@ -22,6 +22,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
// 2023-11-13: Updated for recent SDL3 API changes.
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391)
@ -74,6 +75,11 @@ struct ImGui_ImplSDL3_Data
int MousePendingLeaveFrame ;
bool MouseCanUseGlobalState ;
// Gamepad handling
ImVector < SDL_Gamepad * > Gamepads ;
ImGui_ImplSDL3_GamepadMode GamepadMode ;
bool WantUpdateGamepadsList ;
ImGui_ImplSDL3_Data ( ) { memset ( ( void * ) this , 0 , sizeof ( * this ) ) ; }
} ;
@ -332,6 +338,12 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
case SDL_EVENT_WINDOW_FOCUS_LOST :
io . AddFocusEvent ( false ) ;
return true ;
case SDL_EVENT_GAMEPAD_ADDED :
case SDL_EVENT_GAMEPAD_REMOVED :
{
bd - > WantUpdateGamepadsList = true ;
return true ;
}
}
return false ;
}
@ -380,6 +392,10 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
io . ClipboardUserData = nullptr ;
io . SetPlatformImeDataFn = ImGui_ImplSDL3_SetPlatformImeData ;
// Gamepad handling
bd - > GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst ;
bd - > WantUpdateGamepadsList = true ;
// Load mouse cursors
bd - > MouseCursors [ ImGuiMouseCursor_Arrow ] = SDL_CreateSystemCursor ( SDL_SYSTEM_CURSOR_ARROW ) ;
bd - > MouseCursors [ ImGuiMouseCursor_TextInput ] = SDL_CreateSystemCursor ( SDL_SYSTEM_CURSOR_IBEAM ) ;
@ -447,6 +463,8 @@ bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
return ImGui_ImplSDL3_Init ( window , nullptr , nullptr ) ;
}
static void ImGui_ImplSDL3_CloseGamepads ( ) ;
void ImGui_ImplSDL3_Shutdown ( )
{
ImGui_ImplSDL3_Data * bd = ImGui_ImplSDL3_GetBackendData ( ) ;
@ -457,7 +475,7 @@ void ImGui_ImplSDL3_Shutdown()
SDL_free ( bd - > ClipboardTextData ) ;
for ( ImGuiMouseCursor cursor_n = 0 ; cursor_n < ImGuiMouseCursor_COUNT ; cursor_n + + )
SDL_DestroyCursor ( bd - > MouseCursors [ cursor_n ] ) ;
bd - > MouseLastCursor = nullptr ;
ImGui_ImplSDL3_CloseGamepads ( ) ;
io . BackendPlatformName = nullptr ;
io . BackendPlatformUserData = nullptr ;
@ -525,50 +543,109 @@ static void ImGui_ImplSDL3_UpdateMouseCursor()
}
}
static void ImGui_ImplSDL3_CloseGamepads ( )
{
ImGui_ImplSDL3_Data * bd = ImGui_ImplSDL3_GetBackendData ( ) ;
if ( bd - > GamepadMode ! = ImGui_ImplSDL3_GamepadMode_Manual )
for ( SDL_Gamepad * gamepad : bd - > Gamepads )
SDL_CloseGamepad ( gamepad ) ;
bd - > Gamepads . resize ( 0 ) ;
}
void ImGui_ImplSDL3_SetGamepadMode ( ImGui_ImplSDL3_GamepadMode mode , SDL_Gamepad * * manual_gamepads_array , int manual_gamepads_count )
{
ImGui_ImplSDL3_Data * bd = ImGui_ImplSDL3_GetBackendData ( ) ;
ImGui_ImplSDL3_CloseGamepads ( ) ;
if ( mode = = ImGui_ImplSDL3_GamepadMode_Manual )
{
IM_ASSERT ( manual_gamepads_array ! = nullptr & & manual_gamepads_count > 0 ) ;
for ( int n = 0 ; n < manual_gamepads_count ; n + + )
bd - > Gamepads . push_back ( manual_gamepads_array [ n ] ) ;
}
else
{
IM_ASSERT ( manual_gamepads_array = = nullptr & & manual_gamepads_count < = 0 ) ;
bd - > WantUpdateGamepadsList = true ;
}
bd - > GamepadMode = mode ;
}
static void ImGui_ImplSDL3_UpdateGamepadButton ( ImGui_ImplSDL3_Data * bd , ImGuiIO & io , ImGuiKey key , SDL_GamepadButton button_no )
{
bool merged_value = false ;
for ( SDL_Gamepad * gamepad : bd - > Gamepads )
merged_value | = SDL_GetGamepadButton ( gamepad , button_no ) ! = 0 ;
io . AddKeyEvent ( key , merged_value ) ;
}
static inline float Saturate ( float v ) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v ; }
static void ImGui_ImplSDL3_UpdateGamepadAnalog ( ImGui_ImplSDL3_Data * bd , ImGuiIO & io , ImGuiKey key , SDL_GamepadAxis axis_no , float v0 , float v1 )
{
float merged_value = 0.0f ;
for ( SDL_Gamepad * gamepad : bd - > Gamepads )
{
float vn = Saturate ( ( float ) ( SDL_GetGamepadAxis ( gamepad , axis_no ) - v0 ) / ( float ) ( v1 - v0 ) ) ;
if ( merged_value < vn )
merged_value = vn ;
}
io . AddKeyAnalogEvent ( key , merged_value > 0.1f , merged_value ) ;
}
static void ImGui_ImplSDL3_UpdateGamepads ( )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
if ( ( io . ConfigFlags & ImGuiConfigFlags_NavEnableGamepad ) = = 0 ) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
return ;
ImGui_ImplSDL3_Data * bd = ImGui_ImplSDL3_GetBackendData ( ) ;
// Get gamepad
// Update list of gamepads to use
if ( bd - > WantUpdateGamepadsList & & bd - > GamepadMode ! = ImGui_ImplSDL3_GamepadMode_Manual )
{
ImGui_ImplSDL3_CloseGamepads ( ) ;
int sdl_gamepads_count = 0 ;
SDL_JoystickID * sdl_gamepads = SDL_GetGamepads ( & sdl_gamepads_count ) ;
for ( int n = 0 ; n < sdl_gamepads_count ; n + + )
if ( SDL_Gamepad * gamepad = SDL_OpenGamepad ( sdl_gamepads [ n ] ) )
{
bd - > Gamepads . push_back ( gamepad ) ;
if ( bd - > GamepadMode = = ImGui_ImplSDL3_GamepadMode_AutoFirst )
break ;
}
bd - > WantUpdateGamepadsList = false ;
}
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
if ( ( io . ConfigFlags & ImGuiConfigFlags_NavEnableGamepad ) = = 0 )
return ;
io . BackendFlags & = ~ ImGuiBackendFlags_HasGamepad ;
SDL_Gamepad * gamepad = SDL_OpenGamepad ( 0 ) ;
if ( ! gamepad )
if ( bd - > Gamepads . Size = = 0 )
return ;
io . BackendFlags | = ImGuiBackendFlags_HasGamepad ;
// Update gamepad inputs
# define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
# define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GetGamepadButton(gamepad, BUTTON_NO) != 0); }
# define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GetGamepadAxis(gamepad, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
const int thumb_dead_zone = 8000 ; // SDL_gamecontroller.h suggests using this value.
MAP_BUTTON ( ImGuiKey_GamepadStart , SDL_GAMEPAD_BUTTON_START ) ;
MAP_BUTTON ( ImGuiKey_GamepadBack , SDL_GAMEPAD_BUTTON_BACK ) ;
MAP_BUTTON ( ImGuiKey_GamepadFaceLeft , SDL_GAMEPAD_BUTTON_WEST ) ; // Xbox X, PS Square
MAP_BUTTON ( ImGuiKey_GamepadFaceRight , SDL_GAMEPAD_BUTTON_EAST ) ; // Xbox B, PS Circle
MAP_BUTTON ( ImGuiKey_GamepadFaceUp , SDL_GAMEPAD_BUTTON_NORTH ) ; // Xbox Y, PS Triangle
MAP_BUTTON ( ImGuiKey_GamepadFaceDown , SDL_GAMEPAD_BUTTON_SOUTH ) ; // Xbox A, PS Cross
MAP_BUTTON ( ImGuiKey_GamepadDpadLeft , SDL_GAMEPAD_BUTTON_DPAD_LEFT ) ;
MAP_BUTTON ( ImGuiKey_GamepadDpadRight , SDL_GAMEPAD_BUTTON_DPAD_RIGHT ) ;
MAP_BUTTON ( ImGuiKey_GamepadDpadUp , SDL_GAMEPAD_BUTTON_DPAD_UP ) ;
MAP_BUTTON ( ImGuiKey_GamepadDpadDown , SDL_GAMEPAD_BUTTON_DPAD_DOWN ) ;
MAP_BUTTON ( ImGuiKey_GamepadL1 , SDL_GAMEPAD_BUTTON_LEFT_SHOULDER ) ;
MAP_BUTTON ( ImGuiKey_GamepadR1 , SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER ) ;
MAP_ANALOG ( ImGuiKey_GamepadL2 , SDL_GAMEPAD_AXIS_LEFT_TRIGGER , 0.0f , 32767 ) ;
MAP_ANALOG ( ImGuiKey_GamepadR2 , SDL_GAMEPAD_AXIS_RIGHT_TRIGGER , 0.0f , 32767 ) ;
MAP_BUTTON ( ImGuiKey_GamepadL3 , SDL_GAMEPAD_BUTTON_LEFT_STICK ) ;
MAP_BUTTON ( ImGuiKey_GamepadR3 , SDL_GAMEPAD_BUTTON_RIGHT_STICK ) ;
MAP_ANALOG ( ImGuiKey_GamepadLStickLeft , SDL_GAMEPAD_AXIS_LEFTX , - thumb_dead_zone , - 32768 ) ;
MAP_ANALOG ( ImGuiKey_GamepadLStickRight , SDL_GAMEPAD_AXIS_LEFTX , + thumb_dead_zone , + 32767 ) ;
MAP_ANALOG ( ImGuiKey_GamepadLStickUp , SDL_GAMEPAD_AXIS_LEFTY , - thumb_dead_zone , - 32768 ) ;
MAP_ANALOG ( ImGuiKey_GamepadLStickDown , SDL_GAMEPAD_AXIS_LEFTY , + thumb_dead_zone , + 32767 ) ;
MAP_ANALOG ( ImGuiKey_GamepadRStickLeft , SDL_GAMEPAD_AXIS_RIGHTX , - thumb_dead_zone , - 32768 ) ;
MAP_ANALOG ( ImGuiKey_GamepadRStickRight , SDL_GAMEPAD_AXIS_RIGHTX , + thumb_dead_zone , + 32767 ) ;
MAP_ANALOG ( ImGuiKey_GamepadRStickUp , SDL_GAMEPAD_AXIS_RIGHTY , - thumb_dead_zone , - 32768 ) ;
MAP_ANALOG ( ImGuiKey_GamepadRStickDown , SDL_GAMEPAD_AXIS_RIGHTY , + thumb_dead_zone , + 32767 ) ;
# undef MAP_BUTTON
# undef MAP_ANALOG
const int thumb_dead_zone = 8000 ; // SDL_gamepad.h suggests using this value.
ImGui_ImplSDL3_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadStart , SDL_GAMEPAD_BUTTON_START ) ;
ImGui_ImplSDL3_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadBack , SDL_GAMEPAD_BUTTON_BACK ) ;
ImGui_ImplSDL3_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadFaceLeft , SDL_GAMEPAD_BUTTON_WEST ) ; // Xbox X, PS Square
ImGui_ImplSDL3_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadFaceRight , SDL_GAMEPAD_BUTTON_EAST ) ; // Xbox B, PS Circle
ImGui_ImplSDL3_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadFaceUp , SDL_GAMEPAD_BUTTON_NORTH ) ; // Xbox Y, PS Triangle
ImGui_ImplSDL3_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadFaceDown , SDL_GAMEPAD_BUTTON_SOUTH ) ; // Xbox A, PS Cross
ImGui_ImplSDL3_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadDpadLeft , SDL_GAMEPAD_BUTTON_DPAD_LEFT ) ;
ImGui_ImplSDL3_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadDpadRight , SDL_GAMEPAD_BUTTON_DPAD_RIGHT ) ;
ImGui_ImplSDL3_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadDpadUp , SDL_GAMEPAD_BUTTON_DPAD_UP ) ;
ImGui_ImplSDL3_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadDpadDown , SDL_GAMEPAD_BUTTON_DPAD_DOWN ) ;
ImGui_ImplSDL3_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadL1 , SDL_GAMEPAD_BUTTON_LEFT_SHOULDER ) ;
ImGui_ImplSDL3_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadR1 , SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER ) ;
ImGui_ImplSDL3_UpdateGamepadAnalog ( bd , io , ImGuiKey_GamepadL2 , SDL_GAMEPAD_AXIS_LEFT_TRIGGER , 0.0f , 32767 ) ;
ImGui_ImplSDL3_UpdateGamepadAnalog ( bd , io , ImGuiKey_GamepadR2 , SDL_GAMEPAD_AXIS_RIGHT_TRIGGER , 0.0f , 32767 ) ;
ImGui_ImplSDL3_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadL3 , SDL_GAMEPAD_BUTTON_LEFT_STICK ) ;
ImGui_ImplSDL3_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadR3 , SDL_GAMEPAD_BUTTON_RIGHT_STICK ) ;
ImGui_ImplSDL3_UpdateGamepadAnalog ( bd , io , ImGuiKey_GamepadLStickLeft , SDL_GAMEPAD_AXIS_LEFTX , - thumb_dead_zone , - 32768 ) ;
ImGui_ImplSDL3_UpdateGamepadAnalog ( bd , io , ImGuiKey_GamepadLStickRight , SDL_GAMEPAD_AXIS_LEFTX , + thumb_dead_zone , + 32767 ) ;
ImGui_ImplSDL3_UpdateGamepadAnalog ( bd , io , ImGuiKey_GamepadLStickUp , SDL_GAMEPAD_AXIS_LEFTY , - thumb_dead_zone , - 32768 ) ;
ImGui_ImplSDL3_UpdateGamepadAnalog ( bd , io , ImGuiKey_GamepadLStickDown , SDL_GAMEPAD_AXIS_LEFTY , + thumb_dead_zone , + 32767 ) ;
ImGui_ImplSDL3_UpdateGamepadAnalog ( bd , io , ImGuiKey_GamepadRStickLeft , SDL_GAMEPAD_AXIS_RIGHTX , - thumb_dead_zone , - 32768 ) ;
ImGui_ImplSDL3_UpdateGamepadAnalog ( bd , io , ImGuiKey_GamepadRStickRight , SDL_GAMEPAD_AXIS_RIGHTX , + thumb_dead_zone , + 32767 ) ;
ImGui_ImplSDL3_UpdateGamepadAnalog ( bd , io , ImGuiKey_GamepadRStickUp , SDL_GAMEPAD_AXIS_RIGHTY , - thumb_dead_zone , - 32768 ) ;
ImGui_ImplSDL3_UpdateGamepadAnalog ( bd , io , ImGuiKey_GamepadRStickDown , SDL_GAMEPAD_AXIS_RIGHTY , + thumb_dead_zone , + 32767 ) ;
}
void ImGui_ImplSDL3_NewFrame ( )