mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2025-07-22 18:15:14 +00:00
871 lines
32 KiB
C++
871 lines
32 KiB
C++
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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// Based on imgui_impl_sdl3.cpp from Dear ImGui repository
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#include <imgui.h>
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#include "common/config.h"
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#include "core/debug_state.h"
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#include "imgui_impl_sdl3.h"
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#include "sdl_window.h"
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// SDL
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#include <SDL3/SDL.h>
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#if defined(__APPLE__)
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#include <TargetConditionals.h>
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#endif
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#ifdef _WIN32
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#ifndef WIN32_LEAN_AND_MEAN
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#define WIN32_LEAN_AND_MEAN
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#endif
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#include <Windows.h>
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#endif
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namespace ImGui::Sdl {
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// SDL Data
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struct SdlData {
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SDL_Window* window{};
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SDL_WindowID window_id{};
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Uint64 time{};
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Uint64 nonReusedtime{};
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const char* clipboard_text_data{};
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// IME handling
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SDL_Window* ime_window{};
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// Mouse handling
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Uint32 mouse_window_id{};
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int mouse_buttons_down{};
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SDL_Cursor* mouse_cursors[ImGuiMouseCursor_COUNT]{};
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SDL_Cursor* mouse_last_cursor{};
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int mouse_pending_leave_frame{};
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ImVec2 prev_mouse_pos{0, 0};
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Uint64 lastCursorMoveTime{};
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// Gamepad handling
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ImVector<SDL_Gamepad*> gamepads{};
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GamepadMode gamepad_mode{};
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bool want_update_gamepads_list{};
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// Framerate counting (based on ImGui impl)
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std::array<float, 60> framerateSecPerFrame;
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int framerateSecPerFrameIdx{};
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float framerateSecPerFrameAcc{};
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};
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// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui
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// contexts It is STRONGLY preferred that you use docking branch with multi-viewports (== single
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// Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static SdlData* GetBackendData() {
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return ImGui::GetCurrentContext() ? (SdlData*)ImGui::GetIO().BackendPlatformUserData : nullptr;
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}
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static const char* GetClipboardText(ImGuiContext*) {
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SdlData* bd = GetBackendData();
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if (bd->clipboard_text_data)
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SDL_free((void*)bd->clipboard_text_data);
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const char* sdl_clipboard_text = SDL_GetClipboardText();
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bd->clipboard_text_data = sdl_clipboard_text;
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return bd->clipboard_text_data;
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}
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static void SetClipboardText(ImGuiContext*, const char* text) {
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SDL_SetClipboardText(text);
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}
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static void PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) {
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SdlData* bd = GetBackendData();
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auto window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
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SDL_Window* window = SDL_GetWindowFromID(window_id);
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if ((!data->WantVisible || bd->ime_window != window) && bd->ime_window != nullptr) {
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SDL_RunOnMainThread(
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[](void* userdata) { SDL_StopTextInput(static_cast<SDL_Window*>(userdata)); },
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bd->ime_window, true);
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bd->ime_window = nullptr;
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}
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if (data->WantVisible) {
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std::pair<SDL_Window*, SDL_Rect> usr_data;
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usr_data.first = window;
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usr_data.second.x = (int)data->InputPos.x;
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usr_data.second.y = (int)data->InputPos.y;
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usr_data.second.w = 1;
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usr_data.second.h = (int)data->InputLineHeight;
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SDL_RunOnMainThread(
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[](void* userdata) {
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auto* params = static_cast<std::pair<SDL_Window*, SDL_Rect>*>(userdata);
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SDL_SetTextInputArea(params->first, ¶ms->second, 0);
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SDL_StartTextInput(params->first);
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},
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&usr_data, true);
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bd->ime_window = window;
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}
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}
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static ImGuiKey KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode) {
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// Keypad doesn't have individual key values in SDL3
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switch (scancode) {
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case SDL_SCANCODE_KP_0:
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return ImGuiKey_Keypad0;
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case SDL_SCANCODE_KP_1:
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return ImGuiKey_Keypad1;
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case SDL_SCANCODE_KP_2:
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return ImGuiKey_Keypad2;
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case SDL_SCANCODE_KP_3:
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return ImGuiKey_Keypad3;
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case SDL_SCANCODE_KP_4:
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return ImGuiKey_Keypad4;
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case SDL_SCANCODE_KP_5:
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return ImGuiKey_Keypad5;
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case SDL_SCANCODE_KP_6:
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return ImGuiKey_Keypad6;
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case SDL_SCANCODE_KP_7:
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return ImGuiKey_Keypad7;
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case SDL_SCANCODE_KP_8:
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return ImGuiKey_Keypad8;
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case SDL_SCANCODE_KP_9:
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return ImGuiKey_Keypad9;
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case SDL_SCANCODE_KP_PERIOD:
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return ImGuiKey_KeypadDecimal;
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case SDL_SCANCODE_KP_DIVIDE:
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return ImGuiKey_KeypadDivide;
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case SDL_SCANCODE_KP_MULTIPLY:
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return ImGuiKey_KeypadMultiply;
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case SDL_SCANCODE_KP_MINUS:
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return ImGuiKey_KeypadSubtract;
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case SDL_SCANCODE_KP_PLUS:
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return ImGuiKey_KeypadAdd;
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case SDL_SCANCODE_KP_ENTER:
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return ImGuiKey_KeypadEnter;
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case SDL_SCANCODE_KP_EQUALS:
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return ImGuiKey_KeypadEqual;
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default:
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break;
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}
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switch (keycode) {
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case SDLK_TAB:
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return ImGuiKey_Tab;
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case SDLK_LEFT:
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return ImGuiKey_LeftArrow;
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case SDLK_RIGHT:
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return ImGuiKey_RightArrow;
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case SDLK_UP:
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return ImGuiKey_UpArrow;
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case SDLK_DOWN:
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return ImGuiKey_DownArrow;
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case SDLK_PAGEUP:
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return ImGuiKey_PageUp;
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case SDLK_PAGEDOWN:
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return ImGuiKey_PageDown;
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case SDLK_HOME:
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return ImGuiKey_Home;
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case SDLK_END:
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return ImGuiKey_End;
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case SDLK_INSERT:
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return ImGuiKey_Insert;
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case SDLK_DELETE:
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return ImGuiKey_Delete;
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case SDLK_BACKSPACE:
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return ImGuiKey_Backspace;
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case SDLK_SPACE:
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return ImGuiKey_Space;
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case SDLK_RETURN:
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return ImGuiKey_Enter;
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case SDLK_ESCAPE:
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return ImGuiKey_Escape;
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case SDLK_APOSTROPHE:
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return ImGuiKey_Apostrophe;
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case SDLK_COMMA:
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return ImGuiKey_Comma;
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case SDLK_MINUS:
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return ImGuiKey_Minus;
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case SDLK_PERIOD:
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return ImGuiKey_Period;
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case SDLK_SLASH:
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return ImGuiKey_Slash;
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case SDLK_SEMICOLON:
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return ImGuiKey_Semicolon;
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case SDLK_EQUALS:
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return ImGuiKey_Equal;
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case SDLK_LEFTBRACKET:
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return ImGuiKey_LeftBracket;
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case SDLK_BACKSLASH:
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return ImGuiKey_Backslash;
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case SDLK_RIGHTBRACKET:
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return ImGuiKey_RightBracket;
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case SDLK_GRAVE:
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return ImGuiKey_GraveAccent;
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case SDLK_CAPSLOCK:
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return ImGuiKey_CapsLock;
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case SDLK_SCROLLLOCK:
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return ImGuiKey_ScrollLock;
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case SDLK_NUMLOCKCLEAR:
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return ImGuiKey_NumLock;
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case SDLK_PRINTSCREEN:
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return ImGuiKey_PrintScreen;
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case SDLK_PAUSE:
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return ImGuiKey_Pause;
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case SDLK_LCTRL:
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return ImGuiKey_LeftCtrl;
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case SDLK_LSHIFT:
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return ImGuiKey_LeftShift;
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case SDLK_LALT:
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return ImGuiKey_LeftAlt;
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case SDLK_LGUI:
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return ImGuiKey_LeftSuper;
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case SDLK_RCTRL:
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return ImGuiKey_RightCtrl;
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case SDLK_RSHIFT:
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return ImGuiKey_RightShift;
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case SDLK_RALT:
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return ImGuiKey_RightAlt;
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case SDLK_RGUI:
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return ImGuiKey_RightSuper;
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case SDLK_APPLICATION:
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return ImGuiKey_Menu;
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case SDLK_0:
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return ImGuiKey_0;
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case SDLK_1:
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return ImGuiKey_1;
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case SDLK_2:
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return ImGuiKey_2;
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case SDLK_3:
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return ImGuiKey_3;
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case SDLK_4:
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return ImGuiKey_4;
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case SDLK_5:
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return ImGuiKey_5;
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case SDLK_6:
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return ImGuiKey_6;
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case SDLK_7:
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return ImGuiKey_7;
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case SDLK_8:
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return ImGuiKey_8;
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case SDLK_9:
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return ImGuiKey_9;
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case SDLK_A:
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return ImGuiKey_A;
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case SDLK_B:
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return ImGuiKey_B;
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case SDLK_C:
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return ImGuiKey_C;
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case SDLK_D:
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return ImGuiKey_D;
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case SDLK_E:
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return ImGuiKey_E;
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case SDLK_F:
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return ImGuiKey_F;
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case SDLK_G:
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return ImGuiKey_G;
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case SDLK_H:
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return ImGuiKey_H;
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case SDLK_I:
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return ImGuiKey_I;
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case SDLK_J:
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return ImGuiKey_J;
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case SDLK_K:
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return ImGuiKey_K;
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case SDLK_L:
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return ImGuiKey_L;
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case SDLK_M:
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return ImGuiKey_M;
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case SDLK_N:
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return ImGuiKey_N;
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case SDLK_O:
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return ImGuiKey_O;
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case SDLK_P:
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return ImGuiKey_P;
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case SDLK_Q:
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return ImGuiKey_Q;
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case SDLK_R:
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return ImGuiKey_R;
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case SDLK_S:
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return ImGuiKey_S;
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case SDLK_T:
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return ImGuiKey_T;
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case SDLK_U:
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return ImGuiKey_U;
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case SDLK_V:
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return ImGuiKey_V;
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case SDLK_W:
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return ImGuiKey_W;
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case SDLK_X:
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return ImGuiKey_X;
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case SDLK_Y:
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return ImGuiKey_Y;
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case SDLK_Z:
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return ImGuiKey_Z;
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case SDLK_F1:
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return ImGuiKey_F1;
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case SDLK_F2:
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return ImGuiKey_F2;
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case SDLK_F3:
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return ImGuiKey_F3;
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case SDLK_F4:
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return ImGuiKey_F4;
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case SDLK_F5:
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return ImGuiKey_F5;
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case SDLK_F6:
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return ImGuiKey_F6;
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case SDLK_F7:
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return ImGuiKey_F7;
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case SDLK_F8:
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return ImGuiKey_F8;
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case SDLK_F9:
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return ImGuiKey_F9;
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case SDLK_F10:
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return ImGuiKey_F10;
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case SDLK_F11:
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return ImGuiKey_F11;
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case SDLK_F12:
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return ImGuiKey_F12;
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case SDLK_F13:
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return ImGuiKey_F13;
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case SDLK_F14:
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return ImGuiKey_F14;
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case SDLK_F15:
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return ImGuiKey_F15;
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case SDLK_F16:
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return ImGuiKey_F16;
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case SDLK_F17:
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return ImGuiKey_F17;
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case SDLK_F18:
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return ImGuiKey_F18;
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case SDLK_F19:
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return ImGuiKey_F19;
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case SDLK_F20:
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return ImGuiKey_F20;
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case SDLK_F21:
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return ImGuiKey_F21;
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case SDLK_F22:
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return ImGuiKey_F22;
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case SDLK_F23:
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return ImGuiKey_F23;
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case SDLK_F24:
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return ImGuiKey_F24;
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case SDLK_AC_BACK:
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return ImGuiKey_AppBack;
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case SDLK_AC_FORWARD:
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return ImGuiKey_AppForward;
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default:
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break;
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}
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return ImGuiKey_None;
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}
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static void UpdateKeyModifiers(SDL_Keymod sdl_key_mods) {
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ImGuiIO& io = ImGui::GetIO();
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io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0);
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io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0);
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io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0);
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io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
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}
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static ImGuiViewport* GetViewportForWindowId(SDL_WindowID window_id) {
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SdlData* bd = GetBackendData();
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return (window_id == bd->window_id) ? ImGui::GetMainViewport() : nullptr;
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}
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to
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// use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or
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// clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main
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// application, or clear/overwrite your copy of the keyboard data. Generally you may always pass all
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// inputs to dear imgui, and hide them from your application based on those two flags. If you have
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// multiple SDL events and some of them are not meant to be used by dear imgui, you may need to
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// filter events based on their windowID field.
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bool ProcessEvent(const SDL_Event* event) {
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SdlData* bd = GetBackendData();
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IM_ASSERT(bd != nullptr &&
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"Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
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ImGuiIO& io = ImGui::GetIO();
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switch (event->type) {
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case SDL_EVENT_MOUSE_MOTION: {
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if (GetViewportForWindowId(event->motion.windowID) == NULL)
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return false;
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ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
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io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID
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? ImGuiMouseSource_TouchScreen
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: ImGuiMouseSource_Mouse);
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io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
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if (mouse_pos.x != bd->prev_mouse_pos.x || mouse_pos.y != bd->prev_mouse_pos.y) {
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bd->prev_mouse_pos.x = mouse_pos.x;
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bd->prev_mouse_pos.y = mouse_pos.y;
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if (Config::getCursorState() == Config::HideCursorState::Idle) {
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bd->lastCursorMoveTime = bd->time;
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}
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}
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return true;
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}
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case SDL_EVENT_MOUSE_WHEEL: {
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if (GetViewportForWindowId(event->wheel.windowID) == NULL)
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return false;
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// IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x,
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// (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
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float wheel_x = -event->wheel.x;
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float wheel_y = event->wheel.y;
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#ifdef __EMSCRIPTEN__
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wheel_x /= 100.0f;
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#endif
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io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID
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? ImGuiMouseSource_TouchScreen
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: ImGuiMouseSource_Mouse);
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io.AddMouseWheelEvent(wheel_x, wheel_y);
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return true;
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}
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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case SDL_EVENT_MOUSE_BUTTON_UP: {
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if (GetViewportForWindowId(event->button.windowID) == NULL)
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return false;
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int mouse_button = -1;
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if (event->button.button == SDL_BUTTON_LEFT) {
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mouse_button = 0;
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}
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if (event->button.button == SDL_BUTTON_RIGHT) {
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mouse_button = 1;
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}
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if (event->button.button == SDL_BUTTON_MIDDLE) {
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mouse_button = 2;
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}
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if (event->button.button == SDL_BUTTON_X1) {
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mouse_button = 3;
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}
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if (event->button.button == SDL_BUTTON_X2) {
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mouse_button = 4;
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}
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if (mouse_button == -1)
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break;
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io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID
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? ImGuiMouseSource_TouchScreen
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: ImGuiMouseSource_Mouse);
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io.AddMouseButtonEvent(mouse_button, (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN));
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bd->mouse_buttons_down = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN)
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? (bd->mouse_buttons_down | (1 << mouse_button))
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: (bd->mouse_buttons_down & ~(1 << mouse_button));
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return true;
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}
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case SDL_EVENT_TEXT_INPUT: {
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if (GetViewportForWindowId(event->text.windowID) == NULL)
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return false;
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io.AddInputCharactersUTF8(event->text.text);
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return true;
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}
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case SDL_EVENT_KEY_DOWN:
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case SDL_EVENT_KEY_UP: {
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if (GetViewportForWindowId(event->key.windowID) == NULL)
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return false;
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// IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%d: key=%d, scancode=%d, mod=%X\n", (event->type ==
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// SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP", event->key.key, event->key.scancode,
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// event->key.mod);
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UpdateKeyModifiers((SDL_Keymod)event->key.mod);
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ImGuiKey key = KeyEventToImGuiKey(event->key.key, event->key.scancode);
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io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
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io.SetKeyEventNativeData(
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key, event->key.key, event->key.scancode,
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event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend
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// uses SDLK_*** as indices to IsKeyXXX() functions.
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return true;
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}
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case SDL_EVENT_WINDOW_MOUSE_ENTER: {
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if (GetViewportForWindowId(event->window.windowID) == NULL)
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return false;
|
|
bd->mouse_window_id = event->window.windowID;
|
|
bd->mouse_pending_leave_frame = 0;
|
|
bd->lastCursorMoveTime = bd->time;
|
|
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 (GetViewportForWindowId(event->window.windowID) == NULL)
|
|
return false;
|
|
bd->mouse_pending_leave_frame = ImGui::GetFrameCount() + 1;
|
|
bd->lastCursorMoveTime = bd->time;
|
|
return true;
|
|
}
|
|
case SDL_EVENT_WINDOW_FOCUS_GAINED:
|
|
case SDL_EVENT_WINDOW_FOCUS_LOST: {
|
|
if (GetViewportForWindowId(event->window.windowID) == NULL)
|
|
return false;
|
|
io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
|
|
return true;
|
|
}
|
|
case SDL_EVENT_GAMEPAD_ADDED:
|
|
case SDL_EVENT_GAMEPAD_REMOVED: {
|
|
bd->want_update_gamepads_list = true;
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static void 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__) && defined(SDL_VIDEO_DRIVER_COCOA)
|
|
viewport->PlatformHandleRaw = SDL_GetPointerProperty(
|
|
SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr);
|
|
#endif
|
|
}
|
|
|
|
bool Init(SDL_Window* window) {
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IMGUI_CHECKVERSION();
|
|
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
|
|
|
// Setup backend capabilities flags
|
|
SdlData* bd = IM_NEW(SdlData)();
|
|
io.BackendPlatformUserData = (void*)bd;
|
|
io.BackendPlatformName = "imgui_impl_sdl3_shadps4";
|
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values
|
|
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests
|
|
// (optional, rarely used)
|
|
|
|
bd->window = window;
|
|
bd->window_id = SDL_GetWindowID(window);
|
|
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
platform_io.Platform_SetClipboardTextFn = SetClipboardText;
|
|
platform_io.Platform_GetClipboardTextFn = GetClipboardText;
|
|
platform_io.Platform_SetImeDataFn = PlatformSetImeData;
|
|
|
|
// Gamepad handling
|
|
bd->gamepad_mode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
|
|
bd->want_update_gamepads_list = true;
|
|
|
|
// Load mouse cursors
|
|
#define CURSOR(left, right) \
|
|
bd->mouse_cursors[ImGuiMouseCursor_##left] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_##right)
|
|
CURSOR(Arrow, DEFAULT);
|
|
CURSOR(TextInput, TEXT);
|
|
CURSOR(ResizeAll, MOVE);
|
|
CURSOR(ResizeNS, NS_RESIZE);
|
|
CURSOR(ResizeEW, EW_RESIZE);
|
|
CURSOR(ResizeNESW, NESW_RESIZE);
|
|
CURSOR(ResizeNWSE, NWSE_RESIZE);
|
|
CURSOR(Hand, POINTER);
|
|
CURSOR(NotAllowed, NOT_ALLOWED);
|
|
#undef CURSOR
|
|
|
|
// Set platform dependent data in viewport
|
|
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
|
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_WINDOWEVENT_FOCUS_GAINED)
|
|
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
|
|
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
|
|
#endif
|
|
|
|
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows
|
|
// (see #5710)
|
|
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
|
|
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
static void CloseGamepads();
|
|
|
|
void Shutdown() {
|
|
SdlData* bd = GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
if (bd->clipboard_text_data) {
|
|
SDL_free((void*)bd->clipboard_text_data);
|
|
}
|
|
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
|
SDL_DestroyCursor(bd->mouse_cursors[cursor_n]);
|
|
CloseGamepads();
|
|
|
|
io.BackendPlatformName = nullptr;
|
|
io.BackendPlatformUserData = nullptr;
|
|
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos |
|
|
ImGuiBackendFlags_HasGamepad);
|
|
IM_DELETE(bd);
|
|
}
|
|
|
|
static void UpdateMouseData() {
|
|
SdlData* bd = GetBackendData();
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused
|
|
// (below)
|
|
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries
|
|
// shouldn't e.g. trigger other operations outside
|
|
SDL_CaptureMouse((bd->mouse_buttons_down != 0) ? true : false);
|
|
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
|
const bool is_app_focused = (bd->window == focused_window);
|
|
|
|
if (is_app_focused) {
|
|
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when
|
|
// ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
|
if (io.WantSetMousePos)
|
|
SDL_WarpMouseInWindow(bd->window, io.MousePos.x, io.MousePos.y);
|
|
|
|
// (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION
|
|
// already provides this when hovered or captured)
|
|
if (bd->mouse_buttons_down == 0) {
|
|
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is
|
|
// (0,0) when the mouse is on the upper-left corner of the app window)
|
|
float mouse_x_global, mouse_y_global;
|
|
int window_x, window_y;
|
|
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
|
|
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
|
|
mouse_x_global -= (float)window_x;
|
|
mouse_y_global -= (float)window_y;
|
|
io.AddMousePosEvent(mouse_x_global, mouse_y_global);
|
|
// SDL_EVENT_MOUSE_MOTION isn't triggered before the first frame is rendered
|
|
// force update the prev_cursor coords
|
|
if (mouse_x_global != bd->prev_mouse_pos.x || mouse_y_global != bd->prev_mouse_pos.y &&
|
|
bd->prev_mouse_pos.y == 0 &&
|
|
bd->prev_mouse_pos.x == 0) {
|
|
bd->prev_mouse_pos.x = mouse_x_global;
|
|
bd->prev_mouse_pos.y = mouse_y_global;
|
|
bd->lastCursorMoveTime = bd->time;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void UpdateMouseCursor() {
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
|
return;
|
|
SdlData* bd = GetBackendData();
|
|
|
|
s16 cursorState = Config::getCursorState();
|
|
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
|
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None ||
|
|
cursorState == Config::HideCursorState::Always) {
|
|
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
|
SDL_HideCursor();
|
|
|
|
} else if (cursorState == Config::HideCursorState::Idle &&
|
|
bd->time - bd->lastCursorMoveTime >=
|
|
Config::getCursorHideTimeout() * SDL_GetPerformanceFrequency()) {
|
|
|
|
bool wasCursorVisible = SDL_CursorVisible();
|
|
SDL_HideCursor();
|
|
|
|
if (wasCursorVisible) {
|
|
SDL_WarpMouseInWindow(SDL_GetKeyboardFocus(), bd->prev_mouse_pos.x,
|
|
bd->prev_mouse_pos.y); // Force refresh the cursor state
|
|
}
|
|
|
|
} else {
|
|
// Show OS mouse cursor
|
|
SDL_Cursor* expected_cursor = bd->mouse_cursors[imgui_cursor]
|
|
? bd->mouse_cursors[imgui_cursor]
|
|
: bd->mouse_cursors[ImGuiMouseCursor_Arrow];
|
|
if (bd->mouse_last_cursor != expected_cursor) {
|
|
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
|
|
bd->mouse_last_cursor = expected_cursor;
|
|
}
|
|
SDL_ShowCursor();
|
|
}
|
|
}
|
|
|
|
static void CloseGamepads() {
|
|
SdlData* bd = GetBackendData();
|
|
if (bd->gamepad_mode != ImGui_ImplSDL3_GamepadMode_Manual)
|
|
for (SDL_Gamepad* gamepad : bd->gamepads)
|
|
SDL_CloseGamepad(gamepad);
|
|
bd->gamepads.resize(0);
|
|
}
|
|
|
|
void SetGamepadMode(GamepadMode mode, SDL_Gamepad** manual_gamepads_array,
|
|
int manual_gamepads_count) {
|
|
SdlData* bd = GetBackendData();
|
|
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->want_update_gamepads_list = true;
|
|
}
|
|
bd->gamepad_mode = mode;
|
|
}
|
|
|
|
static void UpdateGamepadButton(SdlData* 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 UpdateGamepadAnalog(SdlData* 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 UpdateGamepads() {
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
SdlData* bd = GetBackendData();
|
|
|
|
SDL_Gamepad* SDLGamepad = Input::m_gamepad;
|
|
if (SDLGamepad) {
|
|
bd->gamepads.push_back(SDLGamepad);
|
|
bd->want_update_gamepads_list = false;
|
|
} else {
|
|
// Update list of gamepads to use
|
|
if (bd->want_update_gamepads_list &&
|
|
bd->gamepad_mode != ImGui_ImplSDL3_GamepadMode_Manual) {
|
|
CloseGamepads();
|
|
int sdl_gamepads_count = 0;
|
|
const 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->gamepad_mode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
|
|
break;
|
|
}
|
|
bd->want_update_gamepads_list = false;
|
|
}
|
|
}
|
|
|
|
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
|
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
|
return;
|
|
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.
|
|
UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
|
|
UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
|
|
/*UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft,
|
|
SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square*/ // Disable to avoid menu toggle
|
|
UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight,
|
|
SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
|
|
UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp,
|
|
SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
|
|
UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown,
|
|
SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
|
|
UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
|
|
UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
|
|
UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
|
|
UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
|
|
UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
|
|
UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
|
|
UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
|
|
UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
|
|
UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
|
|
UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
|
|
UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX,
|
|
-thumb_dead_zone, -32768);
|
|
UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX,
|
|
+thumb_dead_zone, +32767);
|
|
UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone,
|
|
-32768);
|
|
UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY,
|
|
+thumb_dead_zone, +32767);
|
|
UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX,
|
|
-thumb_dead_zone, -32768);
|
|
UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX,
|
|
+thumb_dead_zone, +32767);
|
|
UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone,
|
|
-32768);
|
|
UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY,
|
|
+thumb_dead_zone, +32767);
|
|
}
|
|
|
|
void NewFrame(bool is_reusing_frame) {
|
|
SdlData* bd = GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
|
// (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) / (double)frequency)
|
|
: 1.0f / 60.0f;
|
|
bd->time = current_time;
|
|
|
|
if (!is_reusing_frame) {
|
|
if (current_time <= bd->nonReusedtime)
|
|
current_time = bd->nonReusedtime + 1;
|
|
float deltaTime =
|
|
bd->nonReusedtime > 0
|
|
? (float)((double)(current_time - bd->nonReusedtime) / (double)frequency)
|
|
: 1.0f / 60.0f;
|
|
bd->nonReusedtime = current_time;
|
|
DebugState.FrameDeltaTime = deltaTime;
|
|
|
|
int& frameIdx = bd->framerateSecPerFrameIdx;
|
|
float& framerateSec = bd->framerateSecPerFrame[frameIdx];
|
|
float& acc = bd->framerateSecPerFrameAcc;
|
|
int count = bd->framerateSecPerFrame.size();
|
|
acc += deltaTime - framerateSec;
|
|
framerateSec = deltaTime;
|
|
frameIdx = (frameIdx + 1) % count;
|
|
DebugState.Framerate = acc > 0.0f ? 1.0f / (acc / (float)count) : FLT_MAX;
|
|
}
|
|
|
|
if (bd->mouse_pending_leave_frame && bd->mouse_pending_leave_frame >= ImGui::GetFrameCount() &&
|
|
bd->mouse_buttons_down == 0) {
|
|
bd->mouse_window_id = 0;
|
|
bd->mouse_pending_leave_frame = 0;
|
|
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
|
}
|
|
|
|
UpdateMouseData();
|
|
UpdateMouseCursor();
|
|
|
|
// Update game controllers (if enabled and available)
|
|
UpdateGamepads();
|
|
}
|
|
|
|
void OnResize() {
|
|
SdlData* bd = GetBackendData();
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
int w, h;
|
|
int display_w, display_h;
|
|
SDL_GetWindowSize(bd->window, &w, &h);
|
|
if (SDL_GetWindowFlags(bd->window) & SDL_WINDOW_MINIMIZED) {
|
|
w = h = 0;
|
|
}
|
|
SDL_GetWindowSizeInPixels(bd->window, &display_w, &display_h);
|
|
io.DisplaySize = ImVec2((float)w, (float)h);
|
|
if (w > 0 && h > 0) {
|
|
io.DisplayFramebufferScale = {(float)display_w / (float)w, (float)display_h / (float)h};
|
|
}
|
|
}
|
|
|
|
} // namespace ImGui::Sdl
|