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13 changes: 13 additions & 0 deletions build.zig
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,7 @@ pub const Backend = enum {
glfw,
sdl2_opengl3,
osx_metal,
sdl3_gpu,
};

pub fn build(b: *std.Build) void {
Expand Down Expand Up @@ -385,6 +386,18 @@ pub fn build(b: *std.Build) void {
.flags = objcflags,
});
},
.sdl3_gpu => {
if (b.lazyDependency("zsdl", .{})) |zsdl| {
imgui.addIncludePath(zsdl.path("libs/sdl3/include"));
}
imgui.addCSourceFiles(.{
.files = &.{
"libs/imgui/backends/imgui_impl_sdl3.cpp",
"libs/imgui/backends/imgui_impl_sdlgpu3.cpp",
},
.flags = cflags,
});
},
.no_backend => {},
}

Expand Down
4 changes: 2 additions & 2 deletions build.zig.zon
Original file line number Diff line number Diff line change
Expand Up @@ -26,8 +26,8 @@
.lazy = true,
},
.zsdl = .{
.url = "https://github.com/zig-gamedev/zsdl/archive/360a5033010c71445ba42d1de3973abd50c6b128.tar.gz",
.hash = "1220b661c47496008c7b2717c06b7bc1f79b1cfc430c885222d5d49c91d3fc57cbde",
.url = "https://github.com/zig-gamedev/zsdl/archive/d03b4d4e7cb7a74e01d9dad30d0f1692286f58f8.tar.gz",
.hash = "12205dcdb071febd9d3412a65e6235b832205cc49c1e20c88a71f62ada4e27dfb878",
.lazy = true,
},
.freetype = .{
Expand Down
1,161 changes: 1,161 additions & 0 deletions libs/imgui/backends/imgui_impl_sdl3.cpp

Large diffs are not rendered by default.

55 changes: 55 additions & 0 deletions libs/imgui/backends/imgui_impl_sdl3.h
Original file line number Diff line number Diff line change
@@ -0,0 +1,55 @@
// 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. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). 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.
// Missing features or Issues:
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
// [x] Platform: 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;

// FIX (zig-gamedev):
extern "C" {

// 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
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