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Rebased and squashed 47 commits. - ImGui WebGPU examples: removed swap-chain in favor of surfaceConfigure (8191) - New SDL2 WGPU example - Code optimization: removed the redundancies of assignment - Changes: ImGui code style - Lambdas RequestAdapter and RequestDevice callbacks declarated as signature - Validation Layer callbacks moved from lambdas to standard functions - Same changes of GLFW example: ImGui code style - Lambdas RequestAdapter and RequestDevice callbacks declarated as signature - Validation Layer callbacks moved from lambdas to standard functions - Scrollbars inhibition - Use of new direct CreateDevice function (w/o callback), added release of all resources used (not present in original example) - If the O.S. is Linux/Unix check if Wayland is the current active session and set DAWN_USE_WAYLAND=ON option (otherwise is always OFF) - example_glfw_wgpu: removed all workarounds - example_sdl2_wgpu: same style and functionality as GLFW example - sdl2wgpu tool to acquire surfaceDescriptor via SDL_syswm and to pass to wgpuInstanceCreateSurface to create WGPU Surface - css style to avoid the scrollbar - added `chek_surface_texture_status` function to check the `WGPUSurfaceTexture .status` and recreate the `Surface` in case of "not optimal" (bad) status. - Changed comment reference to `emwgpudawn` an EMSCRIPTEN WGPU binding maintained by Google - Adaptation to the last Google DAWN commit (1411699ba) Adaptation to the last EMSCRIPTEN 4.0.10, using new "--use-port=emdawnwebgpu" compiler/linker flag - Support for EMSCRIPTEN >= 4.0.10 (using "--use-port=emdawnwebgpu") and NEW support for WGPU-Native - Finalized the support of WGPU-Native for MacOS and minimal code adjustment - WebGPU examples - DAWN / WGPU native and EMSCRIPTEN - for GLFW/SDL2/SDL3 frameworks - "index.html" no more necessary (now the common one is used), "sdl2wgpu.cpp" It has been moved and renamed (sdl2_wgpu.c), "sdl2wgpu.h" no more necessary - added procedure for using CMake - added procedure for using CMake - Updated example_sdl3_wgpu build procedure for EMSCRIPTEN - WGPU+GLFW: Helper to create a WebGPU surface for Native application. Used only with WGPU-Native SDK: DAWN-Native already has a built-in function - WGPU+SDL2: helper to create a WebGPU surface (exclusively!) for Native/Desktop applications and available only together with WebGPU/WGPU backend - WGPU+SDL3: helper to create a WebGPU surface (exclusively!) for Native/Desktop applications and available only together with WebGPU/WGPU backend - WebGPU Helper functions and differentiation between the 4 compilation methods (via defines): Google DAWN (Native/Emscripten) / WGPU (Native/EMscripten) - example_glfw_wgpu: ImGui_ImplGLFW_CreateWGPUSurface_Helper (new helper function in imgui_impl_glfw backend), check status and error callback functions in imgui_impl_wgpu backend - example_sdl2_wgpu: ImGui_ImplSDL2_CreateWGPUSurface_Helper (new helper function in imgui_impl_sdl2 backend), check status and error callback functions in imgui_impl_wgpu backend - example_sdl3_wgpu: ImGui_ImplSDL3_CreateWGPUSurface_Helper (new helper function in imgui_impl_sdl3 backend), check status and error callback functions in imgui_impl_wgpu backend - Functions ImGui_ImplXXXX_CreateWGPUSurface_Helper were inserted into imgui_impl_xxxx (xxxx = GLFW / SDL2 / SDL3), and initialization has been integrated into every example: no more necessary, removed
57 lines
3.5 KiB
C
57 lines
3.5 KiB
C
// dear imgui: Platform Backend for SDL2
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
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// [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]
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// [X] Platform: Gamepad support.
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// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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#ifndef IMGUI_DISABLE
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struct SDL_Window;
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struct SDL_Renderer;
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struct _SDL_GameController;
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typedef union SDL_Event SDL_Event;
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window);
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IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
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// DPI-related helpers (optional)
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IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window);
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IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index);
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// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
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// When using manual mode, caller is responsible for opening/closing gamepad.
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enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
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IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
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// SDL2 helper to create a WebGPU surface (exclusively!) for Native/Desktop applications: available only together with WebGPU/WGPU backend
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#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) || defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) && !defined(__EMSCRIPTEN__)
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#include <webgpu/webgpu.h>
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WGPUSurface ImGui_ImplSDL2_CreateWGPUSurface_Helper(WGPUInstance instance, SDL_Window* window);
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#endif
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#endif // #ifndef IMGUI_DISABLE
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