diff --git a/CMakeLists.txt b/CMakeLists.txt index 3e9751d..c414dbb 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -128,7 +128,7 @@ target_include_directories(${PROJECT_NAME} target_link_libraries(${PROJECT_NAME} PRIVATE - glfw + SDL3::SDL3 glad glm::glm OpenGL::GL diff --git a/cmake/Dependencies.cmake b/cmake/Dependencies.cmake index efa67c9..7ff0006 100644 --- a/cmake/Dependencies.cmake +++ b/cmake/Dependencies.cmake @@ -9,9 +9,6 @@ find_package(OpenAL REQUIRED) find_package(harfbuzz REQUIRED) find_package(Freetype REQUIRED) find_package(SDL3 REQUIRED) -if (UNIX AND NOT APPLE) - find_package(glfw3 REQUIRED) -endif() # Third-party libraries @@ -38,20 +35,6 @@ FetchContent_MakeAvailable(tomlplusplus) 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 ON) diff --git a/include/Cubed/app.hpp b/include/Cubed/app.hpp index cd4a506..6000483 100644 --- a/include/Cubed/app.hpp +++ b/include/Cubed/app.hpp @@ -1,7 +1,6 @@ #pragma once -#include "Cubed/audio/audio_engine.hpp" -#define GLFW_INCLUDE_NONE #include "Cubed/argument.hpp" +#include "Cubed/audio/audio_engine.hpp" #include "Cubed/config.hpp" #include "Cubed/dev_panel.hpp" #include "Cubed/render/renderer.hpp" @@ -14,21 +13,15 @@ class App { public: App(); ~App(); - static void cursor_position_callback(GLFWwindow* window, double xpos, - double ypos); - static void key_callback(GLFWwindow* window, int key, int scancode, - int action, int mods); - static void mouse_button_callback(GLFWwindow* window, int button, - int action, int mods); - static void window_focus_callback(GLFWwindow* window, int focused); - static void window_reshape_callback(GLFWwindow* window, int new_width, - 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); + void handle_cursor_position(float xpos, float ypos); + void handle_sdl_key(SDL_Event& e); + void handle_sdl_mouse_button(SDL_Event& e); + void handle_window_focus(bool focused); + void handle_window_resize(int new_width, int new_height); + void handle_framebuffer_resize(int new_width, int new_height); + void handle_mouse_scroll(float xoffset, float yoffset); + void handle_text_input(const char* text); + static int start_cubed_application(int argc, char** argv); static unsigned int seed(); @@ -43,7 +36,10 @@ public: const Argument& argument() const; AudioEngine& audio(); - const char* get_clipboard_text(); + std::string get_clipboard_text(); + + void start_text_input(); + void stop_text_input(); private: Config m_game_config; @@ -58,14 +54,14 @@ private: SceneManager m_scene_manager; - inline static double last_time = glfwGetTime(); - inline static double current_time = glfwGetTime(); - inline static double dt = 0.0f; - inline static double fps_time_count = 0.0f; + inline static uint64_t last_tick = 0; + inline static uint64_t current_tick = 0; + inline static float dt = 0.0f; + inline static float fps_time_count = 0.0f; inline static int frame_count = 0; inline static int fps = 0; Argument m_argument; - + bool m_running = true; void init(int argc, char** argv); void handle_argument(int argc, char** argv); auto init_camera(); @@ -76,6 +72,8 @@ private: void run(); void update(); + void handle_sdl_event(SDL_Event& e); + void dispatch_event(const Event& e); }; diff --git a/include/Cubed/camera.hpp b/include/Cubed/camera.hpp index dfe6149..ae4e7c0 100644 --- a/include/Cubed/camera.hpp +++ b/include/Cubed/camera.hpp @@ -1,8 +1,7 @@ #pragma once #include "Cubed/input/event.hpp" -#define GLFW_INCLUDE_NONE -#include + #include #include #include diff --git a/include/Cubed/input/mouse.hpp b/include/Cubed/input/mouse.hpp index 1643513..27a1ad6 100644 --- a/include/Cubed/input/mouse.hpp +++ b/include/Cubed/input/mouse.hpp @@ -9,7 +9,7 @@ enum class MouseKey { BACK_BUTTON, // Side button back FORWARD_BUTTON, // Side button forward - + /* WHEEL_UP, WHEEL_DOWN, WHEEL_LEFT, @@ -20,6 +20,7 @@ enum class MouseKey { EXTRA_BUTTON_3, EXTRA_BUTTON_4, EXTRA_BUTTON_5 + */ }; } diff --git a/include/Cubed/window.hpp b/include/Cubed/window.hpp index 4057b18..94e919b 100644 --- a/include/Cubed/window.hpp +++ b/include/Cubed/window.hpp @@ -3,8 +3,7 @@ #include "Cubed/config.hpp" #include "Cubed/input/event.hpp" -#define GLFW_INCLUDE_NONE -#include +#include namespace Cubed { class Camera; class Renderer; @@ -14,8 +13,8 @@ public: ~Window(); bool is_mouse_enable() const; - const GLFWwindow* get_glfw_window() const; - GLFWwindow* get_glfw_window(); + const SDL_Window* get_window() const; + SDL_Window* get_window(); void init(); void imgui_init(); @@ -25,7 +24,7 @@ public: void reload_config(); void toggle_fullscreen(); - + void set_fullscreen(bool full); void enable_mouse(); void disable_mouse(); @@ -40,11 +39,14 @@ public: void set_imgui_enabled(bool enable); + void set_vsync(bool enable); + private: bool m_mouse_enable = true; bool m_imgui_init = false; bool m_game_running = false; - GLFWwindow* m_window; + SDL_Window* m_window; + SDL_GLContext m_context; int m_window_width; int m_window_height; Config& m_config; diff --git a/src/app.cpp b/src/app.cpp index 326dc72..9f34985 100644 --- a/src/app.cpp +++ b/src/app.cpp @@ -9,11 +9,10 @@ #include "Cubed/tools/log.hpp" #include "Cubed/tools/system_info.hpp" #include "Cubed/tools/system_locate.hpp" -#include "Cubed/tools/text_tools.hpp" #include "version.hpp" #include -#include +#include namespace Cubed { App::App() @@ -23,20 +22,8 @@ App::App() m_renderer(m_texture_manager, m_game_config), m_window(m_game_config), m_scene_manager(*this) {} -App::~App() {} -void App::cursor_position_callback(GLFWwindow* window, double xpos, - double ypos) { - App* app = static_cast(glfwGetWindowUserPointer(window)); +App::~App() { stop_text_input(); } - ASSERT_MSG(app, "nullptr"); - if (app->m_window.is_enable_imgui()) { - ImGui_ImplGlfw_CursorPosCallback(window, xpos, ypos); - return; - } - - app->m_scene_manager.handle_event( - MouseMoveEvent{static_cast(xpos), static_cast(ypos)}); -} void App::init(int argc, char** argv) { handle_argument(argc, argv); @@ -58,24 +45,6 @@ void App::init(int argc, char** argv) { Logger::info("Window Init Success"); - glfwSetWindowUserPointer(m_window.get_glfw_window(), this); - - glfwSetCursorPosCallback(m_window.get_glfw_window(), - cursor_position_callback); - glfwSetMouseButtonCallback(m_window.get_glfw_window(), - mouse_button_callback); - glfwSetWindowFocusCallback(m_window.get_glfw_window(), - window_focus_callback); - glfwSetWindowSizeCallback(m_window.get_glfw_window(), - window_reshape_callback); - glfwSetFramebufferSizeCallback(m_window.get_glfw_window(), - framebuffer_size_callback); - glfwSetKeyCallback(m_window.get_glfw_window(), key_callback); - glfwSetScrollCallback(m_window.get_glfw_window(), mouse_scroll_callback); - glfwSetCursorEnterCallback(m_window.get_glfw_window(), - cursor_enter_callback); - glfwSetCharCallback(m_window.get_glfw_window(), char_callback); - m_audio.init(); BlockManager::init(); if (m_argument.debug_on) { @@ -87,17 +56,18 @@ void App::init(int argc, char** argv) { Logger::info("Texture Load Success"); m_scene_manager.request_push(SceneType::MAIN_MENU); - + last_tick = SDL_GetTicks(); + current_tick = SDL_GetTicks(); { int w, h; - glfwGetWindowSize(m_window.get_glfw_window(), &w, &h); - window_reshape_callback(m_window.get_glfw_window(), w, h); + SDL_GetWindowSize(m_window.get_window(), &w, &h); + handle_window_resize(w, h); } { int w, h; - glfwGetFramebufferSize(m_window.get_glfw_window(), &w, &h); - framebuffer_size_callback(m_window.get_glfw_window(), w, h); + SDL_GetWindowSizeInPixels(m_window.get_window(), &w, &h); + handle_framebuffer_resize(w, h); } } @@ -166,538 +136,486 @@ void App::handle_argument(int argc, char** argv) { } } } +void App::handle_cursor_position(float xpos, float ypos) { -void App::key_callback(GLFWwindow* window, int key, int scancode, int action, - int mods) { - ImGuiIO& io = ImGui::GetIO(); + m_scene_manager.handle_event(MouseMoveEvent{xpos, ypos}); +} - App* app = static_cast(glfwGetWindowUserPointer(window)); - ASSERT_MSG(app, "nullptr"); - // ImGui_ImplGlfw_CursorEnterCallback(window, - // !app->m_window.is_mouse_enable()); - if (io.WantCaptureKeyboard && app->m_window.is_enable_imgui()) { - if ((key == GLFW_KEY_LEFT_ALT) && action == GLFW_PRESS) { - app->dispatch_event(KeyEvent{Key::LEFT_ALT, KeyAction::PRESS}); - return; - } - ImGui_ImplGlfw_KeyCallback(window, key, scancode, action, mods); +void App::handle_sdl_key(SDL_Event& e) { + if (e.type != SDL_EVENT_KEY_DOWN && e.type != SDL_EVENT_KEY_UP) { + ASSERT_MSG(false, "Hanle SDL Event Error Unknown Key Event"); return; } - Key pkey; - KeyAction act; - switch (key) { + + Key key; + + switch (e.key.key) { // Letter keys - case GLFW_KEY_A: - pkey = Key::A; + case SDLK_A: + key = Key::A; break; - case GLFW_KEY_B: - pkey = Key::B; + case SDLK_B: + key = Key::B; break; - case GLFW_KEY_C: - pkey = Key::C; + case SDLK_C: + key = Key::C; break; - case GLFW_KEY_D: - pkey = Key::D; + case SDLK_D: + key = Key::D; break; - case GLFW_KEY_E: - pkey = Key::E; + case SDLK_E: + key = Key::E; break; - case GLFW_KEY_F: - pkey = Key::F; + case SDLK_F: + key = Key::F; break; - case GLFW_KEY_G: - pkey = Key::G; + case SDLK_G: + key = Key::G; break; - case GLFW_KEY_H: - pkey = Key::H; + case SDLK_H: + key = Key::H; break; - case GLFW_KEY_I: - pkey = Key::I; + case SDLK_I: + key = Key::I; break; - case GLFW_KEY_J: - pkey = Key::J; + case SDLK_J: + key = Key::J; break; - case GLFW_KEY_K: - pkey = Key::K; + case SDLK_K: + key = Key::K; break; - case GLFW_KEY_L: - pkey = Key::L; + case SDLK_L: + key = Key::L; break; - case GLFW_KEY_M: - pkey = Key::M; + case SDLK_M: + key = Key::M; break; - case GLFW_KEY_N: - pkey = Key::N; + case SDLK_N: + key = Key::N; break; - case GLFW_KEY_O: - pkey = Key::O; + case SDLK_O: + key = Key::O; break; - case GLFW_KEY_P: - pkey = Key::P; + case SDLK_P: + key = Key::P; break; - case GLFW_KEY_Q: - pkey = Key::Q; + case SDLK_Q: + key = Key::Q; break; - case GLFW_KEY_R: - pkey = Key::R; + case SDLK_R: + key = Key::R; break; - case GLFW_KEY_S: - pkey = Key::S; + case SDLK_S: + key = Key::S; break; - case GLFW_KEY_T: - pkey = Key::T; + case SDLK_T: + key = Key::T; break; - case GLFW_KEY_U: - pkey = Key::U; + case SDLK_U: + key = Key::U; break; - case GLFW_KEY_V: - pkey = Key::V; + case SDLK_V: + key = Key::V; break; - case GLFW_KEY_W: - pkey = Key::W; + case SDLK_W: + key = Key::W; break; - case GLFW_KEY_X: - pkey = Key::X; + case SDLK_X: + key = Key::X; break; - case GLFW_KEY_Y: - pkey = Key::Y; + case SDLK_Y: + key = Key::Y; break; - case GLFW_KEY_Z: - pkey = Key::Z; + case SDLK_Z: + key = Key::Z; break; - // Digit keys (main keyboard area) - case GLFW_KEY_0: - pkey = Key::DIGIT_0; + // Digit keys + case SDLK_0: + key = Key::DIGIT_0; break; - case GLFW_KEY_1: - pkey = Key::DIGIT_1; + case SDLK_1: + key = Key::DIGIT_1; break; - case GLFW_KEY_2: - pkey = Key::DIGIT_2; + case SDLK_2: + key = Key::DIGIT_2; break; - case GLFW_KEY_3: - pkey = Key::DIGIT_3; + case SDLK_3: + key = Key::DIGIT_3; break; - case GLFW_KEY_4: - pkey = Key::DIGIT_4; + case SDLK_4: + key = Key::DIGIT_4; break; - case GLFW_KEY_5: - pkey = Key::DIGIT_5; + case SDLK_5: + key = Key::DIGIT_5; break; - case GLFW_KEY_6: - pkey = Key::DIGIT_6; + case SDLK_6: + key = Key::DIGIT_6; break; - case GLFW_KEY_7: - pkey = Key::DIGIT_7; + case SDLK_7: + key = Key::DIGIT_7; break; - case GLFW_KEY_8: - pkey = Key::DIGIT_8; + case SDLK_8: + key = Key::DIGIT_8; break; - case GLFW_KEY_9: - pkey = Key::DIGIT_9; + case SDLK_9: + key = Key::DIGIT_9; break; // Function keys - case GLFW_KEY_F1: - pkey = Key::F1; + case SDLK_F1: + key = Key::F1; break; - case GLFW_KEY_F2: - pkey = Key::F2; + case SDLK_F2: + key = Key::F2; break; - case GLFW_KEY_F3: - pkey = Key::F3; + case SDLK_F3: + key = Key::F3; break; - case GLFW_KEY_F4: - pkey = Key::F4; + case SDLK_F4: + key = Key::F4; break; - case GLFW_KEY_F5: - pkey = Key::F5; + case SDLK_F5: + key = Key::F5; break; - case GLFW_KEY_F6: - pkey = Key::F6; + case SDLK_F6: + key = Key::F6; break; - case GLFW_KEY_F7: - pkey = Key::F7; + case SDLK_F7: + key = Key::F7; break; - case GLFW_KEY_F8: - pkey = Key::F8; + case SDLK_F8: + key = Key::F8; break; - case GLFW_KEY_F9: - pkey = Key::F9; + case SDLK_F9: + key = Key::F9; break; - case GLFW_KEY_F10: - pkey = Key::F10; + case SDLK_F10: + key = Key::F10; break; - case GLFW_KEY_F11: - pkey = Key::F11; + case SDLK_F11: + key = Key::F11; break; - case GLFW_KEY_F12: - pkey = Key::F12; + case SDLK_F12: + key = Key::F12; break; // Control keys - case GLFW_KEY_BACKSPACE: - pkey = Key::BACKSPACE; + case SDLK_BACKSPACE: + key = Key::BACKSPACE; break; - case GLFW_KEY_TAB: - pkey = Key::TAB; + case SDLK_TAB: + key = Key::TAB; break; - case GLFW_KEY_ENTER: - pkey = Key::ENTER; + case SDLK_RETURN: + key = Key::ENTER; break; - case GLFW_KEY_ESCAPE: - pkey = Key::ESCAPE; + case SDLK_ESCAPE: + key = Key::ESCAPE; break; - case GLFW_KEY_SPACE: - pkey = Key::SPACE; + case SDLK_SPACE: + key = Key::SPACE; break; - case GLFW_KEY_CAPS_LOCK: - pkey = Key::CAPS_LOCK; + case SDLK_CAPSLOCK: + key = Key::CAPS_LOCK; break; - case GLFW_KEY_NUM_LOCK: - pkey = Key::NUM_LOCK; + case SDLK_NUMLOCKCLEAR: + key = Key::NUM_LOCK; break; - case GLFW_KEY_SCROLL_LOCK: - pkey = Key::SCROLL_LOCK; + case SDLK_SCROLLLOCK: + key = Key::SCROLL_LOCK; break; // Modifier keys - case GLFW_KEY_LEFT_SHIFT: - pkey = Key::LEFT_SHIFT; + case SDLK_LSHIFT: + key = Key::LEFT_SHIFT; break; - case GLFW_KEY_RIGHT_SHIFT: - pkey = Key::RIGHT_SHIFT; + case SDLK_RSHIFT: + key = Key::RIGHT_SHIFT; break; - case GLFW_KEY_LEFT_CONTROL: - pkey = Key::LEFT_CTRL; + case SDLK_LCTRL: + key = Key::LEFT_CTRL; break; - case GLFW_KEY_RIGHT_CONTROL: - pkey = Key::RIGHT_CTRL; + case SDLK_RCTRL: + key = Key::RIGHT_CTRL; break; - case GLFW_KEY_LEFT_ALT: - pkey = Key::LEFT_ALT; + case SDLK_LALT: + key = Key::LEFT_ALT; break; - case GLFW_KEY_RIGHT_ALT: - pkey = Key::RIGHT_ALT; + case SDLK_RALT: + key = Key::RIGHT_ALT; break; - case GLFW_KEY_LEFT_SUPER: - pkey = Key::LEFT_SUPER; + case SDLK_LGUI: + key = Key::LEFT_SUPER; break; - case GLFW_KEY_RIGHT_SUPER: - pkey = Key::RIGHT_SUPER; + case SDLK_RGUI: + key = Key::RIGHT_SUPER; break; // Navigation keys - case GLFW_KEY_INSERT: - pkey = Key::INSERT; + case SDLK_INSERT: + key = Key::INSERT; break; - case GLFW_KEY_DELETE: - pkey = Key::DELETE; + case SDLK_DELETE: + key = Key::DELETE; break; - case GLFW_KEY_HOME: - pkey = Key::HOME; + case SDLK_HOME: + key = Key::HOME; break; - case GLFW_KEY_END: - pkey = Key::END; + case SDLK_END: + key = Key::END; break; - case GLFW_KEY_PAGE_UP: - pkey = Key::PAGE_UP; + case SDLK_PAGEUP: + key = Key::PAGE_UP; break; - case GLFW_KEY_PAGE_DOWN: - pkey = Key::PAGE_DOWN; - break; - case GLFW_KEY_LEFT: - pkey = Key::LEFT; - break; - case GLFW_KEY_RIGHT: - pkey = Key::RIGHT; - break; - case GLFW_KEY_UP: - pkey = Key::UP; - break; - case GLFW_KEY_DOWN: - pkey = Key::DOWN; + case SDLK_PAGEDOWN: + key = Key::PAGE_DOWN; break; - // Lock and system keys - case GLFW_KEY_PRINT_SCREEN: - pkey = Key::PRINT_SCREEN; + case SDLK_LEFT: + key = Key::LEFT; break; - case GLFW_KEY_PAUSE: - pkey = Key::PAUSE; + case SDLK_RIGHT: + key = Key::RIGHT; + break; + case SDLK_UP: + key = Key::UP; + break; + case SDLK_DOWN: + key = Key::DOWN; break; - // Main keyboard area symbol keys - case GLFW_KEY_GRAVE_ACCENT: - pkey = Key::GRAVE_ACCENT; + // System keys + case SDLK_PRINTSCREEN: + key = Key::PRINT_SCREEN; break; - case GLFW_KEY_MINUS: - pkey = Key::MINUS; - break; - case GLFW_KEY_EQUAL: - pkey = Key::EQUALS; - break; - case GLFW_KEY_LEFT_BRACKET: - pkey = Key::LEFT_BRACKET; - break; - case GLFW_KEY_RIGHT_BRACKET: - pkey = Key::RIGHT_BRACKET; - break; - case GLFW_KEY_BACKSLASH: - pkey = Key::BACKSLASH; - break; - case GLFW_KEY_SEMICOLON: - pkey = Key::SEMICOLON; - break; - case GLFW_KEY_APOSTROPHE: - pkey = Key::APOSTROPHE; - break; - case GLFW_KEY_COMMA: - pkey = Key::COMMA; - break; - case GLFW_KEY_PERIOD: - pkey = Key::PERIOD; - break; - case GLFW_KEY_SLASH: - pkey = Key::SLASH; + case SDLK_PAUSE: + key = Key::PAUSE; break; - // Numpad area - case GLFW_KEY_KP_0: - pkey = Key::NUMPAD_0; + // Symbol keys + case SDLK_GRAVE: + key = Key::GRAVE_ACCENT; break; - case GLFW_KEY_KP_1: - pkey = Key::NUMPAD_1; + case SDLK_MINUS: + key = Key::MINUS; break; - case GLFW_KEY_KP_2: - pkey = Key::NUMPAD_2; + case SDLK_EQUALS: + key = Key::EQUALS; break; - case GLFW_KEY_KP_3: - pkey = Key::NUMPAD_3; + case SDLK_LEFTBRACKET: + key = Key::LEFT_BRACKET; break; - case GLFW_KEY_KP_4: - pkey = Key::NUMPAD_4; + case SDLK_RIGHTBRACKET: + key = Key::RIGHT_BRACKET; break; - case GLFW_KEY_KP_5: - pkey = Key::NUMPAD_5; + case SDLK_BACKSLASH: + key = Key::BACKSLASH; break; - case GLFW_KEY_KP_6: - pkey = Key::NUMPAD_6; + case SDLK_SEMICOLON: + key = Key::SEMICOLON; break; - case GLFW_KEY_KP_7: - pkey = Key::NUMPAD_7; + case SDLK_APOSTROPHE: + key = Key::APOSTROPHE; break; - case GLFW_KEY_KP_8: - pkey = Key::NUMPAD_8; + case SDLK_COMMA: + key = Key::COMMA; break; - case GLFW_KEY_KP_9: - pkey = Key::NUMPAD_9; + case SDLK_PERIOD: + key = Key::PERIOD; break; - case GLFW_KEY_KP_ADD: - pkey = Key::NUMPAD_ADD; + case SDLK_SLASH: + key = Key::SLASH; break; - case GLFW_KEY_KP_SUBTRACT: - pkey = Key::NUMPAD_SUBTRACT; + + // Numpad + case SDLK_KP_0: + key = Key::NUMPAD_0; break; - case GLFW_KEY_KP_MULTIPLY: - pkey = Key::NUMPAD_MULTIPLY; + case SDLK_KP_1: + key = Key::NUMPAD_1; break; - case GLFW_KEY_KP_DIVIDE: - pkey = Key::NUMPAD_DIVIDE; + case SDLK_KP_2: + key = Key::NUMPAD_2; break; - case GLFW_KEY_KP_DECIMAL: - pkey = Key::NUMPAD_DECIMAL; + case SDLK_KP_3: + key = Key::NUMPAD_3; break; - case GLFW_KEY_KP_ENTER: - pkey = Key::NUMPAD_ENTER; + case SDLK_KP_4: + key = Key::NUMPAD_4; + break; + case SDLK_KP_5: + key = Key::NUMPAD_5; + break; + case SDLK_KP_6: + key = Key::NUMPAD_6; + break; + case SDLK_KP_7: + key = Key::NUMPAD_7; + break; + case SDLK_KP_8: + key = Key::NUMPAD_8; + break; + case SDLK_KP_9: + key = Key::NUMPAD_9; + break; + + case SDLK_KP_PLUS: + key = Key::NUMPAD_ADD; + break; + case SDLK_KP_MINUS: + key = Key::NUMPAD_SUBTRACT; + break; + case SDLK_KP_MULTIPLY: + key = Key::NUMPAD_MULTIPLY; + break; + case SDLK_KP_DIVIDE: + key = Key::NUMPAD_DIVIDE; + break; + case SDLK_KP_PERIOD: + key = Key::NUMPAD_DECIMAL; + break; + case SDLK_KP_ENTER: + key = Key::NUMPAD_ENTER; break; default: - Logger::error("Unknown Key {}", key); + Logger::error("Unknown Key {}", e.key.key); return; } - if (action == GLFW_PRESS) { - act = KeyAction::PRESS; - } else if (action == GLFW_RELEASE) { + KeyAction act; + + if (e.type == SDL_EVENT_KEY_DOWN) { + if (e.key.repeat) { + act = KeyAction::REPEAT; + } else { + act = KeyAction::PRESS; + } + } else if (e.type == SDL_EVENT_KEY_UP) { act = KeyAction::RELEASE; } else { - act = KeyAction::REPEAT; + ASSERT_MSG(false, "Unknown key event"); + return; } - app->dispatch_event(KeyEvent{pkey, act}); + dispatch_event(KeyEvent{key, act}); } -void App::mouse_button_callback(GLFWwindow* window, int button, int action, - int mods) { - ImGuiIO& io = ImGui::GetIO(); - App* app = static_cast(glfwGetWindowUserPointer(window)); - ASSERT_MSG(app, "nullptr"); - if (io.WantCaptureMouse && app->m_window.is_enable_imgui()) { - ImGui_ImplGlfw_MouseButtonCallback(window, button, action, mods); +void App::handle_sdl_mouse_button(SDL_Event& e) { + if (e.type != SDL_EVENT_MOUSE_BUTTON_DOWN && + e.type != SDL_EVENT_MOUSE_BUTTON_UP) { + ASSERT_MSG(false, "Hanle SDL Event Error: Unknown Mouse Event"); return; } MouseKey key; KeyAction act; - switch (button) { - case GLFW_MOUSE_BUTTON_LEFT: + + switch (e.button.button) { + case SDL_BUTTON_LEFT: key = MouseKey::LEFT_BUTTON; break; - case GLFW_MOUSE_BUTTON_RIGHT: + + case SDL_BUTTON_RIGHT: key = MouseKey::RIGHT_BUTTON; break; - case GLFW_MOUSE_BUTTON_MIDDLE: + + case SDL_BUTTON_MIDDLE: key = MouseKey::MIDDLE_BUTTON; break; - case GLFW_MOUSE_BUTTON_4: + + case SDL_BUTTON_X1: key = MouseKey::BACK_BUTTON; break; - case GLFW_MOUSE_BUTTON_5: + + case SDL_BUTTON_X2: key = MouseKey::FORWARD_BUTTON; break; - case GLFW_MOUSE_BUTTON_6: - key = MouseKey::EXTRA_BUTTON_1; - break; - case GLFW_MOUSE_BUTTON_7: - key = MouseKey::EXTRA_BUTTON_2; - break; - case GLFW_MOUSE_BUTTON_8: - key = MouseKey::EXTRA_BUTTON_3; - break; + default: - Logger::error("Unknown Mouse Button {}", button); + Logger::error("Unknown Mouse Button {}", e.button.button); return; } - if (action == GLFW_PRESS) { + + if (e.type == SDL_EVENT_MOUSE_BUTTON_DOWN) { act = KeyAction::PRESS; - } else if (action == GLFW_RELEASE) { + } else if (e.type == SDL_EVENT_MOUSE_BUTTON_UP) { act = KeyAction::RELEASE; } else { - act = KeyAction::REPEAT; - } - - app->dispatch_event(MouseButtonEvent{key, act}); -} - -void App::window_focus_callback(GLFWwindow* window, int focused) { - ImGuiIO& io = ImGui::GetIO(); - App* app = static_cast(glfwGetWindowUserPointer(window)); - ASSERT_MSG(app, "nullptr"); - if (io.WantCaptureMouse && app->m_window.is_enable_imgui()) { - ImGui_ImplGlfw_WindowFocusCallback(window, focused); + ASSERT_MSG(false, "Unknown SDL Mouse Event"); return; } + dispatch_event(MouseButtonEvent{key, act}); +} + +void App::handle_window_focus(bool focused) { + if (focused) { - auto camera = app->m_window.camera(); + auto camera = m_window.camera(); if (camera) { camera->reset_camera(); } } } -void App::window_reshape_callback(GLFWwindow* window, int width, int height) { +void App::handle_window_resize(int width, int height) { - App* app = static_cast(glfwGetWindowUserPointer(window)); - ASSERT_MSG(app, "nullptr"); - - app->dispatch_event(WindowResizeEvent{width, height}); + dispatch_event(WindowResizeEvent{width, height}); Logger::info("Window Reshape W: {} H: {}", width, height); } -void App::framebuffer_size_callback(GLFWwindow* window, int width, int height) { - App* app = static_cast(glfwGetWindowUserPointer(window)); - ASSERT_MSG(app, "nullptr"); - app->dispatch_event(FrameBufferResizeEvent{width, height}); +void App::handle_framebuffer_resize(int width, int height) { + dispatch_event(FrameBufferResizeEvent{width, height}); Logger::info("Frame Buffer Reshape W: {} H: {}", width, height); } -void App::mouse_scroll_callback(GLFWwindow* window, double xoffset, - double yoffset) { - ImGuiIO& io = ImGui::GetIO(); +void App::handle_mouse_scroll(float, float yoffset) { - App* app = static_cast(glfwGetWindowUserPointer(window)); - ASSERT_MSG(app, "nullptr"); - if (io.WantCaptureMouse && app->m_window.is_enable_imgui()) { - ImGui_ImplGlfw_ScrollCallback(window, xoffset, yoffset); - return; - } - app->dispatch_event(MouseWheelEvent(static_cast(yoffset))); + dispatch_event(MouseWheelEvent(yoffset)); } -void App::cursor_enter_callback(GLFWwindow* window, int entered) { - ImGuiIO& io = ImGui::GetIO(); - App* app = static_cast(glfwGetWindowUserPointer(window)); - ASSERT_MSG(app, "nullptr"); - if (io.WantCaptureMouse && app->m_window.is_enable_imgui()) { - ImGui_ImplGlfw_CursorEnterCallback(window, entered); - return; - } -} - -void App::char_callback(GLFWwindow* window, unsigned int c) { - ImGuiIO& io = ImGui::GetIO(); - App* app = static_cast(glfwGetWindowUserPointer(window)); - ASSERT_MSG(app, "nullptr"); - if (io.WantCaptureKeyboard && app->m_window.is_enable_imgui()) { - ImGui_ImplGlfw_CharCallback(window, c); - return; - } - app->dispatch_event(TextInputEvent{codepoint_to_utf8(c)}); +void App::handle_text_input(const char* text) { + dispatch_event(TextInputEvent{std::string(text)}); } void App::render() { - if (glfwGetWindowAttrib(m_window.get_glfw_window(), GLFW_ICONIFIED) != 0) { - ImGui_ImplGlfw_Sleep(10); - return; + if (SDL_GetWindowFlags(m_window.get_window()) & SDL_WINDOW_MINIMIZED) { + SDL_Delay(10); // Sleep for 10 milliseconds + return; // Skip rendering this frame } m_renderer.begin_frame(); m_scene_manager.render(m_renderer); m_renderer.end_frame(); - glfwSwapBuffers(m_window.get_glfw_window()); + SDL_GL_SwapWindow(m_window.get_window()); } void App::run() { - last_time = glfwGetTime(); - while (!glfwWindowShouldClose(m_window.get_glfw_window())) { - // if (m_client_world.is_receive_exit()) { - // break; - // } + last_tick = SDL_GetTicks(); + while (m_running) { update(); render(); } } // static Gait player_gait = Gait::WALK; void App::update() { - glfwPollEvents(); - { - int w, h; - glfwGetFramebufferSize(m_window.get_glfw_window(), &w, &h); - - if (w != m_renderer.frame_width() || h != m_renderer.frame_height()) { - dispatch_event(FrameBufferResizeEvent{w, h}); - } - } - { - int w, h; - glfwGetWindowSize(m_window.get_glfw_window(), &w, &h); - - if (w != m_renderer.window_width() || h != m_renderer.window_height()) { - dispatch_event(WindowResizeEvent{w, h}); - } + SDL_Event e; + while (SDL_PollEvent(&e)) { + handle_sdl_event(e); } - current_time = glfwGetTime(); - dt = current_time - last_time; - last_time = current_time; + current_tick = SDL_GetTicks(); + dt = (current_tick - last_tick) / 1000.0f; + last_tick = current_tick; fps_time_count += dt; frame_count++; if (fps_time_count >= 1.0f) { fps = static_cast(frame_count / fps_time_count); std::string title = "Cubed FPS: " + std::to_string(fps); - glfwSetWindowTitle(m_window.get_glfw_window(), title.c_str()); + + SDL_SetWindowTitle(m_window.get_window(), title.c_str()); + frame_count = 0; fps_time_count = 0.0f; DebugCollector::get().report( @@ -715,6 +633,54 @@ void App::update() { m_scene_manager.update(dt); } +void App::handle_sdl_event(SDL_Event& e) { + if (m_window.is_enable_imgui()) { + ImGui_ImplSDL3_ProcessEvent(&e); + } + + switch (e.type) { + case SDL_EVENT_QUIT: + m_running = false; + break; + case SDL_EVENT_KEY_DOWN: + case SDL_EVENT_KEY_UP: + handle_sdl_key(e); + break; + case SDL_EVENT_MOUSE_BUTTON_DOWN: + case SDL_EVENT_MOUSE_BUTTON_UP: + handle_sdl_mouse_button(e); + break; + case SDL_EVENT_MOUSE_MOTION: + handle_cursor_position(e.motion.x, e.motion.y); + break; + case SDL_EVENT_WINDOW_RESIZED: + handle_window_resize(e.window.data1, e.window.data2); + break; + case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED: + handle_framebuffer_resize(e.window.data1, e.window.data2); + break; + case SDL_EVENT_MOUSE_WHEEL: { + float scroll_x = e.wheel.x; + float scroll_y = e.wheel.y; + if (e.wheel.direction == SDL_MOUSEWHEEL_FLIPPED) { + scroll_y = -scroll_y; + } + handle_mouse_scroll(scroll_x, scroll_y); + break; + } + + case SDL_EVENT_WINDOW_FOCUS_GAINED: + handle_window_focus(true); + break; + case SDL_EVENT_WINDOW_FOCUS_LOST: + handle_window_focus(false); + break; + case SDL_EVENT_TEXT_INPUT: + handle_text_input(e.text.text); + break; + } +} + void App::dispatch_event(const Event& e) { if (m_window.handle_event(e)) { return; @@ -767,7 +733,21 @@ Window& App::window() { return m_window; } Config& App::config() { return m_game_config; } const Argument& App::argument() const { return m_argument; } AudioEngine& App::audio() { return m_audio; } -const char* App::get_clipboard_text() { - return glfwGetClipboardString(m_window.get_glfw_window()); +std::string App::get_clipboard_text() { + char* text = SDL_GetClipboardText(); + if (text) { + std::string str{text}; + SDL_free(text); + return str; + } + return {}; } + +void App::start_text_input() { + if (!SDL_StartTextInput(m_window.get_window())) { + Logger::error("Start Text Input Fail: {}", SDL_GetError()); + } +} +void App::stop_text_input() { SDL_StopTextInput(m_window.get_window()); } + } // namespace Cubed \ No newline at end of file diff --git a/src/dev_panel.cpp b/src/dev_panel.cpp index fb89be9..2677996 100644 --- a/src/dev_panel.cpp +++ b/src/dev_panel.cpp @@ -9,8 +9,8 @@ #include "Cubed/tools/log.hpp" #include -#include #include +#include namespace Cubed { @@ -69,7 +69,7 @@ void DevPanel::render() { // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); - ImGui_ImplGlfw_NewFrame(); + ImGui_ImplSDL3_NewFrame(); ImGui::NewFrame(); ImGui::Begin("DevPanel"); diff --git a/src/render/renderer.cpp b/src/render/renderer.cpp index 006b823..4ac99ee 100644 --- a/src/render/renderer.cpp +++ b/src/render/renderer.cpp @@ -38,10 +38,7 @@ void Renderer::reload_config() { } 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("Renderer: {}", reinterpret_cast(glGetString(GL_RENDERER))); diff --git a/src/render/world_renderer.cpp b/src/render/world_renderer.cpp index aaed11e..6d3f2b5 100644 --- a/src/render/world_renderer.cpp +++ b/src/render/world_renderer.cpp @@ -8,6 +8,8 @@ #include "Cubed/scene/world_scene.hpp" #include "Cubed/texture_manager.hpp" #include "Cubed/tools/math_tools.hpp" + +#include namespace Cubed { WorldRenderer::WorldRenderer(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(); shader.set_loc("u_sceneTexture", 0); - shader.set_loc("u_time", static_cast(glfwGetTime())); + shader.set_loc("u_time", static_cast(SDL_GetTicks() / 1000.0f)); 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_fogDensity", m_underwater_fog_density); @@ -620,7 +622,7 @@ 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("sunColor", m_parallel_light.directional_light_color); water_shader.set_loc("horizonSharpness", m_sky_uniform.horizon_sharpness); - water_shader.set_loc("time", glfwGetTime()); + water_shader.set_loc("time", static_cast(SDL_GetTicks() / 1000.0f)); water_shader.set_loc("cloudWhiteMix", m_sky_uniform.cloud_white_mix); water_shader.set_loc("cloudThresholdLow", m_cloud_threshold_low); water_shader.set_loc("cloudThresholdHigh", m_cloud_threshold_high); diff --git a/src/ui/text_field.cpp b/src/ui/text_field.cpp index 62a2681..8f4db1e 100644 --- a/src/ui/text_field.cpp +++ b/src/ui/text_field.cpp @@ -156,14 +156,21 @@ bool TextField::handle_mouse_button_event(const MouseButtonEvent& e) { if (e.key == MouseKey::LEFT_BUTTON && e.action == KeyAction::PRESS) { if (m_inside) { m_typing = true; + if (m_app) { + m_app->start_text_input(); + } update_show_text(); return false; } else { if (m_typing) { m_typing = false; + if (m_app) { + m_app->stop_text_input(); + } if (m_on_finished) { m_on_finished(); } + return false; } } @@ -182,9 +189,13 @@ bool TextField::handle_key_event(const KeyEvent& e) { if (e.key == Key::ENTER && e.action == KeyAction::PRESS) { if (m_typing) { m_typing = false; + if (m_app) { + m_app->stop_text_input(); + } if (m_on_finished) { m_on_finished(); } + return true; } } diff --git a/src/window.cpp b/src/window.cpp index 794f495..bf4e7a6 100644 --- a/src/window.cpp +++ b/src/window.cpp @@ -6,8 +6,8 @@ #include "Cubed/tools/log.hpp" #include -#include #include +#include namespace Cubed { @@ -19,7 +19,7 @@ Window::Window(Config& config) : m_config(config) {} Window::~Window() { if (m_imgui_init) { ImGui_ImplOpenGL3_Shutdown(); - ImGui_ImplGlfw_Shutdown(); + ImGui_ImplSDL3_Shutdown(); } if (ImGui::GetCurrentContext() != nullptr) { @@ -27,18 +27,17 @@ Window::~Window() { } if (m_window) { - glfwDestroyWindow(m_window); - m_window = nullptr; + SDL_GL_DestroyContext(m_context); + SDL_DestroyWindow(m_window); } - - glfwTerminate(); + SDL_Quit(); } 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) { return std::visit( @@ -110,84 +109,57 @@ bool Window::handle_mouse_button_event(const MouseButtonEvent& e) { } void Window::init() { - if (!glfwInit()) { - Logger::error("glfw init fail"); + if (!SDL_Init(SDL_INIT_VIDEO)) { + Logger::error("sdl3 init fail"); exit(EXIT_FAILURE); } - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6); - glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); - - m_window_width = m_config.get("window.width", 800); - m_window_height = m_config.get("window.height", 600); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, + SDL_GL_CONTEXT_PROFILE_CORE); + m_window_width = m_config.get("window.width", 1280); + 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)) { - GLFWmonitor* primary_monitor = glfwGetPrimaryMonitor(); - const GLFWvidmode* mode = glfwGetVideoMode(primary_monitor); - m_window = glfwCreateWindow(mode->width, mode->height, "Cubed", - primary_monitor, NULL); - } else { - m_window = glfwCreateWindow(m_window_width, m_window_height, "Cubed", - NULL, NULL); + SDL_SetWindowFullscreen(m_window, true); } - glfwMakeContextCurrent(m_window); - if (m_config.get("window.V-Sync", true)) { - glfwSwapInterval(1); - } else { - glfwSwapInterval(0); + m_context = SDL_GL_CreateContext(m_window); + SDL_GL_MakeCurrent(m_window, m_context); + + if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) { + Logger::error("Failed to initialize glad"); + exit(EXIT_FAILURE); } + set_vsync(m_config.get("window.V-Sync", true)); + if (m_game_running) { - glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); - } - - if (glfwRawMouseMotionSupported()) { - glfwSetInputMode(m_window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE); + SDL_SetWindowRelativeMouseMode(m_window, true); } else { - Logger::warn("Don,t support Raw Mouse Motion"); + SDL_SetWindowRelativeMouseMode(m_window, false); } - GLFWmonitor* primary = glfwGetPrimaryMonitor(); - const GLFWvidmode* mode = glfwGetVideoMode(primary); - glfwSetWindowPos(m_window, static_cast(mode->width / 2.0f) - 400, - static_cast(mode->height / 2.0f) - 300); + SDL_SetWindowPosition(m_window, SDL_WINDOWPOS_CENTERED, + SDL_WINDOWPOS_CENTERED); } void Window::reload_config() { // V-Sync - if (m_config.get("window.V-Sync", true)) { - glfwSwapInterval(1); - } else { - glfwSwapInterval(0); - } + set_vsync(m_config.get("window.V-Sync", true)); // Window - windowed_width = m_config.get("window.width", 800); - windowed_height = m_config.get("window.height", 600); + windowed_width = m_config.get("window.width", 1280); + windowed_height = m_config.get("window.height", 720); - if (m_config.get("window.fullscreen", false)) { - glfwGetWindowPos(m_window, &windowed_xpos, &windowed_ypos); - glfwGetWindowSize(m_window, &windowed_width, &windowed_height); + set_fullscreen(m_config.get("window.fullscreen", false)); - 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) { - glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + SDL_SetWindowRelativeMouseMode(m_window, false); } else { - glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + SDL_SetWindowRelativeMouseMode(m_window, true); } m_config.set("window.width", windowed_width); m_config.set("window.height", windowed_height); @@ -195,33 +167,37 @@ void Window::reload_config() { void Window::toggle_fullscreen() { - GLFWmonitor* monitor = glfwGetWindowMonitor(m_window); - if (monitor != nullptr) { - glfwSetWindowMonitor(m_window, nullptr, windowed_xpos, windowed_ypos, - windowed_width, windowed_height, 0); - - m_config.set("window.fullscreen", false); + bool is_fullscreen = + (SDL_GetWindowFlags(m_window) & SDL_WINDOW_FULLSCREEN) != 0; + if (is_fullscreen) { + set_fullscreen(false); } else { - 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); - m_config.set("window.fullscreen", true); + set_fullscreen(true); } + m_config.set("window.width", windowed_width); m_config.set("window.height", windowed_height); } +void Window::set_fullscreen(bool full) { + if (full) { + SDL_GetWindowPosition(m_window, &windowed_xpos, &windowed_ypos); + SDL_GetWindowSize(m_window, &windowed_width, &windowed_height); + SDL_SetWindowFullscreen(m_window, 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_config.set("window.fullscreen", false); + } +} void Window::enable_mouse() { - glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + SDL_SetWindowRelativeMouseMode(m_window, true); m_mouse_enable = true; } void Window::disable_mouse() { - glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + SDL_SetWindowRelativeMouseMode(m_window, false); if (m_camera) { m_camera->reset_camera(); } @@ -240,18 +216,26 @@ void Window::set_game_running(bool running) { 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; } void Window::set_imgui_enabled(bool enable) { m_imgui_enable = enable; } +void Window::set_vsync(bool enable) { + if (!SDL_GL_SetSwapInterval(static_cast(enable))) { + Logger::error("VSync Fail: {}", SDL_GetError()); + } +} + void Window::imgui_init() { - float dpi_scale_x, dpi_scale_y; - glfwGetWindowContentScale(m_window, &dpi_scale_x, &dpi_scale_y); + float main_scale = SDL_GetWindowDisplayScale(m_window); // float main_scale = // ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); - float main_scale = dpi_scale_x; Logger::info("Main Scale {}", main_scale); // Setup Dear ImGui context IMGUI_CHECKVERSION(); @@ -288,8 +272,8 @@ void Window::imgui_init() { ImFont* font = io.Fonts->AddFontFromFileTTF(Font::font_path().c_str()); ASSERT_MSG(font != nullptr, "Font Load Fail"); // Setup Platform/Renderer backends - ImGui_ImplGlfw_InitForOpenGL(m_window, false); - ImGui_ImplOpenGL3_Init(); + ImGui_ImplSDL3_InitForOpenGL(m_window, m_context); + ImGui_ImplOpenGL3_Init("#version 460"); m_imgui_init = true; } diff --git a/third_party/imgui/CMakeLists.txt b/third_party/imgui/CMakeLists.txt index 8f42783..4a3ef87 100644 --- a/third_party/imgui/CMakeLists.txt +++ b/third_party/imgui/CMakeLists.txt @@ -7,7 +7,7 @@ set(IMGUI_SOURCES imgui_draw.cpp imgui_tables.cpp imgui_widgets.cpp - imgui_impl_glfw.cpp + imgui_impl_sdl3.cpp imgui_impl_opengl3.cpp misc/freetype/imgui_freetype.cpp ) @@ -19,7 +19,7 @@ target_include_directories(imgui PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}) target_link_libraries( imgui PUBLIC - glfw + SDL3::SDL3 OpenGL::GL Freetype::Freetype ) \ No newline at end of file diff --git a/third_party/imgui/imgui_impl_glfw.cpp b/third_party/imgui/imgui_impl_glfw.cpp deleted file mode 100644 index 27f5fe9..0000000 --- a/third_party/imgui/imgui_impl_glfw.cpp +++ /dev/null @@ -1,1098 +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 - -// About Emscripten support: -// - Emscripten provides its own GLFW (3.2.1) implementation (syntax: "-sUSE_GLFW=3"), but Joystick is broken and several features are not supported (multiple windows, clipboard, timer, etc.) -// - A third-party Emscripten GLFW (3.4.0) implementation (syntax: "--use-port=contrib.glfw3") fixes the Joystick issue and implements all relevant features for the browser. -// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details. - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2026-03-25: Mouse cursor is properly restored if changed by user app/code while using glfwSetInputMode(..., GLFW_CURSOR_DISABLED) or ImGuiConfigFlags_NoMouseCursorChange. Amend change from 2025-12-10. -// 2026-02-10: Try to set IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND automatically if corresponding headers are not accessible. (#9225) -// 2025-12-12: Added IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND to forcefully disable either. -// 2025-12-10: Avoid repeated glfwSetCursor()/glfwSetInputMode() calls when unnecessary. Lowers overhead for very high framerates (e.g. 10k+ FPS). -// 2025-11-06: Lower minimum requirement to GLFW 3.0. Though a recent version e.g GLFW 3.4 is highly recommended. -// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown. -// 2025-09-15: Content Scales are always reported as 1.0 on Wayland. FramebufferScale are always reported as 1.0 on X11. (#8920, #8921) -// 2025-07-08: Made ImGui_ImplGlfw_GetContentScaleForWindow(), ImGui_ImplGlfw_GetContentScaleForMonitor() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733) -// 2025-06-18: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069) -// 2025-06-11: Added ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) and ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) helper to facilitate making DPI-aware apps. -// 2025-03-10: Map GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 into ImGuiKey_Oem102. -// 2025-03-03: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled. -// 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.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn -// 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one. -// 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter. -// 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw) -// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions. -// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window. -// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys. -// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609) -// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491) -// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702) -// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034) -// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240) -// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096) -// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty. -// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908) -// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785) -// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. -// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). -// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18. -// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX. -// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11. -// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend. -// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. -// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. -// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). -// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. -// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback(). -// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. -// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API. -// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback(). -// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback(). -// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). -// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors. -// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor). -// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. -// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. -// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). -// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. -// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. -// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. -// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. -// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. -// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples. -// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. -// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()). -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set. -// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. - -#include "imgui.h" -#ifndef IMGUI_DISABLE -#include "imgui_impl_glfw.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 "-Wsign-conversion" // warning: implicit conversion changes signedness -#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. -#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. -#endif - -#if defined(__has_include) -#if !__has_include() || !__has_include() -#define IMGUI_IMPL_GLFW_DISABLE_X11 -#endif -#if !__has_include() -#define IMGUI_IMPL_GLFW_DISABLE_WAYLAND -#endif -#endif - -// GLFW -#if !defined(IMGUI_IMPL_GLFW_DISABLE_X11) && (defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__)) -#define GLFW_HAS_X11 1 -#else -#define GLFW_HAS_X11 0 -#endif -#if !defined(IMGUI_IMPL_GLFW_DISABLE_WAYLAND) && (defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__)) -#define GLFW_HAS_WAYLAND 1 -#else -#define GLFW_HAS_WAYLAND 0 -#endif -#include -#ifdef _WIN32 -#undef APIENTRY -#ifndef GLFW_EXPOSE_NATIVE_WIN32 // for glfwGetWin32Window() -#define GLFW_EXPOSE_NATIVE_WIN32 -#endif -#include -#elif defined(__APPLE__) -#ifndef GLFW_EXPOSE_NATIVE_COCOA // for glfwGetCocoaWindow() -#define GLFW_EXPOSE_NATIVE_COCOA -#endif -#include -#elif GLFW_HAS_X11 -#ifndef GLFW_EXPOSE_NATIVE_X11 // for glfwGetX11Display(), glfwGetX11Window() on Freedesktop (Linux, BSD, etc.) -#define GLFW_EXPOSE_NATIVE_X11 -#endif -#include -#endif -#undef Status // X11 headers are leaking this. -#ifndef _WIN32 -#include // for usleep() -#endif -#include // for snprintf() - -#ifdef __EMSCRIPTEN__ -#include -#include -#ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 -#include -#else -#define EMSCRIPTEN_USE_EMBEDDED_GLFW3 -#endif -#endif - -// We gather version tests as define in order to easily see which features are version-dependent. -#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION) -#define GLFW_HAS_CREATECURSOR (GLFW_VERSION_COMBINED >= 3100) // 3.1+ glfwCreateCursor() -#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale -#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released? -#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR -#else -#define GLFW_HAS_NEW_CURSORS (0) -#endif -#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api -#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName() -#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError() -#define GLFW_HAS_GETPLATFORM (GLFW_VERSION_COMBINED >= 3400) // 3.4+ glfwGetPlatform() - -// Map GLFWWindow* to ImGuiContext*. -// - Would be simpler if we could use glfwSetWindowUserPointer()/glfwGetWindowUserPointer(), but this is a single and shared resource. -// - Would be simpler if we could use e.g. std::map<> as well. But we don't. -// - This is not particularly optimized as we expect size to be small and queries to be rare. -struct ImGui_ImplGlfw_WindowToContext { GLFWwindow* Window; ImGuiContext* Context; }; -static ImVector g_ContextMap; -static void ImGui_ImplGlfw_ContextMap_Add(GLFWwindow* window, ImGuiContext* ctx) { g_ContextMap.push_back(ImGui_ImplGlfw_WindowToContext{ window, ctx }); } -static void ImGui_ImplGlfw_ContextMap_Remove(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) { g_ContextMap.erase_unsorted(&entry); if (g_ContextMap.empty()) g_ContextMap.clear(); return; } } -static ImGuiContext* ImGui_ImplGlfw_ContextMap_Get(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) return entry.Context; return nullptr; } - -enum GlfwClientApi -{ - GlfwClientApi_OpenGL, - GlfwClientApi_Vulkan, - GlfwClientApi_Unknown, // Anything else fits here. -}; - -// GLFW data -struct ImGui_ImplGlfw_Data -{ - ImGuiContext* Context; - GLFWwindow* Window; - GlfwClientApi ClientApi; - double Time; - GLFWwindow* MouseWindow; -#if GLFW_HAS_CREATECURSOR - GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; - GLFWcursor* LastMouseCursor; -#endif - ImVec2 LastValidMousePos; - bool IsWayland; - bool InstalledCallbacks; - bool CallbacksChainForAllWindows; - char BackendPlatformName[32]; -#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 - const char* CanvasSelector; -#endif - - // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. - GLFWwindowfocusfun PrevUserCallbackWindowFocus; - GLFWcursorposfun PrevUserCallbackCursorPos; - GLFWcursorenterfun PrevUserCallbackCursorEnter; - GLFWmousebuttonfun PrevUserCallbackMousebutton; - GLFWscrollfun PrevUserCallbackScroll; - GLFWkeyfun PrevUserCallbackKey; - GLFWcharfun PrevUserCallbackChar; - GLFWmonitorfun PrevUserCallbackMonitor; -#ifdef _WIN32 - WNDPROC PrevWndProc; -#endif - - ImGui_ImplGlfw_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. -// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks -// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks. -// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it. -// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. -namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); } -static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() -{ - // Get data for current context - return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; -} -static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData(GLFWwindow* window) -{ - // Get data for a given GLFW window, regardless of current context (since GLFW events are sent together) - ImGuiContext* ctx = ImGui_ImplGlfw_ContextMap_Get(window); - return (ImGui_ImplGlfw_Data*)ImGui::GetIO(ctx).BackendPlatformUserData; -} - -// Functions -static bool ImGui_ImplGlfw_IsWayland() -{ -#if !GLFW_HAS_WAYLAND - return false; -#elif GLFW_HAS_GETPLATFORM - return glfwGetPlatform() == GLFW_PLATFORM_WAYLAND; -#else - const char* version = glfwGetVersionString(); - if (strstr(version, "Wayland") == nullptr) // e.g. Ubuntu 22.04 ships with GLFW 3.3.6 compiled without Wayland - return false; -#ifdef GLFW_EXPOSE_NATIVE_X11 - if (glfwGetX11Display() != nullptr) - return false; -#endif - return true; -#endif -} - -// Not static to allow third-party code to use that if they want to (but undocumented) -ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode); -ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode) -{ - IM_UNUSED(scancode); - switch (keycode) - { - case GLFW_KEY_TAB: return ImGuiKey_Tab; - case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow; - case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow; - case GLFW_KEY_UP: return ImGuiKey_UpArrow; - case GLFW_KEY_DOWN: return ImGuiKey_DownArrow; - case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp; - case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown; - case GLFW_KEY_HOME: return ImGuiKey_Home; - case GLFW_KEY_END: return ImGuiKey_End; - case GLFW_KEY_INSERT: return ImGuiKey_Insert; - case GLFW_KEY_DELETE: return ImGuiKey_Delete; - case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace; - case GLFW_KEY_SPACE: return ImGuiKey_Space; - case GLFW_KEY_ENTER: return ImGuiKey_Enter; - case GLFW_KEY_ESCAPE: return ImGuiKey_Escape; - case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe; - case GLFW_KEY_COMMA: return ImGuiKey_Comma; - case GLFW_KEY_MINUS: return ImGuiKey_Minus; - case GLFW_KEY_PERIOD: return ImGuiKey_Period; - case GLFW_KEY_SLASH: return ImGuiKey_Slash; - case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon; - case GLFW_KEY_EQUAL: return ImGuiKey_Equal; - case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket; - case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash; - case GLFW_KEY_WORLD_1: return ImGuiKey_Oem102; - case GLFW_KEY_WORLD_2: return ImGuiKey_Oem102; - case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket; - case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent; - case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock; - case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock; - case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock; - case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen; - case GLFW_KEY_PAUSE: return ImGuiKey_Pause; - case GLFW_KEY_KP_0: return ImGuiKey_Keypad0; - case GLFW_KEY_KP_1: return ImGuiKey_Keypad1; - case GLFW_KEY_KP_2: return ImGuiKey_Keypad2; - case GLFW_KEY_KP_3: return ImGuiKey_Keypad3; - case GLFW_KEY_KP_4: return ImGuiKey_Keypad4; - case GLFW_KEY_KP_5: return ImGuiKey_Keypad5; - case GLFW_KEY_KP_6: return ImGuiKey_Keypad6; - case GLFW_KEY_KP_7: return ImGuiKey_Keypad7; - case GLFW_KEY_KP_8: return ImGuiKey_Keypad8; - case GLFW_KEY_KP_9: return ImGuiKey_Keypad9; - case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal; - case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide; - case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; - case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract; - case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd; - case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter; - case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual; - case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift; - case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl; - case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt; - case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper; - case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift; - case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl; - case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt; - case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper; - case GLFW_KEY_MENU: return ImGuiKey_Menu; - case GLFW_KEY_0: return ImGuiKey_0; - case GLFW_KEY_1: return ImGuiKey_1; - case GLFW_KEY_2: return ImGuiKey_2; - case GLFW_KEY_3: return ImGuiKey_3; - case GLFW_KEY_4: return ImGuiKey_4; - case GLFW_KEY_5: return ImGuiKey_5; - case GLFW_KEY_6: return ImGuiKey_6; - case GLFW_KEY_7: return ImGuiKey_7; - case GLFW_KEY_8: return ImGuiKey_8; - case GLFW_KEY_9: return ImGuiKey_9; - case GLFW_KEY_A: return ImGuiKey_A; - case GLFW_KEY_B: return ImGuiKey_B; - case GLFW_KEY_C: return ImGuiKey_C; - case GLFW_KEY_D: return ImGuiKey_D; - case GLFW_KEY_E: return ImGuiKey_E; - case GLFW_KEY_F: return ImGuiKey_F; - case GLFW_KEY_G: return ImGuiKey_G; - case GLFW_KEY_H: return ImGuiKey_H; - case GLFW_KEY_I: return ImGuiKey_I; - case GLFW_KEY_J: return ImGuiKey_J; - case GLFW_KEY_K: return ImGuiKey_K; - case GLFW_KEY_L: return ImGuiKey_L; - case GLFW_KEY_M: return ImGuiKey_M; - case GLFW_KEY_N: return ImGuiKey_N; - case GLFW_KEY_O: return ImGuiKey_O; - case GLFW_KEY_P: return ImGuiKey_P; - case GLFW_KEY_Q: return ImGuiKey_Q; - case GLFW_KEY_R: return ImGuiKey_R; - case GLFW_KEY_S: return ImGuiKey_S; - case GLFW_KEY_T: return ImGuiKey_T; - case GLFW_KEY_U: return ImGuiKey_U; - case GLFW_KEY_V: return ImGuiKey_V; - case GLFW_KEY_W: return ImGuiKey_W; - case GLFW_KEY_X: return ImGuiKey_X; - case GLFW_KEY_Y: return ImGuiKey_Y; - case GLFW_KEY_Z: return ImGuiKey_Z; - case GLFW_KEY_F1: return ImGuiKey_F1; - case GLFW_KEY_F2: return ImGuiKey_F2; - case GLFW_KEY_F3: return ImGuiKey_F3; - case GLFW_KEY_F4: return ImGuiKey_F4; - case GLFW_KEY_F5: return ImGuiKey_F5; - case GLFW_KEY_F6: return ImGuiKey_F6; - case GLFW_KEY_F7: return ImGuiKey_F7; - case GLFW_KEY_F8: return ImGuiKey_F8; - case GLFW_KEY_F9: return ImGuiKey_F9; - case GLFW_KEY_F10: return ImGuiKey_F10; - case GLFW_KEY_F11: return ImGuiKey_F11; - case GLFW_KEY_F12: return ImGuiKey_F12; - case GLFW_KEY_F13: return ImGuiKey_F13; - case GLFW_KEY_F14: return ImGuiKey_F14; - case GLFW_KEY_F15: return ImGuiKey_F15; - case GLFW_KEY_F16: return ImGuiKey_F16; - case GLFW_KEY_F17: return ImGuiKey_F17; - case GLFW_KEY_F18: return ImGuiKey_F18; - case GLFW_KEY_F19: return ImGuiKey_F19; - case GLFW_KEY_F20: return ImGuiKey_F20; - case GLFW_KEY_F21: return ImGuiKey_F21; - case GLFW_KEY_F22: return ImGuiKey_F22; - case GLFW_KEY_F23: return ImGuiKey_F23; - case GLFW_KEY_F24: return ImGuiKey_F24; - default: return ImGuiKey_None; - } -} - -// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW -// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630 -static void ImGui_ImplGlfw_UpdateKeyModifiers(ImGuiIO& io, GLFWwindow* window) -{ - io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS)); - io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS)); - io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS)); - io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS)); -} - -static bool ImGui_ImplGlfw_ShouldChainCallback(ImGui_ImplGlfw_Data* bd, GLFWwindow* window) -{ - return bd->CallbacksChainForAllWindows ? true : (window == bd->Window); -} - -void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); - if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) - bd->PrevUserCallbackMousebutton(window, button, action, mods); - - ImGuiIO& io = ImGui::GetIO(bd->Context); - ImGui_ImplGlfw_UpdateKeyModifiers(io, window); - if (button >= 0 && button < ImGuiMouseButton_COUNT) - io.AddMouseButtonEvent(button, action == GLFW_PRESS); -} - -void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); - if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) - bd->PrevUserCallbackScroll(window, xoffset, yoffset); - -#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 - // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback(). - return; -#endif - - ImGuiIO& io = ImGui::GetIO(bd->Context); - io.AddMouseWheelEvent((float)xoffset, (float)yoffset); -} - -// FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()? -static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) -{ -#if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) - // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult. - // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently) - // See https://github.com/glfw/glfw/issues/1502 for details. - // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process). - // This won't cover edge cases but this is at least going to cover common cases. - if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL) - return key; - GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); - const char* key_name = glfwGetKeyName(key, scancode); - glfwSetErrorCallback(prev_error_callback); -#if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908) - (void)glfwGetError(nullptr); -#endif - if (key_name && key_name[0] != 0 && key_name[1] == 0) - { - const char char_names[] = "`-=[]\\,;\'./"; - const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 }; - IM_ASSERT(IM_COUNTOF(char_names) == IM_COUNTOF(char_keys)); - if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); } - else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); } - else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); } - else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; } - } - // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name); -#else - IM_UNUSED(scancode); -#endif - return key; -} - -void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); - if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) - bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); - - if (action != GLFW_PRESS && action != GLFW_RELEASE) - return; - - ImGuiIO& io = ImGui::GetIO(bd->Context); - ImGui_ImplGlfw_UpdateKeyModifiers(io, window); - - keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); - - ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode); - io.AddKeyEvent(imgui_key, (action == GLFW_PRESS)); - io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code) -} - -void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); - if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) - bd->PrevUserCallbackWindowFocus(window, focused); - - ImGuiIO& io = ImGui::GetIO(bd->Context); - io.AddFocusEvent(focused != 0); -} - -void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); - if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) - bd->PrevUserCallbackCursorPos(window, x, y); - - ImGuiIO& io = ImGui::GetIO(bd->Context); - io.AddMousePosEvent((float)x, (float)y); - bd->LastValidMousePos = ImVec2((float)x, (float)y); -} - -// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position, -// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984) -void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); - if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) - bd->PrevUserCallbackCursorEnter(window, entered); - - ImGuiIO& io = ImGui::GetIO(bd->Context); - if (entered) - { - bd->MouseWindow = window; - io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y); - } - else if (!entered && bd->MouseWindow == window) - { - bd->LastValidMousePos = io.MousePos; - bd->MouseWindow = nullptr; - io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); - } -} - -void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); - if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) - bd->PrevUserCallbackChar(window, c); - - ImGuiIO& io = ImGui::GetIO(bd->Context); - io.AddInputCharacter(c); -} - -void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) -{ - // Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too. -} - -#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 -static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void* user_data) -{ - // Mimic Emscripten_HandleWheel() in SDL. - // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096 - ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; - float multiplier = 0.0f; - if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step. - else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step. - else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps. - float wheel_x = ev->deltaX * -multiplier; - float wheel_y = ev->deltaY * -multiplier; - ImGuiIO& io = ImGui::GetIO(bd->Context); - io.AddMouseWheelEvent(wheel_x, wheel_y); - //IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y); - return EM_TRUE; -} -#endif - -#ifdef _WIN32 -// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen. -// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently. -static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() -{ - LPARAM extra_info = ::GetMessageExtraInfo(); - if ((extra_info & 0xFFFFFF80) == 0xFF515700) - return ImGuiMouseSource_Pen; - if ((extra_info & 0xFFFFFF80) == 0xFF515780) - return ImGuiMouseSource_TouchScreen; - return ImGuiMouseSource_Mouse; -} -static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) -{ - ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)::GetPropA(hWnd, "IMGUI_BACKEND_DATA"); - ImGuiIO& io = ImGui::GetIO(bd->Context); - - switch (msg) - { - case WM_MOUSEMOVE: case WM_NCMOUSEMOVE: - case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP: - case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP: - case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP: - case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP: - io.AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo()); - break; - default: break; - } - return ::CallWindowProcW(bd->PrevWndProc, hWnd, msg, wParam, lParam); -} -#endif - -void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); - IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!"); - IM_ASSERT(bd->Window == window); - - bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback); - bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback); - bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback); - bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); - bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); - bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); - bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); - bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); - bd->InstalledCallbacks = true; -} - -void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); - IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!"); - IM_ASSERT(bd->Window == window); - - glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus); - glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter); - glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos); - glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton); - glfwSetScrollCallback(window, bd->PrevUserCallbackScroll); - glfwSetKeyCallback(window, bd->PrevUserCallbackKey); - glfwSetCharCallback(window, bd->PrevUserCallbackChar); - glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); - bd->InstalledCallbacks = false; - bd->PrevUserCallbackWindowFocus = nullptr; - bd->PrevUserCallbackCursorEnter = nullptr; - bd->PrevUserCallbackCursorPos = nullptr; - bd->PrevUserCallbackMousebutton = nullptr; - bd->PrevUserCallbackScroll = nullptr; - bd->PrevUserCallbackKey = nullptr; - bd->PrevUserCallbackChar = nullptr; - bd->PrevUserCallbackMonitor = nullptr; -} - -// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user). -// This is 'false' by default meaning we only chain callbacks for the main viewport. -// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback. -// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter. -void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - bd->CallbacksChainForAllWindows = chain_for_all_windows; -} - -#ifdef __EMSCRIPTEN__ -#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817 -void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); } -#else -EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); }); -#endif -#endif - -static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) -{ - ImGuiIO& io = ImGui::GetIO(); - IMGUI_CHECKVERSION(); - IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); - //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED); - - // Setup backend capabilities flags - ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)(); - snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_glfw (%d)", GLFW_VERSION_COMBINED); - io.BackendPlatformUserData = (void*)bd; - io.BackendPlatformName = bd->BackendPlatformName; -#if GLFW_HAS_CREATECURSOR - io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) -#endif - io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) - - bd->Context = ImGui::GetCurrentContext(); - bd->Window = window; - bd->Time = 0.0; - bd->IsWayland = ImGui_ImplGlfw_IsWayland(); - ImGui_ImplGlfw_ContextMap_Add(window, bd->Context); - - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); -#if GLFW_VERSION_COMBINED < 3300 - platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window, text); }; - platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window); }; -#else - platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); }; - platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); }; -#endif - -#ifdef __EMSCRIPTEN__ - platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; }; -#endif - - // Create mouse cursors - // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, - // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. - // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.) -#if GLFW_HAS_CREATECURSOR - GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); - bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); -#if GLFW_HAS_NEW_CURSORS - bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); -#else - bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); -#endif - glfwSetErrorCallback(prev_error_callback); -#endif -#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908) - (void)glfwGetError(nullptr); -#endif - - // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. - if (install_callbacks) - ImGui_ImplGlfw_InstallCallbacks(window); - - // Set platform dependent data in viewport - ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - main_viewport->PlatformHandle = (void*)bd->Window; -#ifdef _WIN32 - main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window); -#elif defined(__APPLE__) - main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window); -#else - IM_UNUSED(main_viewport); -#endif - - // Windows: register a WndProc hook so we can intercept some messages. -#ifdef _WIN32 - HWND hwnd = (HWND)main_viewport->PlatformHandleRaw; - ::SetPropA(hwnd, "IMGUI_BACKEND_DATA", bd); - bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC); - IM_ASSERT(bd->PrevWndProc != nullptr); - ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); -#endif - - // Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime - // to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten). -#ifdef __EMSCRIPTEN__ -#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817 - if (emscripten::glfw3::IsRuntimePlatformApple()) - { - io.ConfigMacOSXBehaviors = true; - - // Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used. - // This means that Meta + V only registers a single key-press, even if the keys are held. - // This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself. - // See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key - emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10); - } -#endif -#endif - - bd->ClientApi = client_api; - return true; -} - -bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks) -{ - return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL); -} - -bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) -{ - return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan); -} - -bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks) -{ - return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown); -} - -void ImGui_ImplGlfw_Shutdown() -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); - - ImGuiIO& io = ImGui::GetIO(); - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - - if (bd->InstalledCallbacks) - ImGui_ImplGlfw_RestoreCallbacks(bd->Window); -#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 - if (bd->CanvasSelector) - emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr); -#endif -#if GLFW_HAS_CREATECURSOR - for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) - glfwDestroyCursor(bd->MouseCursors[cursor_n]); -#endif - // Windows: restore our WndProc hook -#ifdef _WIN32 - ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - ::SetPropA((HWND)main_viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", nullptr); - ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc); - bd->PrevWndProc = nullptr; -#endif - - io.BackendPlatformName = nullptr; - io.BackendPlatformUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); - platform_io.ClearPlatformHandlers(); - ImGui_ImplGlfw_ContextMap_Remove(bd->Window); - IM_DELETE(bd); -} - -static void ImGui_ImplGlfw_UpdateMouseData() -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - ImGuiIO& io = ImGui::GetIO(); - - // (those braces are here to reduce diff with multi-viewports support in 'docking' branch) - { - GLFWwindow* window = bd->Window; -#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 - const bool is_window_focused = true; -#else - const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; -#endif - if (is_window_focused) - { - // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) - if (io.WantSetMousePos) - glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y); - - // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) - if (bd->MouseWindow == nullptr) - { - double mouse_x, mouse_y; - glfwGetCursorPos(window, &mouse_x, &mouse_y); - bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y); - io.AddMousePosEvent((float)mouse_x, (float)mouse_y); - } - } - } -} - -static void ImGui_ImplGlfw_UpdateMouseCursor() -{ - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) - { - bd->LastMouseCursor = nullptr; // Invalidate so that if user changes underlying cursor we will update it next time we can. - return; - } - - ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); - // (those braces are here to reduce diff with multi-viewports support in 'docking' branch) - { - GLFWwindow* window = bd->Window; - if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) - { - if (bd->LastMouseCursor != nullptr) - { - // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor - glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); - bd->LastMouseCursor = nullptr; - } - } - else - { - // Show OS mouse cursor - // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. -#if GLFW_HAS_CREATECURSOR - GLFWcursor* cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; - if (bd->LastMouseCursor != cursor) - { - glfwSetCursor(window, cursor); - bd->LastMouseCursor = cursor; - } -#endif - glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); - } - } -} - -// Update gamepad inputs -static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } -static void ImGui_ImplGlfw_UpdateGamepads() -{ - ImGuiIO& io = ImGui::GetIO(); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs, but see #8075 - return; - - io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; -#if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) - GLFWgamepadstate gamepad; - if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad)) - return; - #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0) - #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) -#else - int axes_count = 0, buttons_count = 0; - const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); - const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); - if (axes_count == 0 || buttons_count == 0) - return; - #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0) - #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) -#endif - io.BackendFlags |= ImGuiBackendFlags_HasGamepad; - MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7); - MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6); - MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square - MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle - MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle - MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross - MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13); - MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11); - MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10); - MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12); - MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4); - MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5); - MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f); - MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f); - MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8); - MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9); - MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f); - MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f); - MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f); - MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f); - MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f); - MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f); - MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f); - MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f); - #undef MAP_BUTTON - #undef MAP_ANALOG -} - -// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend. -// - Apple platforms use FramebufferScale so we always return 1.0f. -// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle. -float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) -{ -#if GLFW_HAS_WAYLAND - if (ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window)) - if (bd->IsWayland) - return 1.0f; -#endif -#if GLFW_HAS_PER_MONITOR_DPI && !(defined(__APPLE__) || defined(__EMSCRIPTEN__) || defined(__ANDROID__)) - float x_scale, y_scale; - glfwGetWindowContentScale(window, &x_scale, &y_scale); - return x_scale; -#else - IM_UNUSED(window); - return 1.0f; -#endif -} - -float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) -{ -#if GLFW_HAS_WAYLAND - if (ImGui_ImplGlfw_IsWayland()) // We can't access our bd->IsWayland cache for a monitor. - return 1.0f; -#endif -#if GLFW_HAS_PER_MONITOR_DPI && !(defined(__APPLE__) || defined(__EMSCRIPTEN__) || defined(__ANDROID__)) - float x_scale, y_scale; - glfwGetMonitorContentScale(monitor, &x_scale, &y_scale); - return x_scale; -#else - IM_UNUSED(monitor); - return 1.0f; -#endif -} - -static void ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(GLFWwindow* window, ImVec2* out_size, ImVec2* out_framebuffer_scale) -{ - int w, h; - int display_w, display_h; - glfwGetWindowSize(window, &w, &h); - glfwGetFramebufferSize(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; -#if GLFW_HAS_WAYLAND - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); - if (!bd->IsWayland) - fb_scale_x = fb_scale_y = 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_ImplGlfw_NewFrame() -{ - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?"); - - // Setup main viewport size (every frame to accommodate for window resizing) - ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale); - - // Setup time step - // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644) - double current_time = glfwGetTime(); - if (current_time <= bd->Time) - current_time = bd->Time + 0.00001f; - io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); - bd->Time = current_time; - - ImGui_ImplGlfw_UpdateMouseData(); - ImGui_ImplGlfw_UpdateMouseCursor(); - - // Update game controllers (if enabled and available) - ImGui_ImplGlfw_UpdateGamepads(); -} - -// GLFW doesn't provide a portable sleep function -void ImGui_ImplGlfw_Sleep(int milliseconds) -{ -#ifdef _WIN32 - ::Sleep(milliseconds); -#else - usleep(milliseconds * 1000); -#endif -} - -#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 -static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data) -{ - ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; - double canvas_width, canvas_height; - emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height); - glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height); - return true; -} - -static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data) -{ - ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; - double canvas_width, canvas_height; - emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height); - glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height); - return true; -} - -// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query. -// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID. -void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector) -{ - IM_ASSERT(canvas_selector != nullptr); - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?"); - - bd->CanvasSelector = canvas_selector; - emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange); - emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback); - - // Change the size of the GLFW window according to the size of the canvas - ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd); - - // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096) - // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves. - // FIXME: May break chaining in case user registered their own Emscripten callback? - emscripten_set_wheel_callback(bd->CanvasSelector, bd, false, ImGui_ImplEmscripten_WheelCallback); -} -#elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3) -// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call -// by invoking emscripten_glfw_make_canvas_resizable afterward. -// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation -void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector) -{ - GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector)); - IM_ASSERT(window == w); // Sanity check - IM_UNUSED(w); - emscripten_glfw_make_canvas_resizable(window, "window", nullptr); -} -#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 - -//----------------------------------------------------------------------------- - -#if defined(__clang__) -#pragma clang diagnostic pop -#endif - -#endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/imgui_impl_glfw.h b/third_party/imgui/imgui_impl_glfw.h deleted file mode 100644 index 7dc8cb5..0000000 --- a/third_party/imgui/imgui_impl_glfw.h +++ /dev/null @@ -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 diff --git a/third_party/imgui/imgui_impl_sdl3.cpp b/third_party/imgui/imgui_impl_sdl3.cpp new file mode 100644 index 0000000..a2bd606 --- /dev/null +++ b/third_party/imgui/imgui_impl_sdl3.cpp @@ -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 +#include // for snprintf() +#if defined(__APPLE__) +#include +#endif +#ifdef _WIN32 +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#include +#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 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 diff --git a/third_party/imgui/imgui_impl_sdl3.h b/third_party/imgui/imgui_impl_sdl3.h new file mode 100644 index 0000000..0720283 --- /dev/null +++ b/third_party/imgui/imgui_impl_sdl3.h @@ -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