ScummVM API documentation
imgui_impl_sdl3.h
1 // dear imgui: Platform Backend for SDL3
2 // This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..)
3 // (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
4 
5 // Implemented features:
6 // [X] Platform: Clipboard support.
7 // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
8 // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
9 // [X] Platform: Gamepad support.
10 // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
11 // [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
12 // Missing features or Issues:
13 // [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
14 // [x] Platform: IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
15 
16 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
17 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
18 // Learn about Dear ImGui:
19 // - FAQ https://dearimgui.com/faq
20 // - Getting Started https://dearimgui.com/getting-started
21 // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
22 // - Introduction, links and more at the top of imgui.cpp
23 
24 #pragma once
25 #include "backends/imgui/imgui.h" // IMGUI_IMPL_API
26 #ifndef IMGUI_DISABLE
27 
28 struct SDL_Window;
29 struct SDL_Renderer;
30 struct SDL_Gamepad;
31 typedef union SDL_Event SDL_Event;
32 
33 // Follow "Getting Started" link and check examples/ folder to learn about using backends!
34 IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
35 IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
36 IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window);
37 IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window);
38 IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
39 IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window);
40 IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window);
41 IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown();
42 IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame();
43 IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
44 
45 // Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
46 // When using manual mode, caller is responsible for opening/closing gamepad.
47 enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
48 IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
49 
50 #endif // #ifndef IMGUI_DISABLE