// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
// 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: 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.
// Issues:
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// [x] Platform: Basic IME support. Position somehow broken in SDL3 + 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
# 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_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 = NULL , int manual_gamepads_count = - 1 ) ;
# endif // #ifndef IMGUI_DISABLE