0 +1,887 @@
// dear imgui: Platform Backend for SDL3
// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..)
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: IME support.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-02-13: Inputs: systems other than X11 are back to starting mouse capture on mouse down (reverts 2025-02-26 change). Only X11 requires waiting for a drag by default (not ideal, but a better default for X11 users). Added ImGui_ImplSDL3_SetMouseCaptureMode() for X11 debugger users. (#3650, #6410, #9235)
// 2026-01-15: Changed GetClipboardText() handler to return nullptr on error aka clipboard contents is not text. Consistent with other backends. (#9168)
// 2025-11-05: Fixed an issue with missing characters events when an already active text field changes viewports. (#9054)
// 2025-10-22: Fixed Platform_OpenInShellFn() return value (unused in core).
// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_EVENT_MOUSE_MOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786)
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
// 2025-09-15: Use SDL_GetWindowDisplayScale() on Mac to output DisplayFrameBufferScale. The function is more reliable during resolution changes e.g. going fullscreen. (#8703, #4414)
// 2025-06-27: IME: avoid calling SDL_StartTextInput() again if already active. (#8727)
// 2025-04-22: IME: honor ImGuiPlatformImeData->WantTextInput as an alternative way to call SDL_StartTextInput(), without IME being necessarily visible.
// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
// 2025-03-30: Update for SDL3 api changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801)
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g. Linux debuggers not claiming capture back. (#6410, #3650)
// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
// 2025-01-20: Made ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_Manual) accept an empty array.
// 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten.
// 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
// 2024-08-19: Storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
// 2024-08-19: ImGui_ImplSDL3_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
// 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807)
// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801)
// 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794)
// 2024-07-02: Update for SDL3 api changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762).
// 2024-07-01: Update for SDL3 api changes: SDL_SetTextInputRect() changed to SDL_SetTextInputArea().
// 2024-06-26: Update for SDL3 api changes: SDL_StartTextInput()/SDL_StopTextInput()/SDL_SetTextInputRect() functions signatures.
// 2024-06-24: Update for SDL3 api changes: SDL_EVENT_KEY_DOWN/SDL_EVENT_KEY_UP contents.
// 2024-06-03; Update for SDL3 api changes: SDL_SYSTEM_CURSOR_ renames.
// 2024-05-15: Update for SDL3 api changes: SDLK_ renames.
// 2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME.
// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
// 2023-11-13: Updated for recent SDL3 API changes.
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391)
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
// 2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdl3.h"
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#endif
// SDL
#include <SDL3/SDL.h>
#include <stdio.h> // for snprintf()
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
#ifdef _WIN32
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#endif
#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
#else
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif
// FIXME-LEGACY: remove when SDL 3.1.3 preview is released.
#ifndef SDLK_APOSTROPHE
#define SDLK_APOSTROPHE SDLK_QUOTE
#endif
#ifndef SDLK_GRAVE
#define SDLK_GRAVE SDLK_BACKQUOTE
#endif
// SDL Data
struct ImGui_ImplSDL3_Data
{
SDL_Window* Window;
SDL_WindowID WindowID;
SDL_Renderer* Renderer;
Uint64 Time;
char* ClipboardTextData;
char BackendPlatformName[48];
// IME handling
SDL_Window* ImeWindow;
ImGuiPlatformImeData ImeData;
bool ImeDirty;
// Mouse handling
Uint32 MouseWindowID;
int MouseButtonsDown;
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
SDL_Cursor* MouseLastCursor;
int MousePendingLeaveFrame;
bool MouseCanUseGlobalState;
ImGui_ImplSDL3_MouseCaptureMode MouseCaptureMode;
// Gamepad handling
ImVector<SDL_Gamepad*> Gamepads;
ImGui_ImplSDL3_GamepadMode GamepadMode;
bool WantUpdateGamepadsList;
ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplSDL3_UpdateIme();
// Functions
static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
if (SDL_HasClipboardText())
bd->ClipboardTextData = SDL_GetClipboardText();
else
bd->ClipboardTextData = nullptr;
return bd->ClipboardTextData;
}
static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text)
{
SDL_SetClipboardText(text);
}
static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
}
static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
bd->ImeData = *data;
bd->ImeDirty = true;
ImGui_ImplSDL3_UpdateIme();
}
// We discard viewport passed via ImGuiPlatformImeData and always call SDL_StartTextInput() on SDL_GetKeyboardFocus().
static void ImGui_ImplSDL3_UpdateIme()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGuiPlatformImeData* data = &bd->ImeData;
SDL_Window* window = SDL_GetKeyboardFocus();
// Stop previous input
if ((!(data->WantVisible || data->WantTextInput) || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
{
SDL_StopTextInput(bd->ImeWindow);
bd->ImeWindow = nullptr;
}
if ((!bd->ImeDirty && bd->ImeWindow == window) || (window == nullptr))
return;
// Start/update current input
bd->ImeDirty = false;
if (data->WantVisible)
{
SDL_Rect r;
r.x = (int)data->InputPos.x;
r.y = (int)data->InputPos.y;
r.w = 1;
r.h = (int)data->InputLineHeight;
SDL_SetTextInputArea(window, &r, 0);
bd->ImeWindow = window;
}
if (!SDL_TextInputActive(window) && (data->WantVisible || data->WantTextInput))
SDL_StartTextInput(window);
}
// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode);
ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
{
// Keypad doesn't have individual key values in SDL3
switch (scancode)
{
case SDL_SCANCODE_KP_0: return ImGuiKey_Keypad0;
case SDL_SCANCODE_KP_1: return ImGuiKey_Keypad1;
case SDL_SCANCODE_KP_2: return ImGuiKey_Keypad2;
case SDL_SCANCODE_KP_3: return ImGuiKey_Keypad3;
case SDL_SCANCODE_KP_4: return ImGuiKey_Keypad4;
case SDL_SCANCODE_KP_5: return ImGuiKey_Keypad5;
case SDL_SCANCODE_KP_6: return ImGuiKey_Keypad6;
case SDL_SCANCODE_KP_7: return ImGuiKey_Keypad7;
case SDL_SCANCODE_KP_8: return ImGuiKey_Keypad8;
case SDL_SCANCODE_KP_9: return ImGuiKey_Keypad9;
case SDL_SCANCODE_KP_PERIOD: return ImGuiKey_KeypadDecimal;
case SDL_SCANCODE_KP_DIVIDE: return ImGuiKey_KeypadDivide;
case SDL_SCANCODE_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
case SDL_SCANCODE_KP_MINUS: return ImGuiKey_KeypadSubtract;
case SDL_SCANCODE_KP_PLUS: return ImGuiKey_KeypadAdd;
case SDL_SCANCODE_KP_ENTER: return ImGuiKey_KeypadEnter;
case SDL_SCANCODE_KP_EQUALS: return ImGuiKey_KeypadEqual;
default: break;
}
switch (keycode)
{
case SDLK_TAB: return ImGuiKey_Tab;
case SDLK_LEFT: return ImGuiKey_LeftArrow;
case SDLK_RIGHT: return ImGuiKey_RightArrow;
case SDLK_UP: return ImGuiKey_UpArrow;
case SDLK_DOWN: return ImGuiKey_DownArrow;
case SDLK_PAGEUP: return ImGuiKey_PageUp;
case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
case SDLK_HOME: return ImGuiKey_Home;
case SDLK_END: return ImGuiKey_End;
case SDLK_INSERT: return ImGuiKey_Insert;
case SDLK_DELETE: return ImGuiKey_Delete;
case SDLK_BACKSPACE: return ImGuiKey_Backspace;
case SDLK_SPACE: return ImGuiKey_Space;
case SDLK_RETURN: return ImGuiKey_Enter;
case SDLK_ESCAPE: return ImGuiKey_Escape;
//case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
case SDLK_COMMA: return ImGuiKey_Comma;
//case SDLK_MINUS: return ImGuiKey_Minus;
case SDLK_PERIOD: return ImGuiKey_Period;
//case SDLK_SLASH: return ImGuiKey_Slash;
case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
//case SDLK_EQUALS: return ImGuiKey_Equal;
//case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
//case SDLK_BACKSLASH: return ImGuiKey_Backslash;
//case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
//case SDLK_GRAVE: return ImGuiKey_GraveAccent;
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
case SDLK_PAUSE: return ImGuiKey_Pause;
case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
case SDLK_LSHIFT: return ImGuiKey_LeftShift;
case SDLK_LALT: return ImGuiKey_LeftAlt;
case SDLK_LGUI: return ImGuiKey_LeftSuper;
case SDLK_RCTRL: return ImGuiKey_RightCtrl;
case SDLK_RSHIFT: return ImGuiKey_RightShift;
case SDLK_RALT: return ImGuiKey_RightAlt;
case SDLK_RGUI: return ImGuiKey_RightSuper;
case SDLK_APPLICATION: return ImGuiKey_Menu;
case SDLK_0: return ImGuiKey_0;
case SDLK_1: return ImGuiKey_1;
case SDLK_2: return ImGuiKey_2;
case SDLK_3: return ImGuiKey_3;
case SDLK_4: return ImGuiKey_4;
case SDLK_5: return ImGuiKey_5;
case SDLK_6: return ImGuiKey_6;
case SDLK_7: return ImGuiKey_7;
case SDLK_8: return ImGuiKey_8;
case SDLK_9: return ImGuiKey_9;
case SDLK_A: return ImGuiKey_A;
case SDLK_B: return ImGuiKey_B;
case SDLK_C: return ImGuiKey_C;
case SDLK_D: return ImGuiKey_D;
case SDLK_E: return ImGuiKey_E;
case SDLK_F: return ImGuiKey_F;
case SDLK_G: return ImGuiKey_G;
case SDLK_H: return ImGuiKey_H;
case SDLK_I: return ImGuiKey_I;
case SDLK_J: return ImGuiKey_J;
case SDLK_K: return ImGuiKey_K;
case SDLK_L: return ImGuiKey_L;
case SDLK_M: return ImGuiKey_M;
case SDLK_N: return ImGuiKey_N;
case SDLK_O: return ImGuiKey_O;
case SDLK_P: return ImGuiKey_P;
case SDLK_Q: return ImGuiKey_Q;
case SDLK_R: return ImGuiKey_R;
case SDLK_S: return ImGuiKey_S;
case SDLK_T: return ImGuiKey_T;
case SDLK_U: return ImGuiKey_U;
case SDLK_V: return ImGuiKey_V;
case SDLK_W: return ImGuiKey_W;
case SDLK_X: return ImGuiKey_X;
case SDLK_Y: return ImGuiKey_Y;
case SDLK_Z: return ImGuiKey_Z;
case SDLK_F1: return ImGuiKey_F1;
case SDLK_F2: return ImGuiKey_F2;
case SDLK_F3: return ImGuiKey_F3;
case SDLK_F4: return ImGuiKey_F4;
case SDLK_F5: return ImGuiKey_F5;
case SDLK_F6: return ImGuiKey_F6;
case SDLK_F7: return ImGuiKey_F7;
case SDLK_F8: return ImGuiKey_F8;
case SDLK_F9: return ImGuiKey_F9;
case SDLK_F10: return ImGuiKey_F10;
case SDLK_F11: return ImGuiKey_F11;
case SDLK_F12: return ImGuiKey_F12;
case SDLK_F13: return ImGuiKey_F13;
case SDLK_F14: return ImGuiKey_F14;
case SDLK_F15: return ImGuiKey_F15;
case SDLK_F16: return ImGuiKey_F16;
case SDLK_F17: return ImGuiKey_F17;
case SDLK_F18: return ImGuiKey_F18;
case SDLK_F19: return ImGuiKey_F19;
case SDLK_F20: return ImGuiKey_F20;
case SDLK_F21: return ImGuiKey_F21;
case SDLK_F22: return ImGuiKey_F22;
case SDLK_F23: return ImGuiKey_F23;
case SDLK_F24: return ImGuiKey_F24;
case SDLK_AC_BACK: return ImGuiKey_AppBack;
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
default: break;
}
// Fallback to scancode
switch (scancode)
{
case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent;
case SDL_SCANCODE_MINUS: return ImGuiKey_Minus;
case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal;
case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket;
case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket;
case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102;
case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash;
case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon;
case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
case SDL_SCANCODE_COMMA: return ImGuiKey_Comma;
case SDL_SCANCODE_PERIOD: return ImGuiKey_Period;
case SDL_SCANCODE_SLASH: return ImGuiKey_Slash;
default: break;
}
return ImGuiKey_None;
}
static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
{
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0);
io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0);
io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0);
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
ImGuiIO& io = ImGui::GetIO();
switch (event->type)
{
case SDL_EVENT_MOUSE_MOTION:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == nullptr)
return false;
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
return true;
}
case SDL_EVENT_MOUSE_WHEEL:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == nullptr)
return false;
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
float wheel_x = -event->wheel.x;
float wheel_y = event->wheel.y;
io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMouseWheelEvent(wheel_x, wheel_y);
return true;
}
case SDL_EVENT_MOUSE_BUTTON_DOWN:
case SDL_EVENT_MOUSE_BUTTON_UP:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == nullptr)
return false;
int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
if (mouse_button == -1)
break;
io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMouseButtonEvent(mouse_button, (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN));
bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
return true;
}
case SDL_EVENT_TEXT_INPUT:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == nullptr)
return false;
io.AddInputCharactersUTF8(event->text.text);
return true;
}
case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == nullptr)
return false;
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
// (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod);
ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
io.SetKeyEventNativeData(key, (int)event->key.key, (int)event->key.scancode, (int)event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
case SDL_EVENT_WINDOW_MOUSE_ENTER:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
return false;
bd->MouseWindowID = event->window.windowID;
bd->MousePendingLeaveFrame = 0;
return true;
}
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
// FIXME: Unconfirmed whether this is still needed with SDL3.
case SDL_EVENT_WINDOW_MOUSE_LEAVE:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
return false;
bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
return true;
}
case SDL_EVENT_WINDOW_FOCUS_GAINED:
case SDL_EVENT_WINDOW_FOCUS_LOST:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
return false;
io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
return true;
}
case SDL_EVENT_GAMEPAD_ADDED:
case SDL_EVENT_GAMEPAD_REMOVED:
{
bd->WantUpdateGamepadsList = true;
return true;
}
default:
break;
}
return false;
}
static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
{
viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(window);
viewport->PlatformHandleRaw = nullptr;
#if defined(_WIN32) && !defined(__WINRT__)
viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
#elif defined(__APPLE__)
viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr);
#endif
}
static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
IM_UNUSED(sdl_gl_context); // Unused in this branch
//SDL_SetHint(SDL_HINT_EVENT_LOGGING, "2");
const int ver_linked = SDL_GetVersion();
// Setup backend capabilities flags
ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl3 (%d.%d.%d; %d.%d.%d)",
SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION, SDL_VERSIONNUM_MAJOR(ver_linked), SDL_VERSIONNUM_MINOR(ver_linked), SDL_VERSIONNUM_MICRO(ver_linked));
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = bd->BackendPlatformName;
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
bd->Window = window;
bd->WindowID = SDL_GetWindowID(window);
bd->Renderer = renderer;
// Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
bd->MouseCanUseGlobalState = false;
bd->MouseCaptureMode = ImGui_ImplSDL3_MouseCaptureMode_Disabled;
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
const char* sdl_backend = SDL_GetCurrentVideoDriver();
const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
for (const char* item : capture_and_global_state_whitelist)
if (strncmp(sdl_backend, item, strlen(item)) == 0)
{
bd->MouseCanUseGlobalState = true;
bd->MouseCaptureMode = (strcmp(item, "x11") == 0) ? ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag : ImGui_ImplSDL3_MouseCaptureMode_Enabled;
}
#endif
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url); };
// Gamepad handling
bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
bd->WantUpdateGamepadsList = true;
// Load mouse cursors
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_DEFAULT);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_TEXT);
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_MOVE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NS_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_EW_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER);
bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT);
bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_PROGRESS);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED);
// Set platform dependent data in viewport
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL3_SetupPlatformHandles(main_viewport, window);
// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
// you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_EVENT_WINDOW_FOCUS_GAINED)
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
return true;
}
// Should technically be a SDL_GLContext but due to typedef it is sane to keep it void* in public interface.
bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{
return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
}
bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
{
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
{
#if !defined(_WIN32)
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window)
{
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
{
return ImGui_ImplSDL3_Init(window, renderer, nullptr);
}
bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window)
{
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
{
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
static void ImGui_ImplSDL3_CloseGamepads();
void ImGui_ImplSDL3_Shutdown()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
SDL_DestroyCursor(bd->MouseCursors[cursor_n]);
ImGui_ImplSDL3_CloseGamepads();
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
platform_io.ClearPlatformHandlers();
IM_DELETE(bd);
}
void ImGui_ImplSDL3_SetMouseCaptureMode(ImGui_ImplSDL3_MouseCaptureMode mode)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
if (mode == ImGui_ImplSDL3_MouseCaptureMode_Disabled && bd->MouseCaptureMode != ImGui_ImplSDL3_MouseCaptureMode_Disabled)
SDL_CaptureMouse(false);
bd->MouseCaptureMode = mode;
}
static void ImGui_ImplSDL3_UpdateMouseData()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
// - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue on X11 we we wait until mouse has moved to begin capture.
if (bd->MouseCaptureMode == ImGui_ImplSDL3_MouseCaptureMode_Enabled)
{
SDL_CaptureMouse(bd->MouseButtonsDown != 0);
}
else if (bd->MouseCaptureMode == ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag)
{
bool want_capture = false;
for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
if (ImGui::IsMouseDragging(button_n, 1.0f))
want_capture = true;
SDL_CaptureMouse(want_capture);
}
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (bd->Window == 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 io.ConfigNavMoveSetMousePos is enabled by user)
if (io.WantSetMousePos)
SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
// (Optional) Fallback to provide unclamped mouse position when focused but not hovered (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
// Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature.
SDL_Window* hovered_window = SDL_GetMouseFocus();
const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window);
if (hovered_window == nullptr && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
{
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
float mouse_x, mouse_y;
int window_x, window_y;
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
mouse_x -= window_x;
mouse_y -= window_y;
io.AddMousePosEvent(mouse_x, mouse_y);
}
}
}
static void ImGui_ImplSDL3_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return;
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
SDL_HideCursor();
}
else
{
// Show OS mouse cursor
SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
if (bd->MouseLastCursor != expected_cursor)
{
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
bd->MouseLastCursor = expected_cursor;
}
SDL_ShowCursor();
}
}
static void ImGui_ImplSDL3_CloseGamepads()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
if (bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
for (SDL_Gamepad* gamepad : bd->Gamepads)
SDL_CloseGamepad(gamepad);
bd->Gamepads.resize(0);
}
void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGui_ImplSDL3_CloseGamepads();
if (mode == ImGui_ImplSDL3_GamepadMode_Manual)
{
IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0);
for (int n = 0; n < manual_gamepads_count; n++)
bd->Gamepads.push_back(manual_gamepads_array[n]);
}
else
{
IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
bd->WantUpdateGamepadsList = true;
}
bd->GamepadMode = mode;
}
static void ImGui_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no)
{
bool merged_value = false;
for (SDL_Gamepad* gamepad : bd->Gamepads)
merged_value |= SDL_GetGamepadButton(gamepad, button_no) != 0;
io.AddKeyEvent(key, merged_value);
}
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
static void ImGui_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1)
{
float merged_value = 0.0f;
for (SDL_Gamepad* gamepad : bd->Gamepads)
{
float vn = Saturate((float)(SDL_GetGamepadAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
if (merged_value < vn)
merged_value = vn;
}
io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
}
static void ImGui_ImplSDL3_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
// Update list of gamepads to use
if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
{
ImGui_ImplSDL3_CloseGamepads();
int sdl_gamepads_count = 0;
SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
for (int n = 0; n < sdl_gamepads_count; n++)
if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
{
bd->Gamepads.push_back(gamepad);
if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
break;
}
bd->WantUpdateGamepadsList = false;
SDL_free(sdl_gamepads);
}
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
if (bd->Gamepads.Size == 0)
return;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
// Update gamepad inputs
const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
}
static void ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(SDL_Window* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
{
int w, h;
SDL_GetWindowSize(window, &w, &h);
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
w = h = 0;
#if defined(__APPLE__)
float fb_scale_x = SDL_GetWindowDisplayScale(window); // Seems more reliable during resolution change (#8703)
float fb_scale_y = fb_scale_x;
#else
int display_w, display_h;
SDL_GetWindowSizeInPixels(window, &display_w, &display_h);
float fb_scale_x = (w > 0) ? (float)display_w / (float)w : 1.0f;
float fb_scale_y = (h > 0) ? (float)display_h / (float)h : 1.0f;
#endif
if (out_size != nullptr)
*out_size = ImVec2((float)w, (float)h);
if (out_framebuffer_scale != nullptr)
*out_framebuffer_scale = ImVec2(fb_scale_x, fb_scale_y);
}
void ImGui_ImplSDL3_NewFrame()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
ImGuiIO& io = ImGui::GetIO();
// Setup main viewport size (every frame to accommodate for window resizing)
ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
// Setup time step (we could also use SDL_GetTicksNS() available since SDL3)
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
static Uint64 frequency = SDL_GetPerformanceFrequency();
Uint64 current_time = SDL_GetPerformanceCounter();
if (current_time <= bd->Time)
current_time = bd->Time + 1;
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
bd->Time = current_time;
if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
{
bd->MouseWindowID = 0;
bd->MousePendingLeaveFrame = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
ImGui_ImplSDL3_UpdateMouseData();
ImGui_ImplSDL3_UpdateMouseCursor();
ImGui_ImplSDL3_UpdateIme();
// Update game controllers (if enabled and available)
ImGui_ImplSDL3_UpdateGamepads();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

54
third_party/imgui/imgui_impl_sdl3.h vendored Normal file
View File

@@ -0,0 +1,54 @@
// dear imgui: Platform Backend for SDL3
// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..)
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: IME support.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct SDL_Window;
struct SDL_Renderer;
struct SDL_Gamepad;
typedef union SDL_Event SDL_Event;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
// When using manual mode, caller is responsible for opening/closing gamepad.
enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
// (Advanced, for X11 users) Override Mouse Capture mode. Mouse capture allows receiving updated mouse position after clicking inside our window and dragging outside it.
// Having this 'Enabled' is in theory always better. But, on X11 if you crash/break to debugger while capture is active you may temporarily lose access to your mouse.
// The best solution is to setup your debugger to automatically release capture, e.g. 'setxkbmap -option grab:break_actions && xdotool key XF86Ungrab' or via a GDB script. See #3650.
// But you may independently decide on X11, when a debugger is attached, to set this value to ImGui_ImplSDL3_MouseCaptureMode_Disabled.
enum ImGui_ImplSDL3_MouseCaptureMode { ImGui_ImplSDL3_MouseCaptureMode_Enabled, ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag, ImGui_ImplSDL3_MouseCaptureMode_Disabled };
IMGUI_IMPL_API void ImGui_ImplSDL3_SetMouseCaptureMode(ImGui_ImplSDL3_MouseCaptureMode mode);
#endif // #ifndef IMGUI_DISABLE

View File

@@ -4,7 +4,11 @@
"zstd", "zstd",
"openal-soft", "openal-soft",
"harfbuzz", "harfbuzz",
"freetype" "freetype",
{
"name": "sdl3",
"default-features": false
}
], ],
"builtin-baseline": "a0400024711b283056538ac19ced80b91a83c24c" "builtin-baseline": "a0400024711b283056538ac19ced80b91a83c24c"
} }