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imgui_impl_sdl2.h
1 // dear imgui: Platform Backend for SDL2
2 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
3 // (Info: SDL2 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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
9 // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
10 // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
11 // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
12 // Issues:
13 // [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
14 // [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
15 // [x] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
16 
17 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
18 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
19 // Learn about Dear ImGui:
20 // - FAQ https://dearimgui.com/faq
21 // - Getting Started https://dearimgui.com/getting-started
22 // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
23 // - Introduction, links and more at the top of imgui.cpp
24 
25 #pragma once
26 #include "backends/imgui/imgui.h" // IMGUI_IMPL_API
27 #ifndef IMGUI_DISABLE
28 
29 struct SDL_Window;
30 struct SDL_Renderer;
31 struct _SDL_GameController;
32 typedef union SDL_Event SDL_Event;
33 
34 // Follow "Getting Started" link and check examples/ folder to learn about using backends!
35 IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
36 IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
37 IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
38 IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
39 IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
40 IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window);
41 IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
42 IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
43 IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
44 IMGUI_IMPL_API bool ImGui_ImplSDL2_Ready();
45 
46 // Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
47 // When using manual mode, caller is responsible for opening/closing gamepad.
48 enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
49 IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
50 
51 #endif // #ifndef IMGUI_DISABLE