mirror of
https://github.com/libretro/scummvm.git
synced 2024-11-30 21:00:39 +00:00
TWP: Move ImGui to backends
This commit is contained in:
parent
158257c0f9
commit
0cba66b204
@ -32,6 +32,10 @@
|
||||
#include "engines/engine.h"
|
||||
#include "gui/gui-manager.h"
|
||||
|
||||
#if defined(USE_IMGUI) && SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
#include "backends/imgui/backends/imgui_impl_sdl2_scummvm.h"
|
||||
#endif
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
#define GAMECONTROLLERDB_FILE "gamecontrollerdb.txt"
|
||||
|
||||
@ -74,9 +78,10 @@ SdlEventSource::SdlEventSource()
|
||||
: EventSource(), _scrollLock(false), _joystick(nullptr), _lastScreenID(0), _graphicsManager(nullptr), _queuedFakeMouseMove(false),
|
||||
_lastHatPosition(SDL_HAT_CENTERED), _mouseX(0), _mouseY(0), _engineRunning(false)
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
, _queuedFakeKeyUp(false), _fakeKeyUp(), _controller(nullptr)
|
||||
,
|
||||
_queuedFakeKeyUp(false), _fakeKeyUp(), _controller(nullptr)
|
||||
#endif
|
||||
{
|
||||
{
|
||||
int joystick_num = ConfMan.getInt("joystick_num");
|
||||
if (joystick_num >= 0) {
|
||||
// Initialize SDL joystick subsystem
|
||||
@ -129,7 +134,7 @@ int SdlEventSource::mapKey(SDL_Keycode sdlKey, SDL_Keymod mod, Uint16 unicode) {
|
||||
// We allow Hebrew characters
|
||||
if (unicode >= 0x05D0 && unicode <= 0x05EA)
|
||||
return unicode;
|
||||
|
||||
|
||||
// Cyrillic
|
||||
if (unicode >= 0x0400 && unicode <= 0x045F)
|
||||
return unicode;
|
||||
@ -210,198 +215,383 @@ void SdlEventSource::SDLModToOSystemKeyFlags(SDL_Keymod mod, Common::Event &even
|
||||
|
||||
Common::KeyCode SdlEventSource::SDLToOSystemKeycode(const SDL_Keycode key) {
|
||||
switch (key) {
|
||||
case SDLK_BACKSPACE: return Common::KEYCODE_BACKSPACE;
|
||||
case SDLK_TAB: return Common::KEYCODE_TAB;
|
||||
case SDLK_CLEAR: return Common::KEYCODE_CLEAR;
|
||||
case SDLK_RETURN: return Common::KEYCODE_RETURN;
|
||||
case SDLK_PAUSE: return Common::KEYCODE_PAUSE;
|
||||
case SDLK_ESCAPE: return Common::KEYCODE_ESCAPE;
|
||||
case SDLK_SPACE: return Common::KEYCODE_SPACE;
|
||||
case SDLK_EXCLAIM: return Common::KEYCODE_EXCLAIM;
|
||||
case SDLK_QUOTEDBL: return Common::KEYCODE_QUOTEDBL;
|
||||
case SDLK_HASH: return Common::KEYCODE_HASH;
|
||||
case SDLK_DOLLAR: return Common::KEYCODE_DOLLAR;
|
||||
case SDLK_AMPERSAND: return Common::KEYCODE_AMPERSAND;
|
||||
case SDLK_QUOTE: return Common::KEYCODE_QUOTE;
|
||||
case SDLK_LEFTPAREN: return Common::KEYCODE_LEFTPAREN;
|
||||
case SDLK_RIGHTPAREN: return Common::KEYCODE_RIGHTPAREN;
|
||||
case SDLK_ASTERISK: return Common::KEYCODE_ASTERISK;
|
||||
case SDLK_PLUS: return Common::KEYCODE_PLUS;
|
||||
case SDLK_COMMA: return Common::KEYCODE_COMMA;
|
||||
case SDLK_MINUS: return Common::KEYCODE_MINUS;
|
||||
case SDLK_PERIOD: return Common::KEYCODE_PERIOD;
|
||||
case SDLK_SLASH: return Common::KEYCODE_SLASH;
|
||||
case SDLK_0: return Common::KEYCODE_0;
|
||||
case SDLK_1: return Common::KEYCODE_1;
|
||||
case SDLK_2: return Common::KEYCODE_2;
|
||||
case SDLK_3: return Common::KEYCODE_3;
|
||||
case SDLK_4: return Common::KEYCODE_4;
|
||||
case SDLK_5: return Common::KEYCODE_5;
|
||||
case SDLK_6: return Common::KEYCODE_6;
|
||||
case SDLK_7: return Common::KEYCODE_7;
|
||||
case SDLK_8: return Common::KEYCODE_8;
|
||||
case SDLK_9: return Common::KEYCODE_9;
|
||||
case SDLK_COLON: return Common::KEYCODE_COLON;
|
||||
case SDLK_SEMICOLON: return Common::KEYCODE_SEMICOLON;
|
||||
case SDLK_LESS: return Common::KEYCODE_LESS;
|
||||
case SDLK_EQUALS: return Common::KEYCODE_EQUALS;
|
||||
case SDLK_GREATER: return Common::KEYCODE_GREATER;
|
||||
case SDLK_QUESTION: return Common::KEYCODE_QUESTION;
|
||||
case SDLK_AT: return Common::KEYCODE_AT;
|
||||
case SDLK_LEFTBRACKET: return Common::KEYCODE_LEFTBRACKET;
|
||||
case SDLK_BACKSLASH: return Common::KEYCODE_BACKSLASH;
|
||||
case SDLK_RIGHTBRACKET: return Common::KEYCODE_RIGHTBRACKET;
|
||||
case SDLK_CARET: return Common::KEYCODE_CARET;
|
||||
case SDLK_UNDERSCORE: return Common::KEYCODE_UNDERSCORE;
|
||||
case SDLK_BACKQUOTE: return Common::KEYCODE_BACKQUOTE;
|
||||
case SDLK_a: return Common::KEYCODE_a;
|
||||
case SDLK_b: return Common::KEYCODE_b;
|
||||
case SDLK_c: return Common::KEYCODE_c;
|
||||
case SDLK_d: return Common::KEYCODE_d;
|
||||
case SDLK_e: return Common::KEYCODE_e;
|
||||
case SDLK_f: return Common::KEYCODE_f;
|
||||
case SDLK_g: return Common::KEYCODE_g;
|
||||
case SDLK_h: return Common::KEYCODE_h;
|
||||
case SDLK_i: return Common::KEYCODE_i;
|
||||
case SDLK_j: return Common::KEYCODE_j;
|
||||
case SDLK_k: return Common::KEYCODE_k;
|
||||
case SDLK_l: return Common::KEYCODE_l;
|
||||
case SDLK_m: return Common::KEYCODE_m;
|
||||
case SDLK_n: return Common::KEYCODE_n;
|
||||
case SDLK_o: return Common::KEYCODE_o;
|
||||
case SDLK_p: return Common::KEYCODE_p;
|
||||
case SDLK_q: return Common::KEYCODE_q;
|
||||
case SDLK_r: return Common::KEYCODE_r;
|
||||
case SDLK_s: return Common::KEYCODE_s;
|
||||
case SDLK_t: return Common::KEYCODE_t;
|
||||
case SDLK_u: return Common::KEYCODE_u;
|
||||
case SDLK_v: return Common::KEYCODE_v;
|
||||
case SDLK_w: return Common::KEYCODE_w;
|
||||
case SDLK_x: return Common::KEYCODE_x;
|
||||
case SDLK_y: return Common::KEYCODE_y;
|
||||
case SDLK_z: return Common::KEYCODE_z;
|
||||
case SDLK_DELETE: return Common::KEYCODE_DELETE;
|
||||
case SDLK_KP_PERIOD: return Common::KEYCODE_KP_PERIOD;
|
||||
case SDLK_KP_DIVIDE: return Common::KEYCODE_KP_DIVIDE;
|
||||
case SDLK_KP_MULTIPLY: return Common::KEYCODE_KP_MULTIPLY;
|
||||
case SDLK_KP_MINUS: return Common::KEYCODE_KP_MINUS;
|
||||
case SDLK_KP_PLUS: return Common::KEYCODE_KP_PLUS;
|
||||
case SDLK_KP_ENTER: return Common::KEYCODE_KP_ENTER;
|
||||
case SDLK_KP_EQUALS: return Common::KEYCODE_KP_EQUALS;
|
||||
case SDLK_UP: return Common::KEYCODE_UP;
|
||||
case SDLK_DOWN: return Common::KEYCODE_DOWN;
|
||||
case SDLK_RIGHT: return Common::KEYCODE_RIGHT;
|
||||
case SDLK_LEFT: return Common::KEYCODE_LEFT;
|
||||
case SDLK_INSERT: return Common::KEYCODE_INSERT;
|
||||
case SDLK_HOME: return Common::KEYCODE_HOME;
|
||||
case SDLK_END: return Common::KEYCODE_END;
|
||||
case SDLK_PAGEUP: return Common::KEYCODE_PAGEUP;
|
||||
case SDLK_PAGEDOWN: return Common::KEYCODE_PAGEDOWN;
|
||||
case SDLK_F1: return Common::KEYCODE_F1;
|
||||
case SDLK_F2: return Common::KEYCODE_F2;
|
||||
case SDLK_F3: return Common::KEYCODE_F3;
|
||||
case SDLK_F4: return Common::KEYCODE_F4;
|
||||
case SDLK_F5: return Common::KEYCODE_F5;
|
||||
case SDLK_F6: return Common::KEYCODE_F6;
|
||||
case SDLK_F7: return Common::KEYCODE_F7;
|
||||
case SDLK_F8: return Common::KEYCODE_F8;
|
||||
case SDLK_F9: return Common::KEYCODE_F9;
|
||||
case SDLK_F10: return Common::KEYCODE_F10;
|
||||
case SDLK_F11: return Common::KEYCODE_F11;
|
||||
case SDLK_F12: return Common::KEYCODE_F12;
|
||||
case SDLK_F13: return Common::KEYCODE_F13;
|
||||
case SDLK_F14: return Common::KEYCODE_F14;
|
||||
case SDLK_F15: return Common::KEYCODE_F15;
|
||||
case SDLK_CAPSLOCK: return Common::KEYCODE_CAPSLOCK;
|
||||
case SDLK_RSHIFT: return Common::KEYCODE_RSHIFT;
|
||||
case SDLK_LSHIFT: return Common::KEYCODE_LSHIFT;
|
||||
case SDLK_RCTRL: return Common::KEYCODE_RCTRL;
|
||||
case SDLK_LCTRL: return Common::KEYCODE_LCTRL;
|
||||
case SDLK_RALT: return Common::KEYCODE_RALT;
|
||||
case SDLK_LALT: return Common::KEYCODE_LALT;
|
||||
case SDLK_MODE: return Common::KEYCODE_MODE;
|
||||
case SDLK_HELP: return Common::KEYCODE_HELP;
|
||||
case SDLK_SYSREQ: return Common::KEYCODE_SYSREQ;
|
||||
case SDLK_MENU: return Common::KEYCODE_MENU;
|
||||
case SDLK_POWER: return Common::KEYCODE_POWER;
|
||||
case SDLK_BACKSPACE:
|
||||
return Common::KEYCODE_BACKSPACE;
|
||||
case SDLK_TAB:
|
||||
return Common::KEYCODE_TAB;
|
||||
case SDLK_CLEAR:
|
||||
return Common::KEYCODE_CLEAR;
|
||||
case SDLK_RETURN:
|
||||
return Common::KEYCODE_RETURN;
|
||||
case SDLK_PAUSE:
|
||||
return Common::KEYCODE_PAUSE;
|
||||
case SDLK_ESCAPE:
|
||||
return Common::KEYCODE_ESCAPE;
|
||||
case SDLK_SPACE:
|
||||
return Common::KEYCODE_SPACE;
|
||||
case SDLK_EXCLAIM:
|
||||
return Common::KEYCODE_EXCLAIM;
|
||||
case SDLK_QUOTEDBL:
|
||||
return Common::KEYCODE_QUOTEDBL;
|
||||
case SDLK_HASH:
|
||||
return Common::KEYCODE_HASH;
|
||||
case SDLK_DOLLAR:
|
||||
return Common::KEYCODE_DOLLAR;
|
||||
case SDLK_AMPERSAND:
|
||||
return Common::KEYCODE_AMPERSAND;
|
||||
case SDLK_QUOTE:
|
||||
return Common::KEYCODE_QUOTE;
|
||||
case SDLK_LEFTPAREN:
|
||||
return Common::KEYCODE_LEFTPAREN;
|
||||
case SDLK_RIGHTPAREN:
|
||||
return Common::KEYCODE_RIGHTPAREN;
|
||||
case SDLK_ASTERISK:
|
||||
return Common::KEYCODE_ASTERISK;
|
||||
case SDLK_PLUS:
|
||||
return Common::KEYCODE_PLUS;
|
||||
case SDLK_COMMA:
|
||||
return Common::KEYCODE_COMMA;
|
||||
case SDLK_MINUS:
|
||||
return Common::KEYCODE_MINUS;
|
||||
case SDLK_PERIOD:
|
||||
return Common::KEYCODE_PERIOD;
|
||||
case SDLK_SLASH:
|
||||
return Common::KEYCODE_SLASH;
|
||||
case SDLK_0:
|
||||
return Common::KEYCODE_0;
|
||||
case SDLK_1:
|
||||
return Common::KEYCODE_1;
|
||||
case SDLK_2:
|
||||
return Common::KEYCODE_2;
|
||||
case SDLK_3:
|
||||
return Common::KEYCODE_3;
|
||||
case SDLK_4:
|
||||
return Common::KEYCODE_4;
|
||||
case SDLK_5:
|
||||
return Common::KEYCODE_5;
|
||||
case SDLK_6:
|
||||
return Common::KEYCODE_6;
|
||||
case SDLK_7:
|
||||
return Common::KEYCODE_7;
|
||||
case SDLK_8:
|
||||
return Common::KEYCODE_8;
|
||||
case SDLK_9:
|
||||
return Common::KEYCODE_9;
|
||||
case SDLK_COLON:
|
||||
return Common::KEYCODE_COLON;
|
||||
case SDLK_SEMICOLON:
|
||||
return Common::KEYCODE_SEMICOLON;
|
||||
case SDLK_LESS:
|
||||
return Common::KEYCODE_LESS;
|
||||
case SDLK_EQUALS:
|
||||
return Common::KEYCODE_EQUALS;
|
||||
case SDLK_GREATER:
|
||||
return Common::KEYCODE_GREATER;
|
||||
case SDLK_QUESTION:
|
||||
return Common::KEYCODE_QUESTION;
|
||||
case SDLK_AT:
|
||||
return Common::KEYCODE_AT;
|
||||
case SDLK_LEFTBRACKET:
|
||||
return Common::KEYCODE_LEFTBRACKET;
|
||||
case SDLK_BACKSLASH:
|
||||
return Common::KEYCODE_BACKSLASH;
|
||||
case SDLK_RIGHTBRACKET:
|
||||
return Common::KEYCODE_RIGHTBRACKET;
|
||||
case SDLK_CARET:
|
||||
return Common::KEYCODE_CARET;
|
||||
case SDLK_UNDERSCORE:
|
||||
return Common::KEYCODE_UNDERSCORE;
|
||||
case SDLK_BACKQUOTE:
|
||||
return Common::KEYCODE_BACKQUOTE;
|
||||
case SDLK_a:
|
||||
return Common::KEYCODE_a;
|
||||
case SDLK_b:
|
||||
return Common::KEYCODE_b;
|
||||
case SDLK_c:
|
||||
return Common::KEYCODE_c;
|
||||
case SDLK_d:
|
||||
return Common::KEYCODE_d;
|
||||
case SDLK_e:
|
||||
return Common::KEYCODE_e;
|
||||
case SDLK_f:
|
||||
return Common::KEYCODE_f;
|
||||
case SDLK_g:
|
||||
return Common::KEYCODE_g;
|
||||
case SDLK_h:
|
||||
return Common::KEYCODE_h;
|
||||
case SDLK_i:
|
||||
return Common::KEYCODE_i;
|
||||
case SDLK_j:
|
||||
return Common::KEYCODE_j;
|
||||
case SDLK_k:
|
||||
return Common::KEYCODE_k;
|
||||
case SDLK_l:
|
||||
return Common::KEYCODE_l;
|
||||
case SDLK_m:
|
||||
return Common::KEYCODE_m;
|
||||
case SDLK_n:
|
||||
return Common::KEYCODE_n;
|
||||
case SDLK_o:
|
||||
return Common::KEYCODE_o;
|
||||
case SDLK_p:
|
||||
return Common::KEYCODE_p;
|
||||
case SDLK_q:
|
||||
return Common::KEYCODE_q;
|
||||
case SDLK_r:
|
||||
return Common::KEYCODE_r;
|
||||
case SDLK_s:
|
||||
return Common::KEYCODE_s;
|
||||
case SDLK_t:
|
||||
return Common::KEYCODE_t;
|
||||
case SDLK_u:
|
||||
return Common::KEYCODE_u;
|
||||
case SDLK_v:
|
||||
return Common::KEYCODE_v;
|
||||
case SDLK_w:
|
||||
return Common::KEYCODE_w;
|
||||
case SDLK_x:
|
||||
return Common::KEYCODE_x;
|
||||
case SDLK_y:
|
||||
return Common::KEYCODE_y;
|
||||
case SDLK_z:
|
||||
return Common::KEYCODE_z;
|
||||
case SDLK_DELETE:
|
||||
return Common::KEYCODE_DELETE;
|
||||
case SDLK_KP_PERIOD:
|
||||
return Common::KEYCODE_KP_PERIOD;
|
||||
case SDLK_KP_DIVIDE:
|
||||
return Common::KEYCODE_KP_DIVIDE;
|
||||
case SDLK_KP_MULTIPLY:
|
||||
return Common::KEYCODE_KP_MULTIPLY;
|
||||
case SDLK_KP_MINUS:
|
||||
return Common::KEYCODE_KP_MINUS;
|
||||
case SDLK_KP_PLUS:
|
||||
return Common::KEYCODE_KP_PLUS;
|
||||
case SDLK_KP_ENTER:
|
||||
return Common::KEYCODE_KP_ENTER;
|
||||
case SDLK_KP_EQUALS:
|
||||
return Common::KEYCODE_KP_EQUALS;
|
||||
case SDLK_UP:
|
||||
return Common::KEYCODE_UP;
|
||||
case SDLK_DOWN:
|
||||
return Common::KEYCODE_DOWN;
|
||||
case SDLK_RIGHT:
|
||||
return Common::KEYCODE_RIGHT;
|
||||
case SDLK_LEFT:
|
||||
return Common::KEYCODE_LEFT;
|
||||
case SDLK_INSERT:
|
||||
return Common::KEYCODE_INSERT;
|
||||
case SDLK_HOME:
|
||||
return Common::KEYCODE_HOME;
|
||||
case SDLK_END:
|
||||
return Common::KEYCODE_END;
|
||||
case SDLK_PAGEUP:
|
||||
return Common::KEYCODE_PAGEUP;
|
||||
case SDLK_PAGEDOWN:
|
||||
return Common::KEYCODE_PAGEDOWN;
|
||||
case SDLK_F1:
|
||||
return Common::KEYCODE_F1;
|
||||
case SDLK_F2:
|
||||
return Common::KEYCODE_F2;
|
||||
case SDLK_F3:
|
||||
return Common::KEYCODE_F3;
|
||||
case SDLK_F4:
|
||||
return Common::KEYCODE_F4;
|
||||
case SDLK_F5:
|
||||
return Common::KEYCODE_F5;
|
||||
case SDLK_F6:
|
||||
return Common::KEYCODE_F6;
|
||||
case SDLK_F7:
|
||||
return Common::KEYCODE_F7;
|
||||
case SDLK_F8:
|
||||
return Common::KEYCODE_F8;
|
||||
case SDLK_F9:
|
||||
return Common::KEYCODE_F9;
|
||||
case SDLK_F10:
|
||||
return Common::KEYCODE_F10;
|
||||
case SDLK_F11:
|
||||
return Common::KEYCODE_F11;
|
||||
case SDLK_F12:
|
||||
return Common::KEYCODE_F12;
|
||||
case SDLK_F13:
|
||||
return Common::KEYCODE_F13;
|
||||
case SDLK_F14:
|
||||
return Common::KEYCODE_F14;
|
||||
case SDLK_F15:
|
||||
return Common::KEYCODE_F15;
|
||||
case SDLK_CAPSLOCK:
|
||||
return Common::KEYCODE_CAPSLOCK;
|
||||
case SDLK_RSHIFT:
|
||||
return Common::KEYCODE_RSHIFT;
|
||||
case SDLK_LSHIFT:
|
||||
return Common::KEYCODE_LSHIFT;
|
||||
case SDLK_RCTRL:
|
||||
return Common::KEYCODE_RCTRL;
|
||||
case SDLK_LCTRL:
|
||||
return Common::KEYCODE_LCTRL;
|
||||
case SDLK_RALT:
|
||||
return Common::KEYCODE_RALT;
|
||||
case SDLK_LALT:
|
||||
return Common::KEYCODE_LALT;
|
||||
case SDLK_MODE:
|
||||
return Common::KEYCODE_MODE;
|
||||
case SDLK_HELP:
|
||||
return Common::KEYCODE_HELP;
|
||||
case SDLK_SYSREQ:
|
||||
return Common::KEYCODE_SYSREQ;
|
||||
case SDLK_MENU:
|
||||
return Common::KEYCODE_MENU;
|
||||
case SDLK_POWER:
|
||||
return Common::KEYCODE_POWER;
|
||||
#if SDL_VERSION_ATLEAST(1, 2, 3)
|
||||
case SDLK_UNDO: return Common::KEYCODE_UNDO;
|
||||
case SDLK_UNDO:
|
||||
return Common::KEYCODE_UNDO;
|
||||
#endif
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
case SDLK_SCROLLLOCK: return Common::KEYCODE_SCROLLOCK;
|
||||
case SDLK_NUMLOCKCLEAR: return Common::KEYCODE_NUMLOCK;
|
||||
case SDLK_LGUI: return Common::KEYCODE_LSUPER;
|
||||
case SDLK_RGUI: return Common::KEYCODE_RSUPER;
|
||||
case SDLK_PRINTSCREEN: return Common::KEYCODE_PRINT;
|
||||
case SDLK_APPLICATION: return Common::KEYCODE_COMPOSE;
|
||||
case SDLK_KP_0: return Common::KEYCODE_KP0;
|
||||
case SDLK_KP_1: return Common::KEYCODE_KP1;
|
||||
case SDLK_KP_2: return Common::KEYCODE_KP2;
|
||||
case SDLK_KP_3: return Common::KEYCODE_KP3;
|
||||
case SDLK_KP_4: return Common::KEYCODE_KP4;
|
||||
case SDLK_KP_5: return Common::KEYCODE_KP5;
|
||||
case SDLK_KP_6: return Common::KEYCODE_KP6;
|
||||
case SDLK_KP_7: return Common::KEYCODE_KP7;
|
||||
case SDLK_KP_8: return Common::KEYCODE_KP8;
|
||||
case SDLK_KP_9: return Common::KEYCODE_KP9;
|
||||
case SDLK_PERCENT: return Common::KEYCODE_PERCENT;
|
||||
case SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_GRAVE): return Common::KEYCODE_TILDE;
|
||||
case SDLK_F16: return Common::KEYCODE_F16;
|
||||
case SDLK_F17: return Common::KEYCODE_F17;
|
||||
case SDLK_F18: return Common::KEYCODE_F18;
|
||||
case SDLK_SLEEP: return Common::KEYCODE_SLEEP;
|
||||
case SDLK_MUTE: return Common::KEYCODE_MUTE;
|
||||
case SDLK_VOLUMEUP: return Common::KEYCODE_VOLUMEUP;
|
||||
case SDLK_VOLUMEDOWN: return Common::KEYCODE_VOLUMEDOWN;
|
||||
case SDLK_EJECT: return Common::KEYCODE_EJECT;
|
||||
case SDLK_WWW: return Common::KEYCODE_WWW;
|
||||
case SDLK_MAIL: return Common::KEYCODE_MAIL;
|
||||
case SDLK_CALCULATOR: return Common::KEYCODE_CALCULATOR;
|
||||
case SDLK_CUT: return Common::KEYCODE_CUT;
|
||||
case SDLK_COPY: return Common::KEYCODE_COPY;
|
||||
case SDLK_PASTE: return Common::KEYCODE_PASTE;
|
||||
case SDLK_SELECT: return Common::KEYCODE_SELECT;
|
||||
case SDLK_CANCEL: return Common::KEYCODE_CANCEL;
|
||||
case SDLK_AC_SEARCH: return Common::KEYCODE_AC_SEARCH;
|
||||
case SDLK_AC_HOME: return Common::KEYCODE_AC_HOME;
|
||||
case SDLK_AC_BACK: return Common::KEYCODE_AC_BACK;
|
||||
case SDLK_AC_FORWARD: return Common::KEYCODE_AC_FORWARD;
|
||||
case SDLK_AC_STOP: return Common::KEYCODE_AC_STOP;
|
||||
case SDLK_AC_REFRESH: return Common::KEYCODE_AC_REFRESH;
|
||||
case SDLK_AC_BOOKMARKS: return Common::KEYCODE_AC_BOOKMARKS;
|
||||
case SDLK_AUDIONEXT: return Common::KEYCODE_AUDIONEXT;
|
||||
case SDLK_AUDIOPREV: return Common::KEYCODE_AUDIOPREV;
|
||||
case SDLK_AUDIOSTOP: return Common::KEYCODE_AUDIOSTOP;
|
||||
case SDLK_AUDIOPLAY: return Common::KEYCODE_AUDIOPLAYPAUSE;
|
||||
case SDLK_AUDIOMUTE: return Common::KEYCODE_AUDIOMUTE;
|
||||
case SDLK_SCROLLLOCK:
|
||||
return Common::KEYCODE_SCROLLOCK;
|
||||
case SDLK_NUMLOCKCLEAR:
|
||||
return Common::KEYCODE_NUMLOCK;
|
||||
case SDLK_LGUI:
|
||||
return Common::KEYCODE_LSUPER;
|
||||
case SDLK_RGUI:
|
||||
return Common::KEYCODE_RSUPER;
|
||||
case SDLK_PRINTSCREEN:
|
||||
return Common::KEYCODE_PRINT;
|
||||
case SDLK_APPLICATION:
|
||||
return Common::KEYCODE_COMPOSE;
|
||||
case SDLK_KP_0:
|
||||
return Common::KEYCODE_KP0;
|
||||
case SDLK_KP_1:
|
||||
return Common::KEYCODE_KP1;
|
||||
case SDLK_KP_2:
|
||||
return Common::KEYCODE_KP2;
|
||||
case SDLK_KP_3:
|
||||
return Common::KEYCODE_KP3;
|
||||
case SDLK_KP_4:
|
||||
return Common::KEYCODE_KP4;
|
||||
case SDLK_KP_5:
|
||||
return Common::KEYCODE_KP5;
|
||||
case SDLK_KP_6:
|
||||
return Common::KEYCODE_KP6;
|
||||
case SDLK_KP_7:
|
||||
return Common::KEYCODE_KP7;
|
||||
case SDLK_KP_8:
|
||||
return Common::KEYCODE_KP8;
|
||||
case SDLK_KP_9:
|
||||
return Common::KEYCODE_KP9;
|
||||
case SDLK_PERCENT:
|
||||
return Common::KEYCODE_PERCENT;
|
||||
case SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_GRAVE):
|
||||
return Common::KEYCODE_TILDE;
|
||||
case SDLK_F16:
|
||||
return Common::KEYCODE_F16;
|
||||
case SDLK_F17:
|
||||
return Common::KEYCODE_F17;
|
||||
case SDLK_F18:
|
||||
return Common::KEYCODE_F18;
|
||||
case SDLK_SLEEP:
|
||||
return Common::KEYCODE_SLEEP;
|
||||
case SDLK_MUTE:
|
||||
return Common::KEYCODE_MUTE;
|
||||
case SDLK_VOLUMEUP:
|
||||
return Common::KEYCODE_VOLUMEUP;
|
||||
case SDLK_VOLUMEDOWN:
|
||||
return Common::KEYCODE_VOLUMEDOWN;
|
||||
case SDLK_EJECT:
|
||||
return Common::KEYCODE_EJECT;
|
||||
case SDLK_WWW:
|
||||
return Common::KEYCODE_WWW;
|
||||
case SDLK_MAIL:
|
||||
return Common::KEYCODE_MAIL;
|
||||
case SDLK_CALCULATOR:
|
||||
return Common::KEYCODE_CALCULATOR;
|
||||
case SDLK_CUT:
|
||||
return Common::KEYCODE_CUT;
|
||||
case SDLK_COPY:
|
||||
return Common::KEYCODE_COPY;
|
||||
case SDLK_PASTE:
|
||||
return Common::KEYCODE_PASTE;
|
||||
case SDLK_SELECT:
|
||||
return Common::KEYCODE_SELECT;
|
||||
case SDLK_CANCEL:
|
||||
return Common::KEYCODE_CANCEL;
|
||||
case SDLK_AC_SEARCH:
|
||||
return Common::KEYCODE_AC_SEARCH;
|
||||
case SDLK_AC_HOME:
|
||||
return Common::KEYCODE_AC_HOME;
|
||||
case SDLK_AC_BACK:
|
||||
return Common::KEYCODE_AC_BACK;
|
||||
case SDLK_AC_FORWARD:
|
||||
return Common::KEYCODE_AC_FORWARD;
|
||||
case SDLK_AC_STOP:
|
||||
return Common::KEYCODE_AC_STOP;
|
||||
case SDLK_AC_REFRESH:
|
||||
return Common::KEYCODE_AC_REFRESH;
|
||||
case SDLK_AC_BOOKMARKS:
|
||||
return Common::KEYCODE_AC_BOOKMARKS;
|
||||
case SDLK_AUDIONEXT:
|
||||
return Common::KEYCODE_AUDIONEXT;
|
||||
case SDLK_AUDIOPREV:
|
||||
return Common::KEYCODE_AUDIOPREV;
|
||||
case SDLK_AUDIOSTOP:
|
||||
return Common::KEYCODE_AUDIOSTOP;
|
||||
case SDLK_AUDIOPLAY:
|
||||
return Common::KEYCODE_AUDIOPLAYPAUSE;
|
||||
case SDLK_AUDIOMUTE:
|
||||
return Common::KEYCODE_AUDIOMUTE;
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 6)
|
||||
case SDLK_AUDIOREWIND: return Common::KEYCODE_AUDIOREWIND;
|
||||
case SDLK_AUDIOFASTFORWARD: return Common::KEYCODE_AUDIOFASTFORWARD;
|
||||
case SDLK_AUDIOREWIND:
|
||||
return Common::KEYCODE_AUDIOREWIND;
|
||||
case SDLK_AUDIOFASTFORWARD:
|
||||
return Common::KEYCODE_AUDIOFASTFORWARD;
|
||||
#endif
|
||||
#else
|
||||
case SDLK_SCROLLOCK: return Common::KEYCODE_SCROLLOCK;
|
||||
case SDLK_NUMLOCK: return Common::KEYCODE_NUMLOCK;
|
||||
case SDLK_LSUPER: return Common::KEYCODE_LSUPER;
|
||||
case SDLK_RSUPER: return Common::KEYCODE_RSUPER;
|
||||
case SDLK_PRINT: return Common::KEYCODE_PRINT;
|
||||
case SDLK_COMPOSE: return Common::KEYCODE_COMPOSE;
|
||||
case SDLK_KP0: return Common::KEYCODE_KP0;
|
||||
case SDLK_KP1: return Common::KEYCODE_KP1;
|
||||
case SDLK_KP2: return Common::KEYCODE_KP2;
|
||||
case SDLK_KP3: return Common::KEYCODE_KP3;
|
||||
case SDLK_KP4: return Common::KEYCODE_KP4;
|
||||
case SDLK_KP5: return Common::KEYCODE_KP5;
|
||||
case SDLK_KP6: return Common::KEYCODE_KP6;
|
||||
case SDLK_KP7: return Common::KEYCODE_KP7;
|
||||
case SDLK_KP8: return Common::KEYCODE_KP8;
|
||||
case SDLK_KP9: return Common::KEYCODE_KP9;
|
||||
case SDLK_WORLD_16: return Common::KEYCODE_TILDE;
|
||||
case SDLK_BREAK: return Common::KEYCODE_BREAK;
|
||||
case SDLK_LMETA: return Common::KEYCODE_LMETA;
|
||||
case SDLK_RMETA: return Common::KEYCODE_RMETA;
|
||||
case SDLK_EURO: return Common::KEYCODE_EURO;
|
||||
case SDLK_SCROLLOCK:
|
||||
return Common::KEYCODE_SCROLLOCK;
|
||||
case SDLK_NUMLOCK:
|
||||
return Common::KEYCODE_NUMLOCK;
|
||||
case SDLK_LSUPER:
|
||||
return Common::KEYCODE_LSUPER;
|
||||
case SDLK_RSUPER:
|
||||
return Common::KEYCODE_RSUPER;
|
||||
case SDLK_PRINT:
|
||||
return Common::KEYCODE_PRINT;
|
||||
case SDLK_COMPOSE:
|
||||
return Common::KEYCODE_COMPOSE;
|
||||
case SDLK_KP0:
|
||||
return Common::KEYCODE_KP0;
|
||||
case SDLK_KP1:
|
||||
return Common::KEYCODE_KP1;
|
||||
case SDLK_KP2:
|
||||
return Common::KEYCODE_KP2;
|
||||
case SDLK_KP3:
|
||||
return Common::KEYCODE_KP3;
|
||||
case SDLK_KP4:
|
||||
return Common::KEYCODE_KP4;
|
||||
case SDLK_KP5:
|
||||
return Common::KEYCODE_KP5;
|
||||
case SDLK_KP6:
|
||||
return Common::KEYCODE_KP6;
|
||||
case SDLK_KP7:
|
||||
return Common::KEYCODE_KP7;
|
||||
case SDLK_KP8:
|
||||
return Common::KEYCODE_KP8;
|
||||
case SDLK_KP9:
|
||||
return Common::KEYCODE_KP9;
|
||||
case SDLK_WORLD_16:
|
||||
return Common::KEYCODE_TILDE;
|
||||
case SDLK_BREAK:
|
||||
return Common::KEYCODE_BREAK;
|
||||
case SDLK_LMETA:
|
||||
return Common::KEYCODE_LMETA;
|
||||
case SDLK_RMETA:
|
||||
return Common::KEYCODE_RMETA;
|
||||
case SDLK_EURO:
|
||||
return Common::KEYCODE_EURO;
|
||||
#endif
|
||||
default: return Common::KEYCODE_INVALID;
|
||||
default:
|
||||
return Common::KEYCODE_INVALID;
|
||||
}
|
||||
}
|
||||
|
||||
@ -434,6 +624,14 @@ bool SdlEventSource::pollEvent(Common::Event &event) {
|
||||
SDL_Event ev;
|
||||
while (SDL_PollEvent(&ev)) {
|
||||
preprocessEvents(&ev);
|
||||
#if defined(USE_IMGUI) && SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
if (ImGui_ImplSDL2_Ready()) {
|
||||
ImGui_ImplSDL2_ProcessEvent(&ev);
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
if (io.WantTextInput || io.WantCaptureMouse)
|
||||
continue;
|
||||
}
|
||||
#endif
|
||||
if (dispatchSDLEvent(ev, event))
|
||||
return true;
|
||||
}
|
||||
@ -474,7 +672,7 @@ bool SdlEventSource::dispatchSDLEvent(SDL_Event &ev, Common::Event &event) {
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
case SDL_TEXTINPUT: {
|
||||
// When we get a TEXTINPUT event it means we got some user input for
|
||||
@ -495,7 +693,7 @@ bool SdlEventSource::dispatchSDLEvent(SDL_Event &ev, Common::Event &event) {
|
||||
_fakeKeyUp.type = Common::EVENT_KEYUP;
|
||||
|
||||
return _queuedFakeKeyUp;
|
||||
}
|
||||
}
|
||||
|
||||
case SDL_WINDOWEVENT:
|
||||
// We're only interested in events from the current display window
|
||||
@ -524,7 +722,7 @@ bool SdlEventSource::dispatchSDLEvent(SDL_Event &ev, Common::Event &event) {
|
||||
// However if the documentation is correct we can ignore SDL_WINDOWEVENT_RESIZED since when we
|
||||
// get one we should always get a SDL_WINDOWEVENT_SIZE_CHANGED as well.
|
||||
case SDL_WINDOWEVENT_SIZE_CHANGED:
|
||||
//case SDL_WINDOWEVENT_RESIZED:
|
||||
// case SDL_WINDOWEVENT_RESIZED:
|
||||
return handleResizeEvent(event, ev.window.data1, ev.window.data2);
|
||||
|
||||
case SDL_WINDOWEVENT_FOCUS_GAINED: {
|
||||
@ -617,7 +815,6 @@ bool SdlEventSource::dispatchSDLEvent(SDL_Event &ev, Common::Event &event) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
bool SdlEventSource::handleKeyDown(SDL_Event &ev, Common::Event &event) {
|
||||
|
||||
SDLModToOSystemKeyFlags(SDL_GetModState(), event);
|
||||
@ -785,17 +982,16 @@ void SdlEventSource::closeJoystick() {
|
||||
|
||||
int SdlEventSource::mapSDLJoystickButtonToOSystem(Uint8 sdlButton) {
|
||||
Common::JoystickButton osystemButtons[] = {
|
||||
Common::JOYSTICK_BUTTON_A,
|
||||
Common::JOYSTICK_BUTTON_B,
|
||||
Common::JOYSTICK_BUTTON_X,
|
||||
Common::JOYSTICK_BUTTON_Y,
|
||||
Common::JOYSTICK_BUTTON_LEFT_SHOULDER,
|
||||
Common::JOYSTICK_BUTTON_RIGHT_SHOULDER,
|
||||
Common::JOYSTICK_BUTTON_BACK,
|
||||
Common::JOYSTICK_BUTTON_START,
|
||||
Common::JOYSTICK_BUTTON_LEFT_STICK,
|
||||
Common::JOYSTICK_BUTTON_RIGHT_STICK
|
||||
};
|
||||
Common::JOYSTICK_BUTTON_A,
|
||||
Common::JOYSTICK_BUTTON_B,
|
||||
Common::JOYSTICK_BUTTON_X,
|
||||
Common::JOYSTICK_BUTTON_Y,
|
||||
Common::JOYSTICK_BUTTON_LEFT_SHOULDER,
|
||||
Common::JOYSTICK_BUTTON_RIGHT_SHOULDER,
|
||||
Common::JOYSTICK_BUTTON_BACK,
|
||||
Common::JOYSTICK_BUTTON_START,
|
||||
Common::JOYSTICK_BUTTON_LEFT_STICK,
|
||||
Common::JOYSTICK_BUTTON_RIGHT_STICK};
|
||||
|
||||
if (sdlButton >= ARRAYSIZE(osystemButtons)) {
|
||||
return -1;
|
||||
@ -836,15 +1032,15 @@ bool SdlEventSource::handleJoyAxisMotion(SDL_Event &ev, Common::Event &event) {
|
||||
return true;
|
||||
}
|
||||
|
||||
#define HANDLE_HAT_UP(new, old, mask, joybutton) \
|
||||
if ((old & mask) && !(new & mask)) { \
|
||||
event.joystick.button = joybutton; \
|
||||
#define HANDLE_HAT_UP(new, old, mask, joybutton) \
|
||||
if ((old & mask) && !(new &mask)) { \
|
||||
event.joystick.button = joybutton; \
|
||||
g_system->getEventManager()->pushEvent(event); \
|
||||
}
|
||||
|
||||
#define HANDLE_HAT_DOWN(new, old, mask, joybutton) \
|
||||
if ((new & mask) && !(old & mask)) { \
|
||||
event.joystick.button = joybutton; \
|
||||
#define HANDLE_HAT_DOWN(new, old, mask, joybutton) \
|
||||
if ((new &mask) && !(old & mask)) { \
|
||||
event.joystick.button = joybutton; \
|
||||
g_system->getEventManager()->pushEvent(event); \
|
||||
}
|
||||
|
||||
@ -912,22 +1108,21 @@ bool SdlEventSource::handleJoystickRemoved(const SDL_JoyDeviceEvent &device, Com
|
||||
|
||||
int SdlEventSource::mapSDLControllerButtonToOSystem(Uint8 sdlButton) {
|
||||
Common::JoystickButton osystemButtons[] = {
|
||||
Common::JOYSTICK_BUTTON_A,
|
||||
Common::JOYSTICK_BUTTON_B,
|
||||
Common::JOYSTICK_BUTTON_X,
|
||||
Common::JOYSTICK_BUTTON_Y,
|
||||
Common::JOYSTICK_BUTTON_BACK,
|
||||
Common::JOYSTICK_BUTTON_GUIDE,
|
||||
Common::JOYSTICK_BUTTON_START,
|
||||
Common::JOYSTICK_BUTTON_LEFT_STICK,
|
||||
Common::JOYSTICK_BUTTON_RIGHT_STICK,
|
||||
Common::JOYSTICK_BUTTON_LEFT_SHOULDER,
|
||||
Common::JOYSTICK_BUTTON_RIGHT_SHOULDER,
|
||||
Common::JOYSTICK_BUTTON_DPAD_UP,
|
||||
Common::JOYSTICK_BUTTON_DPAD_DOWN,
|
||||
Common::JOYSTICK_BUTTON_DPAD_LEFT,
|
||||
Common::JOYSTICK_BUTTON_DPAD_RIGHT
|
||||
};
|
||||
Common::JOYSTICK_BUTTON_A,
|
||||
Common::JOYSTICK_BUTTON_B,
|
||||
Common::JOYSTICK_BUTTON_X,
|
||||
Common::JOYSTICK_BUTTON_Y,
|
||||
Common::JOYSTICK_BUTTON_BACK,
|
||||
Common::JOYSTICK_BUTTON_GUIDE,
|
||||
Common::JOYSTICK_BUTTON_START,
|
||||
Common::JOYSTICK_BUTTON_LEFT_STICK,
|
||||
Common::JOYSTICK_BUTTON_RIGHT_STICK,
|
||||
Common::JOYSTICK_BUTTON_LEFT_SHOULDER,
|
||||
Common::JOYSTICK_BUTTON_RIGHT_SHOULDER,
|
||||
Common::JOYSTICK_BUTTON_DPAD_UP,
|
||||
Common::JOYSTICK_BUTTON_DPAD_DOWN,
|
||||
Common::JOYSTICK_BUTTON_DPAD_LEFT,
|
||||
Common::JOYSTICK_BUTTON_DPAD_RIGHT};
|
||||
|
||||
if (sdlButton >= ARRAYSIZE(osystemButtons)) {
|
||||
return -1;
|
||||
@ -970,9 +1165,9 @@ void SdlEventSource::fakeWarpMouse(const int x, const int y) {
|
||||
bool SdlEventSource::isJoystickConnected() const {
|
||||
return _joystick
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
|| _controller
|
||||
|| _controller
|
||||
#endif
|
||||
;
|
||||
;
|
||||
}
|
||||
|
||||
void SdlEventSource::setEngineRunning(const bool value) {
|
||||
@ -1059,8 +1254,7 @@ uint32 SdlEventSource::obtainUnicode(const SDL_Keysym keySym) {
|
||||
int n = SDL_PeepEvents(events, 2, SDL_PEEKEVENT, SDL_KEYDOWN, SDL_TEXTINPUT);
|
||||
// Make sure that the TEXTINPUT event belongs to this KEYDOWN
|
||||
// event and not another pending one.
|
||||
if ((n > 0 && events[0].type == SDL_TEXTINPUT)
|
||||
|| (n > 1 && events[0].type != SDL_KEYDOWN && events[1].type == SDL_TEXTINPUT)) {
|
||||
if ((n > 0 && events[0].type == SDL_TEXTINPUT) || (n > 1 && events[0].type != SDL_KEYDOWN && events[1].type == SDL_TEXTINPUT)) {
|
||||
// Remove the text input event we associate with the key press. This
|
||||
// makes sure we never get any SDL_TEXTINPUT events which do "belong"
|
||||
// to SDL_KEYDOWN events.
|
||||
|
@ -46,6 +46,11 @@
|
||||
#include "image/bmp.h"
|
||||
#endif
|
||||
|
||||
#ifdef USE_IMGUI
|
||||
#include "backends/imgui/backends/imgui_impl_sdl2_scummvm.h"
|
||||
#include "backends/imgui/backends/imgui_impl_opengl3_scummvm.h"
|
||||
#endif
|
||||
|
||||
OpenGLSdlGraphics3dManager::OpenGLSdlGraphics3dManager(SdlEventSource *eventSource, SdlWindow *window, bool supportsFrameBuffer)
|
||||
: SdlGraphicsManager(eventSource, window),
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
@ -145,6 +150,12 @@ OpenGLSdlGraphics3dManager::OpenGLSdlGraphics3dManager(SdlEventSource *eventSour
|
||||
}
|
||||
|
||||
OpenGLSdlGraphics3dManager::~OpenGLSdlGraphics3dManager() {
|
||||
#if defined(USE_IMGUI) && SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
#endif
|
||||
|
||||
closeOverlay();
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
deinitializeRenderer();
|
||||
@ -307,7 +318,7 @@ void OpenGLSdlGraphics3dManager::setupScreen() {
|
||||
int currentSamples = 0;
|
||||
|
||||
#if defined(__EMSCRIPTEN__)
|
||||
// SDL_GL_MULTISAMPLESAMPLES isn't available on a WebGL 1.0 context
|
||||
// SDL_GL_MULTISAMPLESAMPLES isn't available on a WebGL 1.0 context
|
||||
// (or not bridged in Emscripten?). This forces a windows reset.
|
||||
currentSamples = -1;
|
||||
#else
|
||||
@ -462,6 +473,21 @@ void OpenGLSdlGraphics3dManager::initializeOpenGLContext() const {
|
||||
if (SDL_GL_SetSwapInterval(_vsync ? 1 : 0)) {
|
||||
warning("Unable to %s VSync: %s", _vsync ? "enable" : "disable", SDL_GetError());
|
||||
}
|
||||
|
||||
#ifdef USE_IMGUI
|
||||
if(!_imguiInit) {
|
||||
// Setup Dear ImGui
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGui_ImplSDL2_InitForOpenGL(_window->getSDLWindow(), _glContext);
|
||||
ImGui_ImplOpenGL3_Init("#version 110");
|
||||
ImGui::StyleColorsDark();
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
Common::Path initPath(ConfMan.getPath("savepath"));
|
||||
initPath = initPath.appendComponent("imgui.ini");
|
||||
io.IniFilename = initPath.toString().c_str();
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -591,6 +617,12 @@ bool OpenGLSdlGraphics3dManager::createOrUpdateGLContext(uint gameWidth, uint ga
|
||||
return false;
|
||||
|
||||
initializeOpenGLContext();
|
||||
#if defined(USE_IMGUI) && SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
_imguiInit = true;
|
||||
const Plugin *plugin = EngineMan.findPlugin(ConfMan.get("engineid"));
|
||||
plugin = PluginMan.getEngineFromMetaEngine(plugin);
|
||||
_metaEngine = &plugin->get<MetaEngine>();
|
||||
#endif
|
||||
|
||||
if (clear)
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
@ -632,6 +664,17 @@ OpenGL::FrameBuffer *OpenGLSdlGraphics3dManager::createFramebuffer(uint width, u
|
||||
}
|
||||
|
||||
void OpenGLSdlGraphics3dManager::updateScreen() {
|
||||
#if defined(USE_IMGUI) && SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame(_window->getSDLWindow());
|
||||
|
||||
ImGui::NewFrame();
|
||||
_metaEngine->renderImGui();
|
||||
ImGui::Render();
|
||||
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
#endif
|
||||
|
||||
GLint prevStateViewport[4];
|
||||
glGetIntegerv(GL_VIEWPORT, prevStateViewport);
|
||||
if (_frameBuffer) {
|
||||
|
@ -120,6 +120,8 @@ protected:
|
||||
int _glContextProfileMask, _glContextMajor, _glContextMinor;
|
||||
SDL_GLContext _glContext;
|
||||
void deinitializeRenderer();
|
||||
MetaEngine* _metaEngine = nullptr;
|
||||
bool _imguiInit = false;
|
||||
#endif
|
||||
|
||||
OpenGL::ContextType _glContextType;
|
||||
|
@ -109,7 +109,7 @@
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#endif
|
||||
|
||||
#include "graphics/imgui/imgui.h"
|
||||
#include "backends/imgui/imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_opengl3_scummvm.h"
|
||||
#include <stdio.h>
|
||||
@ -162,7 +162,7 @@
|
||||
// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
|
||||
// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
|
||||
#define IMGL3W_IMPL
|
||||
#include "graphics/imgui/backends/imgui_impl_opengl3_loader.h"
|
||||
#include "backends/imgui/backends/imgui_impl_opengl3_loader.h"
|
||||
#endif
|
||||
|
||||
// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
|
@ -26,7 +26,7 @@
|
||||
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
|
||||
|
||||
#pragma once
|
||||
#include "graphics/imgui/imgui.h" // IMGUI_IMPL_API
|
||||
#include "backends/imgui/imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
// Backend API
|
681
backends/imgui/backends/imgui_impl_sdl2_scummvm.cpp
Normal file
681
backends/imgui/backends/imgui_impl_sdl2_scummvm.cpp
Normal file
@ -0,0 +1,681 @@
|
||||
// dear imgui: Platform Backend for SDL2
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
// (Prefer SDL 2.0.5+ for full feature support.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: 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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
|
||||
// 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)
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
||||
// 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: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()).
|
||||
// 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3.
|
||||
// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version).
|
||||
// 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096)
|
||||
// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019)
|
||||
// 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710)
|
||||
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
|
||||
// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
|
||||
// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
|
||||
// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
|
||||
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
|
||||
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
|
||||
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
||||
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
|
||||
// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
|
||||
// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
|
||||
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
|
||||
// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
|
||||
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
|
||||
// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
|
||||
// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
|
||||
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
|
||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
||||
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
||||
// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
|
||||
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
|
||||
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
|
||||
// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
|
||||
// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
|
||||
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||
// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
|
||||
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
|
||||
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
||||
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
|
||||
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
|
||||
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
|
||||
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
|
||||
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "backends/platform/sdl/sdl.h"
|
||||
#include "imgui_impl_sdl2_scummvm.h"
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
|
||||
// Clang warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
|
||||
#endif
|
||||
|
||||
// SDL
|
||||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
#if defined(__APPLE__)
|
||||
#include <TargetConditionals.h>
|
||||
#endif
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
|
||||
#else
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
|
||||
#endif
|
||||
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
|
||||
|
||||
// SDL Data
|
||||
struct ImGui_ImplSDL2_Data
|
||||
{
|
||||
SDL_Window* Window;
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
Uint32 MouseWindowID;
|
||||
int MouseButtonsDown;
|
||||
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
SDL_Cursor* LastMouseCursor;
|
||||
int PendingMouseLeaveFrame;
|
||||
char* ClipboardTextData;
|
||||
bool MouseCanUseGlobalState;
|
||||
|
||||
ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
||||
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
||||
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
bd->ClipboardTextData = SDL_GetClipboardText();
|
||||
return bd->ClipboardTextData;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
|
||||
{
|
||||
SDL_SetClipboardText(text);
|
||||
}
|
||||
|
||||
// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
|
||||
static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data)
|
||||
{
|
||||
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_SetTextInputRect(&r);
|
||||
}
|
||||
}
|
||||
|
||||
static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
|
||||
{
|
||||
switch (keycode)
|
||||
{
|
||||
case SDLK_TAB: return ImGuiKey_Tab;
|
||||
case SDLK_LEFT: return ImGuiKey_LeftArrow;
|
||||
case SDLK_RIGHT: return ImGuiKey_RightArrow;
|
||||
case SDLK_UP: return ImGuiKey_UpArrow;
|
||||
case SDLK_DOWN: return ImGuiKey_DownArrow;
|
||||
case SDLK_PAGEUP: return ImGuiKey_PageUp;
|
||||
case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
|
||||
case SDLK_HOME: return ImGuiKey_Home;
|
||||
case SDLK_END: return ImGuiKey_End;
|
||||
case SDLK_INSERT: return ImGuiKey_Insert;
|
||||
case SDLK_DELETE: return ImGuiKey_Delete;
|
||||
case SDLK_BACKSPACE: return ImGuiKey_Backspace;
|
||||
case SDLK_SPACE: return ImGuiKey_Space;
|
||||
case SDLK_RETURN: return ImGuiKey_Enter;
|
||||
case SDLK_ESCAPE: return ImGuiKey_Escape;
|
||||
case SDLK_QUOTE: return ImGuiKey_Apostrophe;
|
||||
case SDLK_COMMA: return ImGuiKey_Comma;
|
||||
case SDLK_MINUS: return ImGuiKey_Minus;
|
||||
case SDLK_PERIOD: return ImGuiKey_Period;
|
||||
case SDLK_SLASH: return ImGuiKey_Slash;
|
||||
case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
|
||||
case SDLK_EQUALS: return ImGuiKey_Equal;
|
||||
case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
|
||||
case SDLK_BACKSLASH: return ImGuiKey_Backslash;
|
||||
case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
|
||||
case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
|
||||
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
|
||||
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
|
||||
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
|
||||
case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
|
||||
case SDLK_PAUSE: return ImGuiKey_Pause;
|
||||
case SDLK_KP_0: return ImGuiKey_Keypad0;
|
||||
case SDLK_KP_1: return ImGuiKey_Keypad1;
|
||||
case SDLK_KP_2: return ImGuiKey_Keypad2;
|
||||
case SDLK_KP_3: return ImGuiKey_Keypad3;
|
||||
case SDLK_KP_4: return ImGuiKey_Keypad4;
|
||||
case SDLK_KP_5: return ImGuiKey_Keypad5;
|
||||
case SDLK_KP_6: return ImGuiKey_Keypad6;
|
||||
case SDLK_KP_7: return ImGuiKey_Keypad7;
|
||||
case SDLK_KP_8: return ImGuiKey_Keypad8;
|
||||
case SDLK_KP_9: return ImGuiKey_Keypad9;
|
||||
case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
|
||||
case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
|
||||
case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
||||
case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
|
||||
case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
|
||||
case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
|
||||
case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
|
||||
case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
|
||||
case SDLK_LSHIFT: return ImGuiKey_LeftShift;
|
||||
case SDLK_LALT: return ImGuiKey_LeftAlt;
|
||||
case SDLK_LGUI: return ImGuiKey_LeftSuper;
|
||||
case SDLK_RCTRL: return ImGuiKey_RightCtrl;
|
||||
case SDLK_RSHIFT: return ImGuiKey_RightShift;
|
||||
case SDLK_RALT: return ImGuiKey_RightAlt;
|
||||
case SDLK_RGUI: return ImGuiKey_RightSuper;
|
||||
case SDLK_APPLICATION: return ImGuiKey_Menu;
|
||||
case SDLK_0: return ImGuiKey_0;
|
||||
case SDLK_1: return ImGuiKey_1;
|
||||
case SDLK_2: return ImGuiKey_2;
|
||||
case SDLK_3: return ImGuiKey_3;
|
||||
case SDLK_4: return ImGuiKey_4;
|
||||
case SDLK_5: return ImGuiKey_5;
|
||||
case SDLK_6: return ImGuiKey_6;
|
||||
case SDLK_7: return ImGuiKey_7;
|
||||
case SDLK_8: return ImGuiKey_8;
|
||||
case SDLK_9: return ImGuiKey_9;
|
||||
case SDLK_a: return ImGuiKey_A;
|
||||
case SDLK_b: return ImGuiKey_B;
|
||||
case SDLK_c: return ImGuiKey_C;
|
||||
case SDLK_d: return ImGuiKey_D;
|
||||
case SDLK_e: return ImGuiKey_E;
|
||||
case SDLK_f: return ImGuiKey_F;
|
||||
case SDLK_g: return ImGuiKey_G;
|
||||
case SDLK_h: return ImGuiKey_H;
|
||||
case SDLK_i: return ImGuiKey_I;
|
||||
case SDLK_j: return ImGuiKey_J;
|
||||
case SDLK_k: return ImGuiKey_K;
|
||||
case SDLK_l: return ImGuiKey_L;
|
||||
case SDLK_m: return ImGuiKey_M;
|
||||
case SDLK_n: return ImGuiKey_N;
|
||||
case SDLK_o: return ImGuiKey_O;
|
||||
case SDLK_p: return ImGuiKey_P;
|
||||
case SDLK_q: return ImGuiKey_Q;
|
||||
case SDLK_r: return ImGuiKey_R;
|
||||
case SDLK_s: return ImGuiKey_S;
|
||||
case SDLK_t: return ImGuiKey_T;
|
||||
case SDLK_u: return ImGuiKey_U;
|
||||
case SDLK_v: return ImGuiKey_V;
|
||||
case SDLK_w: return ImGuiKey_W;
|
||||
case SDLK_x: return ImGuiKey_X;
|
||||
case SDLK_y: return ImGuiKey_Y;
|
||||
case SDLK_z: return ImGuiKey_Z;
|
||||
case SDLK_F1: return ImGuiKey_F1;
|
||||
case SDLK_F2: return ImGuiKey_F2;
|
||||
case SDLK_F3: return ImGuiKey_F3;
|
||||
case SDLK_F4: return ImGuiKey_F4;
|
||||
case SDLK_F5: return ImGuiKey_F5;
|
||||
case SDLK_F6: return ImGuiKey_F6;
|
||||
case SDLK_F7: return ImGuiKey_F7;
|
||||
case SDLK_F8: return ImGuiKey_F8;
|
||||
case SDLK_F9: return ImGuiKey_F9;
|
||||
case SDLK_F10: return ImGuiKey_F10;
|
||||
case SDLK_F11: return ImGuiKey_F11;
|
||||
case SDLK_F12: return ImGuiKey_F12;
|
||||
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;
|
||||
}
|
||||
return ImGuiKey_None;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_Ready()
|
||||
{
|
||||
return ImGui_ImplSDL2_GetBackendData() != nullptr;
|
||||
}
|
||||
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
|
||||
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_MOUSEMOTION:
|
||||
{
|
||||
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
|
||||
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||||
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
|
||||
return true;
|
||||
}
|
||||
case SDL_MOUSEWHEEL:
|
||||
{
|
||||
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
|
||||
#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
|
||||
float wheel_x = -event->wheel.preciseX;
|
||||
float wheel_y = event->wheel.preciseY;
|
||||
#else
|
||||
float wheel_x = -(float)event->wheel.x;
|
||||
float wheel_y = (float)event->wheel.y;
|
||||
#endif
|
||||
#ifdef __EMSCRIPTEN__
|
||||
wheel_x /= 100.0f;
|
||||
#endif
|
||||
io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||||
io.AddMouseWheelEvent(wheel_x, wheel_y);
|
||||
return true;
|
||||
}
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
{
|
||||
int mouse_button = -1;
|
||||
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
|
||||
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
|
||||
if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
|
||||
if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
|
||||
if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
|
||||
if (mouse_button == -1)
|
||||
break;
|
||||
io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||||
io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
|
||||
bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
|
||||
return true;
|
||||
}
|
||||
case SDL_TEXTINPUT:
|
||||
{
|
||||
io.AddInputCharactersUTF8(event->text.text);
|
||||
return true;
|
||||
}
|
||||
case SDL_KEYDOWN:
|
||||
case SDL_KEYUP:
|
||||
{
|
||||
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
|
||||
ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
|
||||
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
|
||||
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
|
||||
return true;
|
||||
}
|
||||
case SDL_WINDOWEVENT:
|
||||
{
|
||||
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
|
||||
// - However we won't get a correct LEAVE event for a captured window.
|
||||
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
|
||||
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
|
||||
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
|
||||
Uint8 window_event = event->window.event;
|
||||
if (window_event == SDL_WINDOWEVENT_ENTER)
|
||||
{
|
||||
bd->MouseWindowID = event->window.windowID;
|
||||
bd->PendingMouseLeaveFrame = 0;
|
||||
}
|
||||
if (window_event == SDL_WINDOWEVENT_LEAVE)
|
||||
bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
io.AddFocusEvent(true);
|
||||
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||
io.AddFocusEvent(false);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
|
||||
// Check and store if we are on a SDL backend that supports global mouse position
|
||||
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
||||
bool mouse_can_use_global_state = false;
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
const char* sdl_backend = SDL_GetCurrentVideoDriver();
|
||||
const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
|
||||
for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
|
||||
if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
|
||||
mouse_can_use_global_state = true;
|
||||
#endif
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_sdl2";
|
||||
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->Renderer = renderer;
|
||||
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
||||
|
||||
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
|
||||
io.ClipboardUserData = nullptr;
|
||||
io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
|
||||
|
||||
// Load mouse cursors
|
||||
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
|
||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandleRaw = nullptr;
|
||||
SDL_SysWMinfo info;
|
||||
SDL_VERSION(&info.version);
|
||||
if (SDL_GetWindowWMInfo(window, &info))
|
||||
{
|
||||
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
|
||||
main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
|
||||
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
|
||||
main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
|
||||
#endif
|
||||
}
|
||||
|
||||
// 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_MOUSEBUTTONDOWN 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 2.0.18: Enable native IME.
|
||||
// IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any.
|
||||
// For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow().
|
||||
#ifdef SDL_HINT_IME_SHOW_UI
|
||||
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "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;
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
||||
{
|
||||
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
||||
{
|
||||
#if !SDL_HAS_VULKAN
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
|
||||
{
|
||||
#if !defined(_WIN32)
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window, renderer);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_Shutdown()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
|
||||
bd->LastMouseCursor = nullptr;
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
|
||||
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
|
||||
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
||||
const bool is_app_focused = (bd->Window == focused_window);
|
||||
#else
|
||||
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
|
||||
#endif
|
||||
if (is_app_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
|
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
|
||||
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
|
||||
{
|
||||
int window_x, window_y, mouse_x_global, mouse_y_global;
|
||||
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
|
||||
SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
|
||||
io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateMouseCursor()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||
return;
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
SDL_ShowCursor(SDL_FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
|
||||
if (bd->LastMouseCursor != expected_cursor)
|
||||
{
|
||||
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
|
||||
bd->LastMouseCursor = expected_cursor;
|
||||
}
|
||||
SDL_ShowCursor(SDL_TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_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.
|
||||
return;
|
||||
|
||||
// Get gamepad
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
SDL_GameController* game_controller = SDL_GameControllerOpen(0);
|
||||
if (!game_controller)
|
||||
return;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
|
||||
// Update gamepad inputs
|
||||
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
|
||||
#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
|
||||
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
||||
MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
|
||||
MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
|
||||
MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_NewFrame()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
SDL_GetWindowSize(bd->Window, &w, &h);
|
||||
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
|
||||
w = h = 0;
|
||||
if (bd->Renderer != nullptr)
|
||||
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
|
||||
else
|
||||
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
|
||||
// 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) / frequency) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
||||
{
|
||||
bd->MouseWindowID = 0;
|
||||
bd->PendingMouseLeaveFrame = 0;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
|
||||
ImGui_ImplSDL2_UpdateMouseData();
|
||||
ImGui_ImplSDL2_UpdateMouseCursor();
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplSDL2_UpdateGamepads();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#endif
|
||||
#endif // #ifndef IMGUI_DISABLE
|
@ -19,29 +19,26 @@
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "graphics/imgui/imgui.h" // IMGUI_IMPL_API
|
||||
#include "backends/imgui/imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
struct SDL_Window;
|
||||
struct SDL_Renderer;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
namespace Common {
|
||||
struct Event;
|
||||
}
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window *window, void *sdl_gl_context);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window *window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window *window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window *window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window *window, SDL_Renderer *renderer);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window *window);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const Common::Event *event);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_Ready();
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
static inline void ImGui_ImplSDL2_NewFrame(SDL_Window *) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
|
||||
static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
@ -93,8 +93,10 @@ Index of this file:
|
||||
#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
|
||||
#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
|
||||
#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
|
||||
#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
|
||||
#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
|
||||
//#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
|
||||
//#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
|
||||
#define IM_FMTARGS(FMT)
|
||||
#define IM_FMTLIST(FMT)
|
||||
#else
|
||||
#define IM_FMTARGS(FMT)
|
||||
#define IM_FMTLIST(FMT)
|
@ -488,5 +488,15 @@ MODULE_OBJS += \
|
||||
saves/recorder/recorder-saves.o
|
||||
endif
|
||||
|
||||
ifdef USE_IMGUI
|
||||
MODULE_OBJS += \
|
||||
imgui/imgui.o \
|
||||
imgui/imgui_draw.o \
|
||||
imgui/imgui_widgets.o \
|
||||
imgui/imgui_tables.o \
|
||||
imgui/backends/imgui_impl_opengl3_scummvm.o \
|
||||
imgui/backends/imgui_impl_sdl2_scummvm.o
|
||||
endif
|
||||
|
||||
# Include common rules
|
||||
include $(srcdir)/rules.mk
|
||||
|
@ -564,6 +564,8 @@ public:
|
||||
* Read the extended savegame header from the given savegame file.
|
||||
*/
|
||||
WARN_UNUSED_RESULT static bool readSavegameHeader(Common::InSaveFile *in, ExtendedSavegameHeader *header, bool skipThumbnail = true);
|
||||
|
||||
virtual void renderImGui() {}
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -19,8 +19,7 @@
|
||||
*
|
||||
*/
|
||||
|
||||
#include "graphics/imgui/imgui.h"
|
||||
|
||||
#include "backends/imgui/imgui.h"
|
||||
#include "common/debug-channels.h"
|
||||
#include "twp/twp.h"
|
||||
#include "twp/debugtools.h"
|
||||
|
@ -37,6 +37,7 @@
|
||||
#include "twp/savegame.h"
|
||||
#include "twp/time.h"
|
||||
#include "twp/actions.h"
|
||||
#include "twp/debugtools.h"
|
||||
#include "twp/dialogs.h"
|
||||
|
||||
#define MAX_SAVES 99
|
||||
@ -188,6 +189,12 @@ Common::Array<Common::Keymap *> TwpMetaEngine::initKeymaps(const char *target) c
|
||||
return Common::Keymap::arrayOf(engineKeyMap);
|
||||
}
|
||||
|
||||
void TwpMetaEngine::renderImGui() {
|
||||
#ifdef USE_IMGUI
|
||||
Twp::onImGuiRender();
|
||||
#endif
|
||||
}
|
||||
|
||||
#if PLUGIN_ENABLED_DYNAMIC(TWP)
|
||||
REGISTER_PLUGIN_DYNAMIC(TWP, PLUGIN_TYPE_ENGINE, TwpMetaEngine);
|
||||
#else
|
||||
|
@ -46,6 +46,8 @@ public:
|
||||
GUI::OptionsContainerWidget *buildEngineOptionsWidget(GUI::GuiObject *boss, const Common::String &name, const Common::String &target) const override;
|
||||
|
||||
virtual Common::Array<Common::Keymap *> initKeymaps(const char *target) const override;
|
||||
|
||||
void renderImGui() override;
|
||||
};
|
||||
|
||||
#endif // TWP_METAENGINE_H
|
||||
|
@ -38,7 +38,6 @@ MODULE_OBJS = \
|
||||
time.o \
|
||||
tsv.o \
|
||||
twp.o \
|
||||
twpimgui.o \
|
||||
util.o \
|
||||
vm.o \
|
||||
walkboxnode.o \
|
||||
|
@ -31,7 +31,6 @@
|
||||
#include "twp/actions.h"
|
||||
#include "twp/callback.h"
|
||||
#include "twp/console.h"
|
||||
#include "twp/debugtools.h"
|
||||
#include "twp/detection.h"
|
||||
#include "twp/enginedialogtarget.h"
|
||||
#include "twp/hud.h"
|
||||
@ -45,7 +44,6 @@
|
||||
#include "twp/task.h"
|
||||
#include "twp/thread.h"
|
||||
#include "twp/tsv.h"
|
||||
#include "twp/twpimgui.h"
|
||||
#include "twp/vm.h"
|
||||
#include "twp/walkboxnode.h"
|
||||
|
||||
@ -73,7 +71,6 @@ TwpEngine::TwpEngine(OSystem *syst, const ADGameDescription *gameDesc)
|
||||
_hud.reset(new Hud());
|
||||
_pack.reset(new GGPackSet());
|
||||
_saveGameManager.reset(new SaveGameManager());
|
||||
_imgui.reset(new TwpImGui());
|
||||
|
||||
_screenScene->setName("Screen");
|
||||
_scene->addChild(_walkboxNode.get());
|
||||
@ -722,7 +719,6 @@ void TwpEngine::draw(RenderTexture *outTexture) {
|
||||
|
||||
// imgui render
|
||||
_gfx.use(nullptr);
|
||||
_imgui->render();
|
||||
|
||||
g_system->updateScreen();
|
||||
}
|
||||
@ -736,7 +732,6 @@ void TwpEngine::updateSettingVars() {
|
||||
Common::Error TwpEngine::run() {
|
||||
initGraphics3d(SCREEN_WIDTH, SCREEN_HEIGHT);
|
||||
_screen = new Graphics::Screen(SCREEN_WIDTH, SCREEN_HEIGHT);
|
||||
_imgui->init();
|
||||
|
||||
// Set the engine's debugger console
|
||||
setDebugger(new Console());
|
||||
@ -789,9 +784,6 @@ Common::Error TwpEngine::run() {
|
||||
while (!shouldQuit()) {
|
||||
Math::Vector2d camPos = _gfx.cameraPos();
|
||||
while (g_system->getEventManager()->pollEvent(e)) {
|
||||
if(_imgui->processEvent(&e))
|
||||
continue;
|
||||
|
||||
switch (e.type) {
|
||||
case Common::EVENT_CUSTOM_ENGINE_ACTION_START: {
|
||||
switch ((TwpAction)e.customType) {
|
||||
@ -956,9 +948,6 @@ Common::Error TwpEngine::run() {
|
||||
}
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
_imgui->cleanup();
|
||||
|
||||
return Common::kNoError;
|
||||
}
|
||||
|
||||
|
@ -250,7 +250,6 @@ private:
|
||||
unique_ptr<Shader> _bwShader;
|
||||
unique_ptr<Shader> _ghostShader;
|
||||
unique_ptr<Shader> _sepiaShader;
|
||||
unique_ptr<TwpImGui> _imgui;
|
||||
};
|
||||
|
||||
extern TwpEngine *g_twp;
|
||||
|
@ -1,108 +0,0 @@
|
||||
/* ScummVM - Graphic Adventure Engine
|
||||
*
|
||||
* ScummVM is the legal property of its developers, whose names
|
||||
* are too numerous to list here. Please refer to the COPYRIGHT
|
||||
* file distributed with this source distribution.
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*
|
||||
*/
|
||||
|
||||
#include "twp/twpimgui.h"
|
||||
#if defined(HAVE_CONFIG_H)
|
||||
#include "config.h"
|
||||
#endif
|
||||
|
||||
#ifdef USE_IMGUI
|
||||
#include "graphics/imgui/backends/imgui_impl_sdl2_scummvm.h"
|
||||
#include "graphics/imgui/backends/imgui_impl_opengl3_scummvm.h"
|
||||
#include "backends/graphics3d/openglsdl/openglsdl-graphics3d.h"
|
||||
// here I undefined these symbols because of the <X11/Xlib.h> defining them
|
||||
// and messing with all classes or structure using the same names
|
||||
#undef Bool
|
||||
#undef CursorShape
|
||||
#undef Expose
|
||||
#undef KeyPress
|
||||
#undef KeyRelease
|
||||
#undef FocusIn
|
||||
#undef FocusOut
|
||||
#undef FontChange
|
||||
#undef None
|
||||
#undef Status
|
||||
#undef Unsorted
|
||||
|
||||
#include "twp/debugtools.h"
|
||||
#endif
|
||||
|
||||
namespace Twp {
|
||||
|
||||
#ifdef USE_IMGUI
|
||||
SDL_Window *g_window = nullptr;
|
||||
#endif
|
||||
|
||||
void DearImGui::init() {
|
||||
#ifdef USE_IMGUI
|
||||
// Setup Dear ImGui
|
||||
OpenGLSdlGraphics3dManager *manager = dynamic_cast<OpenGLSdlGraphics3dManager *>(g_system->getPaletteManager());
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
g_window = manager->getWindow()->getSDLWindow();
|
||||
SDL_GLContext glContext = SDL_GL_GetCurrentContext();
|
||||
ImGui_ImplSDL2_InitForOpenGL(g_window, glContext);
|
||||
ImGui_ImplOpenGL3_Init("#version 110");
|
||||
ImGui::StyleColorsDark();
|
||||
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
Common::Path initPath(ConfMan.getPath("savepath"));
|
||||
initPath = initPath.appendComponent("twp_imgui.ini");
|
||||
io.IniFilename = initPath.toString().c_str();
|
||||
#endif
|
||||
}
|
||||
|
||||
void DearImGui::cleanup() {
|
||||
#ifdef USE_IMGUI
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
#endif
|
||||
}
|
||||
|
||||
bool DearImGui::processEvent(const Common::Event *event) {
|
||||
#ifdef USE_IMGUI
|
||||
ImGui_ImplSDL2_ProcessEvent(event);
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
if (io.WantTextInput || io.WantCaptureMouse)
|
||||
return true;
|
||||
#endif
|
||||
return false;
|
||||
}
|
||||
|
||||
void DearImGui::render() {
|
||||
#ifdef USE_IMGUI
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame(g_window);
|
||||
ImGui::NewFrame();
|
||||
onRender();
|
||||
ImGui::Render();
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
#endif
|
||||
}
|
||||
|
||||
void TwpImGui::onRender() {
|
||||
#ifdef USE_IMGUI
|
||||
onImGuiRender();
|
||||
#endif
|
||||
}
|
||||
|
||||
} // namespace Twp
|
@ -1,51 +0,0 @@
|
||||
/* ScummVM - Graphic Adventure Engine
|
||||
*
|
||||
* ScummVM is the legal property of its developers, whose names
|
||||
* are too numerous to list here. Please refer to the COPYRIGHT
|
||||
* file distributed with this source distribution.
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef TWP_IMGUI_H
|
||||
#define TWP_IMGUI_H
|
||||
|
||||
namespace Common {
|
||||
struct Event;
|
||||
}
|
||||
|
||||
namespace Twp {
|
||||
|
||||
class DearImGui {
|
||||
public:
|
||||
virtual ~DearImGui() = default;
|
||||
|
||||
void init();
|
||||
bool processEvent(const Common::Event *event);
|
||||
void render();
|
||||
void cleanup();
|
||||
|
||||
protected:
|
||||
virtual void onRender() = 0;
|
||||
};
|
||||
|
||||
class TwpImGui : public DearImGui {
|
||||
private:
|
||||
void onRender() override;
|
||||
};
|
||||
|
||||
} // namespace Twp
|
||||
|
||||
#endif
|
@ -1,766 +0,0 @@
|
||||
// dear imgui: Platform Backend for SDL2
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
// (Prefer SDL 2.0.5+ for full feature support.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: 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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
|
||||
// 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)
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
||||
// 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: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()).
|
||||
// 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3.
|
||||
// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version).
|
||||
// 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096)
|
||||
// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019)
|
||||
// 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710)
|
||||
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
|
||||
// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
|
||||
// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
|
||||
// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
|
||||
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
|
||||
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
|
||||
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
||||
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
|
||||
// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
|
||||
// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
|
||||
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
|
||||
// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
|
||||
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
|
||||
// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
|
||||
// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
|
||||
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
|
||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
||||
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
||||
// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
|
||||
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
|
||||
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
|
||||
// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
|
||||
// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
|
||||
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||
// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
|
||||
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
|
||||
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
||||
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
|
||||
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
|
||||
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
|
||||
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
|
||||
|
||||
#define FORBIDDEN_SYMBOL_ALLOW_ALL
|
||||
#include "graphics/imgui/imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_sdl2_scummvm.h"
|
||||
#include "common/events.h"
|
||||
|
||||
// Clang warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
|
||||
#endif
|
||||
|
||||
// SDL
|
||||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
#if defined(__APPLE__)
|
||||
#include <TargetConditionals.h>
|
||||
#endif
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
|
||||
#else
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
|
||||
#endif
|
||||
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2, 0, 6)
|
||||
|
||||
// SDL Data
|
||||
struct ImGui_ImplSDL2_Data {
|
||||
SDL_Window *Window;
|
||||
SDL_Renderer *Renderer;
|
||||
Uint64 Time;
|
||||
Uint32 MouseWindowID;
|
||||
int MouseButtonsDown;
|
||||
SDL_Cursor *MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
SDL_Cursor *LastMouseCursor;
|
||||
int PendingMouseLeaveFrame;
|
||||
char *ClipboardTextData;
|
||||
bool MouseCanUseGlobalState;
|
||||
|
||||
ImGui_ImplSDL2_Data() { memset((void *)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
||||
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
||||
static ImGui_ImplSDL2_Data *ImGui_ImplSDL2_GetBackendData() {
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data *)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
static const char *ImGui_ImplSDL2_GetClipboardText(void *) {
|
||||
ImGui_ImplSDL2_Data *bd = ImGui_ImplSDL2_GetBackendData();
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
bd->ClipboardTextData = SDL_GetClipboardText();
|
||||
return bd->ClipboardTextData;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_SetClipboardText(void *, const char *text) {
|
||||
SDL_SetClipboardText(text);
|
||||
}
|
||||
|
||||
// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
|
||||
static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport *, ImGuiPlatformImeData *data) {
|
||||
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_SetTextInputRect(&r);
|
||||
}
|
||||
}
|
||||
|
||||
static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode) {
|
||||
switch (keycode) {
|
||||
case SDLK_TAB:
|
||||
return ImGuiKey_Tab;
|
||||
case SDLK_LEFT:
|
||||
return ImGuiKey_LeftArrow;
|
||||
case SDLK_RIGHT:
|
||||
return ImGuiKey_RightArrow;
|
||||
case SDLK_UP:
|
||||
return ImGuiKey_UpArrow;
|
||||
case SDLK_DOWN:
|
||||
return ImGuiKey_DownArrow;
|
||||
case SDLK_PAGEUP:
|
||||
return ImGuiKey_PageUp;
|
||||
case SDLK_PAGEDOWN:
|
||||
return ImGuiKey_PageDown;
|
||||
case SDLK_HOME:
|
||||
return ImGuiKey_Home;
|
||||
case SDLK_END:
|
||||
return ImGuiKey_End;
|
||||
case SDLK_INSERT:
|
||||
return ImGuiKey_Insert;
|
||||
case SDLK_DELETE:
|
||||
return ImGuiKey_Delete;
|
||||
case SDLK_BACKSPACE:
|
||||
return ImGuiKey_Backspace;
|
||||
case SDLK_SPACE:
|
||||
return ImGuiKey_Space;
|
||||
case SDLK_RETURN:
|
||||
return ImGuiKey_Enter;
|
||||
case SDLK_ESCAPE:
|
||||
return ImGuiKey_Escape;
|
||||
case SDLK_QUOTE:
|
||||
return ImGuiKey_Apostrophe;
|
||||
case SDLK_COMMA:
|
||||
return ImGuiKey_Comma;
|
||||
case SDLK_MINUS:
|
||||
return ImGuiKey_Minus;
|
||||
case SDLK_PERIOD:
|
||||
return ImGuiKey_Period;
|
||||
case SDLK_SLASH:
|
||||
return ImGuiKey_Slash;
|
||||
case SDLK_SEMICOLON:
|
||||
return ImGuiKey_Semicolon;
|
||||
case SDLK_EQUALS:
|
||||
return ImGuiKey_Equal;
|
||||
case SDLK_LEFTBRACKET:
|
||||
return ImGuiKey_LeftBracket;
|
||||
case SDLK_BACKSLASH:
|
||||
return ImGuiKey_Backslash;
|
||||
case SDLK_RIGHTBRACKET:
|
||||
return ImGuiKey_RightBracket;
|
||||
case SDLK_BACKQUOTE:
|
||||
return ImGuiKey_GraveAccent;
|
||||
case SDLK_CAPSLOCK:
|
||||
return ImGuiKey_CapsLock;
|
||||
case SDLK_SCROLLLOCK:
|
||||
return ImGuiKey_ScrollLock;
|
||||
case SDLK_NUMLOCKCLEAR:
|
||||
return ImGuiKey_NumLock;
|
||||
case SDLK_PRINTSCREEN:
|
||||
return ImGuiKey_PrintScreen;
|
||||
case SDLK_PAUSE:
|
||||
return ImGuiKey_Pause;
|
||||
case SDLK_KP_0:
|
||||
return ImGuiKey_Keypad0;
|
||||
case SDLK_KP_1:
|
||||
return ImGuiKey_Keypad1;
|
||||
case SDLK_KP_2:
|
||||
return ImGuiKey_Keypad2;
|
||||
case SDLK_KP_3:
|
||||
return ImGuiKey_Keypad3;
|
||||
case SDLK_KP_4:
|
||||
return ImGuiKey_Keypad4;
|
||||
case SDLK_KP_5:
|
||||
return ImGuiKey_Keypad5;
|
||||
case SDLK_KP_6:
|
||||
return ImGuiKey_Keypad6;
|
||||
case SDLK_KP_7:
|
||||
return ImGuiKey_Keypad7;
|
||||
case SDLK_KP_8:
|
||||
return ImGuiKey_Keypad8;
|
||||
case SDLK_KP_9:
|
||||
return ImGuiKey_Keypad9;
|
||||
case SDLK_KP_PERIOD:
|
||||
return ImGuiKey_KeypadDecimal;
|
||||
case SDLK_KP_DIVIDE:
|
||||
return ImGuiKey_KeypadDivide;
|
||||
case SDLK_KP_MULTIPLY:
|
||||
return ImGuiKey_KeypadMultiply;
|
||||
case SDLK_KP_MINUS:
|
||||
return ImGuiKey_KeypadSubtract;
|
||||
case SDLK_KP_PLUS:
|
||||
return ImGuiKey_KeypadAdd;
|
||||
case SDLK_KP_ENTER:
|
||||
return ImGuiKey_KeypadEnter;
|
||||
case SDLK_KP_EQUALS:
|
||||
return ImGuiKey_KeypadEqual;
|
||||
case SDLK_LCTRL:
|
||||
return ImGuiKey_LeftCtrl;
|
||||
case SDLK_LSHIFT:
|
||||
return ImGuiKey_LeftShift;
|
||||
case SDLK_LALT:
|
||||
return ImGuiKey_LeftAlt;
|
||||
case SDLK_LGUI:
|
||||
return ImGuiKey_LeftSuper;
|
||||
case SDLK_RCTRL:
|
||||
return ImGuiKey_RightCtrl;
|
||||
case SDLK_RSHIFT:
|
||||
return ImGuiKey_RightShift;
|
||||
case SDLK_RALT:
|
||||
return ImGuiKey_RightAlt;
|
||||
case SDLK_RGUI:
|
||||
return ImGuiKey_RightSuper;
|
||||
case SDLK_APPLICATION:
|
||||
return ImGuiKey_Menu;
|
||||
case SDLK_0:
|
||||
return ImGuiKey_0;
|
||||
case SDLK_1:
|
||||
return ImGuiKey_1;
|
||||
case SDLK_2:
|
||||
return ImGuiKey_2;
|
||||
case SDLK_3:
|
||||
return ImGuiKey_3;
|
||||
case SDLK_4:
|
||||
return ImGuiKey_4;
|
||||
case SDLK_5:
|
||||
return ImGuiKey_5;
|
||||
case SDLK_6:
|
||||
return ImGuiKey_6;
|
||||
case SDLK_7:
|
||||
return ImGuiKey_7;
|
||||
case SDLK_8:
|
||||
return ImGuiKey_8;
|
||||
case SDLK_9:
|
||||
return ImGuiKey_9;
|
||||
case SDLK_a:
|
||||
return ImGuiKey_A;
|
||||
case SDLK_b:
|
||||
return ImGuiKey_B;
|
||||
case SDLK_c:
|
||||
return ImGuiKey_C;
|
||||
case SDLK_d:
|
||||
return ImGuiKey_D;
|
||||
case SDLK_e:
|
||||
return ImGuiKey_E;
|
||||
case SDLK_f:
|
||||
return ImGuiKey_F;
|
||||
case SDLK_g:
|
||||
return ImGuiKey_G;
|
||||
case SDLK_h:
|
||||
return ImGuiKey_H;
|
||||
case SDLK_i:
|
||||
return ImGuiKey_I;
|
||||
case SDLK_j:
|
||||
return ImGuiKey_J;
|
||||
case SDLK_k:
|
||||
return ImGuiKey_K;
|
||||
case SDLK_l:
|
||||
return ImGuiKey_L;
|
||||
case SDLK_m:
|
||||
return ImGuiKey_M;
|
||||
case SDLK_n:
|
||||
return ImGuiKey_N;
|
||||
case SDLK_o:
|
||||
return ImGuiKey_O;
|
||||
case SDLK_p:
|
||||
return ImGuiKey_P;
|
||||
case SDLK_q:
|
||||
return ImGuiKey_Q;
|
||||
case SDLK_r:
|
||||
return ImGuiKey_R;
|
||||
case SDLK_s:
|
||||
return ImGuiKey_S;
|
||||
case SDLK_t:
|
||||
return ImGuiKey_T;
|
||||
case SDLK_u:
|
||||
return ImGuiKey_U;
|
||||
case SDLK_v:
|
||||
return ImGuiKey_V;
|
||||
case SDLK_w:
|
||||
return ImGuiKey_W;
|
||||
case SDLK_x:
|
||||
return ImGuiKey_X;
|
||||
case SDLK_y:
|
||||
return ImGuiKey_Y;
|
||||
case SDLK_z:
|
||||
return ImGuiKey_Z;
|
||||
case SDLK_F1:
|
||||
return ImGuiKey_F1;
|
||||
case SDLK_F2:
|
||||
return ImGuiKey_F2;
|
||||
case SDLK_F3:
|
||||
return ImGuiKey_F3;
|
||||
case SDLK_F4:
|
||||
return ImGuiKey_F4;
|
||||
case SDLK_F5:
|
||||
return ImGuiKey_F5;
|
||||
case SDLK_F6:
|
||||
return ImGuiKey_F6;
|
||||
case SDLK_F7:
|
||||
return ImGuiKey_F7;
|
||||
case SDLK_F8:
|
||||
return ImGuiKey_F8;
|
||||
case SDLK_F9:
|
||||
return ImGuiKey_F9;
|
||||
case SDLK_F10:
|
||||
return ImGuiKey_F10;
|
||||
case SDLK_F11:
|
||||
return ImGuiKey_F11;
|
||||
case SDLK_F12:
|
||||
return ImGuiKey_F12;
|
||||
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;
|
||||
}
|
||||
return ImGuiKey_None;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateKeyModifiers(const Common::KeyState &keyState) {
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, keyState.hasFlags(Common::KBD_CTRL));
|
||||
io.AddKeyEvent(ImGuiMod_Shift, keyState.hasFlags(Common::KBD_SHIFT));
|
||||
io.AddKeyEvent(ImGuiMod_Alt, keyState.hasFlags(Common::KBD_ALT));
|
||||
io.AddKeyEvent(ImGuiMod_Super, keyState.hasFlags(Common::KBD_META));
|
||||
}
|
||||
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
|
||||
bool ImGui_ImplSDL2_ProcessEvent(const Common::Event *event) {
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
ImGui_ImplSDL2_Data *bd = ImGui_ImplSDL2_GetBackendData();
|
||||
|
||||
switch (event->type) {
|
||||
case Common::EVENT_MOUSEMOVE: {
|
||||
ImVec2 mouse_pos((float)event->mouse.x, (float)event->mouse.y);
|
||||
io.AddMouseSourceEvent(ImGuiMouseSource_Mouse);
|
||||
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
|
||||
return true;
|
||||
}
|
||||
case Common::EVENT_WHEELDOWN:
|
||||
case Common::EVENT_WHEELUP: {
|
||||
float wheel_x = 0;
|
||||
float wheel_y = event->type == Common::EVENT_WHEELDOWN ? -1.f : 1.f;
|
||||
io.AddMouseSourceEvent(ImGuiMouseSource_Mouse);
|
||||
io.AddMouseWheelEvent(wheel_x, wheel_y);
|
||||
return true;
|
||||
}
|
||||
case Common::EVENT_LBUTTONDOWN:
|
||||
case Common::EVENT_LBUTTONUP:
|
||||
case Common::EVENT_MBUTTONDOWN:
|
||||
case Common::EVENT_MBUTTONUP:
|
||||
case Common::EVENT_RBUTTONDOWN:
|
||||
case Common::EVENT_RBUTTONUP: {
|
||||
int mouse_button = -1;
|
||||
bool mouse_down = false;
|
||||
if (event->type == Common::EVENT_LBUTTONDOWN) {
|
||||
mouse_button = 0;
|
||||
mouse_down = true;
|
||||
}
|
||||
if (event->type == Common::EVENT_LBUTTONUP) {
|
||||
mouse_button = 0;
|
||||
}
|
||||
if (event->type == Common::EVENT_MBUTTONDOWN) {
|
||||
mouse_button = 1;
|
||||
mouse_down = true;
|
||||
}
|
||||
if (event->type == Common::EVENT_MBUTTONUP) {
|
||||
mouse_button = 2;
|
||||
}
|
||||
if (event->type == Common::EVENT_RBUTTONDOWN) {
|
||||
mouse_button = 3;
|
||||
mouse_down = true;
|
||||
}
|
||||
if (event->type == Common::EVENT_RBUTTONUP) {
|
||||
mouse_button = 4;
|
||||
}
|
||||
if (mouse_button == -1)
|
||||
break;
|
||||
io.AddMouseSourceEvent(ImGuiMouseSource_Mouse);
|
||||
io.AddMouseButtonEvent(mouse_button, mouse_down);
|
||||
bd->MouseButtonsDown = mouse_down ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
|
||||
return true;
|
||||
}
|
||||
case Common::EVENT_KEYDOWN:
|
||||
case Common::EVENT_KEYUP: {
|
||||
|
||||
ImGui_ImplSDL2_UpdateKeyModifiers(event->kbd);
|
||||
ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->kbd.keycode);
|
||||
io.AddKeyEvent(key, (event->type == Common::EVENT_KEYDOWN));
|
||||
io.SetKeyEventNativeData(key, event->kbd.keycode, event->kbd.keycode);
|
||||
if (event->type == Common::EVENT_KEYUP) {
|
||||
io.AddInputCharacter(event->kbd.ascii);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
case Common::EVENT_FOCUS_GAINED:
|
||||
io.AddFocusEvent(true);
|
||||
return true;
|
||||
case Common::EVENT_FOCUS_LOST:
|
||||
io.AddFocusEvent(false);
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplSDL2_Init(SDL_Window *window, SDL_Renderer *renderer) {
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
|
||||
// Check and store if we are on a SDL backend that supports global mouse position
|
||||
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
||||
bool mouse_can_use_global_state = false;
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
const char *sdl_backend = SDL_GetCurrentVideoDriver();
|
||||
const char *global_mouse_whitelist[] = {"windows", "cocoa", "x11", "DIVE", "VMAN"};
|
||||
for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
|
||||
if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
|
||||
mouse_can_use_global_state = true;
|
||||
#endif
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplSDL2_Data *bd = IM_NEW(ImGui_ImplSDL2_Data)();
|
||||
io.BackendPlatformUserData = (void *)bd;
|
||||
io.BackendPlatformName = "imgui_impl_sdl2";
|
||||
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->Renderer = renderer;
|
||||
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
||||
|
||||
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
|
||||
io.ClipboardUserData = nullptr;
|
||||
io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
|
||||
|
||||
// Load mouse cursors
|
||||
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
|
||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||
ImGuiViewport *main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandleRaw = nullptr;
|
||||
SDL_SysWMinfo info;
|
||||
SDL_VERSION(&info.version);
|
||||
if (SDL_GetWindowWMInfo(window, &info)) {
|
||||
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
|
||||
main_viewport->PlatformHandleRaw = (void *)info.info.win.window;
|
||||
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
|
||||
main_viewport->PlatformHandleRaw = (void *)info.info.cocoa.window;
|
||||
#endif
|
||||
}
|
||||
|
||||
// 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_MOUSEBUTTONDOWN 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 2.0.18: Enable native IME.
|
||||
// IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any.
|
||||
// For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow().
|
||||
#ifdef SDL_HINT_IME_SHOW_UI
|
||||
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "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;
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window *window, void *sdl_gl_context) {
|
||||
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window *window) {
|
||||
#if !SDL_HAS_VULKAN
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForD3D(SDL_Window *window) {
|
||||
#if !defined(_WIN32)
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForMetal(SDL_Window *window) {
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window *window, SDL_Renderer *renderer) {
|
||||
return ImGui_ImplSDL2_Init(window, renderer);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForOther(SDL_Window *window) {
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_Shutdown() {
|
||||
ImGui_ImplSDL2_Data *bd = ImGui_ImplSDL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
|
||||
bd->LastMouseCursor = nullptr;
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateMouseData() {
|
||||
ImGui_ImplSDL2_Data *bd = ImGui_ImplSDL2_GetBackendData();
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
|
||||
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
|
||||
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
|
||||
SDL_Window *focused_window = SDL_GetKeyboardFocus();
|
||||
const bool is_app_focused = (bd->Window == focused_window);
|
||||
#else
|
||||
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
|
||||
#endif
|
||||
if (is_app_focused) {
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
|
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
|
||||
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) {
|
||||
int window_x, window_y, mouse_x_global, mouse_y_global;
|
||||
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
|
||||
SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
|
||||
io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateMouseCursor() {
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||
return;
|
||||
ImGui_ImplSDL2_Data *bd = ImGui_ImplSDL2_GetBackendData();
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) {
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
SDL_ShowCursor(SDL_FALSE);
|
||||
} else {
|
||||
// Show OS mouse cursor
|
||||
SDL_Cursor *expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
|
||||
if (bd->LastMouseCursor != expected_cursor) {
|
||||
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
|
||||
bd->LastMouseCursor = expected_cursor;
|
||||
}
|
||||
SDL_ShowCursor(SDL_TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_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.
|
||||
return;
|
||||
|
||||
// Get gamepad
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
SDL_GameController *game_controller = SDL_GameControllerOpen(0);
|
||||
if (!game_controller)
|
||||
return;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
|
||||
// Update gamepad inputs
|
||||
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f \
|
||||
: V)
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_NO) \
|
||||
{ io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
|
||||
#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) \
|
||||
{ \
|
||||
float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); \
|
||||
vn = IM_SATURATE(vn); \
|
||||
io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); \
|
||||
}
|
||||
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
||||
MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
|
||||
MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
|
||||
MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_NewFrame() {
|
||||
ImGui_ImplSDL2_Data *bd = ImGui_ImplSDL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?");
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
SDL_GetWindowSize(bd->Window, &w, &h);
|
||||
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
|
||||
w = h = 0;
|
||||
if (bd->Renderer != nullptr)
|
||||
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
|
||||
else
|
||||
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
|
||||
// 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) / frequency) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) {
|
||||
bd->MouseWindowID = 0;
|
||||
bd->PendingMouseLeaveFrame = 0;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
|
||||
ImGui_ImplSDL2_UpdateMouseData();
|
||||
ImGui_ImplSDL2_UpdateMouseCursor();
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplSDL2_UpdateGamepads();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
@ -154,15 +154,5 @@ MODULE_OBJS += \
|
||||
blit/blit-avx2.o
|
||||
endif
|
||||
|
||||
ifdef USE_IMGUI
|
||||
MODULE_OBJS += \
|
||||
imgui/imgui.o \
|
||||
imgui/imgui_draw.o \
|
||||
imgui/imgui_widgets.o \
|
||||
imgui/imgui_tables.o \
|
||||
imgui/backends/imgui_impl_opengl3_scummvm.o \
|
||||
imgui/backends/imgui_impl_sdl2_scummvm.o
|
||||
endif
|
||||
|
||||
# Include common rules
|
||||
include $(srcdir)/rules.mk
|
||||
|
Loading…
Reference in New Issue
Block a user