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authorfschildt <florian.schildt@protonmail.com>2025-07-21 16:07:28 +0200
committerfschildt <florian.schildt@protonmail.com>2025-07-21 16:07:28 +0200
commitb46a0d9369fbaa1938f0968ab216bc2d564a9c37 (patch)
treec28b75187d01be9642af56a54a6101f51b25e4a7 /external/imgui/backends/imgui_impl_sdl3.h
first commitHEADmaster
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+// dear imgui: Platform Backend for SDL3
+// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..)
+// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
+
+// Implemented features:
+// [X] Platform: Clipboard support.
+// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
+// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
+// [X] Platform: Gamepad support.
+// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Platform: IME support.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+struct SDL_Window;
+struct SDL_Renderer;
+struct SDL_Gamepad;
+typedef union SDL_Event SDL_Event;
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
+IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
+IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window);
+IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window);
+IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
+IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window);
+IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window);
+IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame();
+IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
+
+// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
+// When using manual mode, caller is responsible for opening/closing gamepad.
+enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
+IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
+
+#endif // #ifndef IMGUI_DISABLE