summaryrefslogtreecommitdiff
path: root/dependencies/src/imgui/imgui_impl_sdl.cpp
blob: 3e543635383b24fbb32ec2c6e443b3799aae5fb1 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
// dear imgui: Platform Backend for SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (Prefer SDL 2.0.5+ for full feature support.)

// Implemented features:
//  [X] Platform: Clipboard support.
//  [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'.
// Missing features:
//  [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
//  [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).

// 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
//  2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
//  2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
//  2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
//  2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
//  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
//  2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
//  2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
//  2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
//  2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
//  2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
//  2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
//  2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
//  2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
//  2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
//  2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
//  2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
//  2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
//  2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
//  2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
//  2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
//  2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
//  2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
//  2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
//  2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
//  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
//  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
//  2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
//  2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
//  2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
//  2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
//  2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
//  2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
//  2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
//  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
//  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
//  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.

#include "imgui.h"
#include "imgui_impl_sdl.h"

// SDL
// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended)
#include <SDL.h>
#include <SDL_syswm.h>
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif

#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    1
#else
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    0
#endif
#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH    SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_WINDOW_ALPHA                SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_ALWAYS_ON_TOP               SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_USABLE_DISPLAY_BOUNDS       SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_PER_MONITOR_DPI             SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_VULKAN                      SDL_VERSION_ATLEAST(2,0,6)
#if !SDL_HAS_VULKAN
static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
#endif

// SDL Data
struct ImGui_ImplSDL2_Data
{
    SDL_Window*     Window;
    SDL_Renderer*   Renderer;
    Uint64          Time;
    Uint32          MouseWindowID;
    int             MouseButtonsDown;
    SDL_Cursor*     MouseCursors[ImGuiMouseCursor_COUNT];
    int             PendingMouseLeaveFrame;
    char*           ClipboardTextData;
    bool            MouseCanUseGlobalState;
    bool            UseVulkan;

    ImGui_ImplSDL2_Data()   { memset((void*)this, 0, sizeof(*this)); }
};

// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
{
    return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
}

// Forward Declarations
static void ImGui_ImplSDL2_UpdateMonitors();
static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
static void ImGui_ImplSDL2_ShutdownPlatformInterface();

// Functions
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
{
    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
    if (bd->ClipboardTextData)
        SDL_free(bd->ClipboardTextData);
    bd->ClipboardTextData = SDL_GetClipboardText();
    return bd->ClipboardTextData;
}

static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
{
    SDL_SetClipboardText(text);
}

static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
{
    switch (keycode)
    {
        case SDLK_TAB: return ImGuiKey_Tab;
        case SDLK_LEFT: return ImGuiKey_LeftArrow;
        case SDLK_RIGHT: return ImGuiKey_RightArrow;
        case SDLK_UP: return ImGuiKey_UpArrow;
        case SDLK_DOWN: return ImGuiKey_DownArrow;
        case SDLK_PAGEUP: return ImGuiKey_PageUp;
        case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
        case SDLK_HOME: return ImGuiKey_Home;
        case SDLK_END: return ImGuiKey_End;
        case SDLK_INSERT: return ImGuiKey_Insert;
        case SDLK_DELETE: return ImGuiKey_Delete;
        case SDLK_BACKSPACE: return ImGuiKey_Backspace;
        case SDLK_SPACE: return ImGuiKey_Space;
        case SDLK_RETURN: return ImGuiKey_Enter;
        case SDLK_ESCAPE: return ImGuiKey_Escape;
        case SDLK_QUOTE: return ImGuiKey_Apostrophe;
        case SDLK_COMMA: return ImGuiKey_Comma;
        case SDLK_MINUS: return ImGuiKey_Minus;
        case SDLK_PERIOD: return ImGuiKey_Period;
        case SDLK_SLASH: return ImGuiKey_Slash;
        case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
        case SDLK_EQUALS: return ImGuiKey_Equal;
        case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
        case SDLK_BACKSLASH: return ImGuiKey_Backslash;
        case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
        case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
        case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
        case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
        case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
        case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
        case SDLK_PAUSE: return ImGuiKey_Pause;
        case SDLK_KP_0: return ImGuiKey_Keypad0;
        case SDLK_KP_1: return ImGuiKey_Keypad1;
        case SDLK_KP_2: return ImGuiKey_Keypad2;
        case SDLK_KP_3: return ImGuiKey_Keypad3;
        case SDLK_KP_4: return ImGuiKey_Keypad4;
        case SDLK_KP_5: return ImGuiKey_Keypad5;
        case SDLK_KP_6: return ImGuiKey_Keypad6;
        case SDLK_KP_7: return ImGuiKey_Keypad7;
        case SDLK_KP_8: return ImGuiKey_Keypad8;
        case SDLK_KP_9: return ImGuiKey_Keypad9;
        case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
        case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
        case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
        case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
        case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
        case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
        case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
        case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
        case SDLK_LSHIFT: return ImGuiKey_LeftShift;
        case SDLK_LALT: return ImGuiKey_LeftAlt;
        case SDLK_LGUI: return ImGuiKey_LeftSuper;
        case SDLK_RCTRL: return ImGuiKey_RightCtrl;
        case SDLK_RSHIFT: return ImGuiKey_RightShift;
        case SDLK_RALT: return ImGuiKey_RightAlt;
        case SDLK_RGUI: return ImGuiKey_RightSuper;
        case SDLK_APPLICATION: return ImGuiKey_Menu;
        case SDLK_0: return ImGuiKey_0;
        case SDLK_1: return ImGuiKey_1;
        case SDLK_2: return ImGuiKey_2;
        case SDLK_3: return ImGuiKey_3;
        case SDLK_4: return ImGuiKey_4;
        case SDLK_5: return ImGuiKey_5;
        case SDLK_6: return ImGuiKey_6;
        case SDLK_7: return ImGuiKey_7;
        case SDLK_8: return ImGuiKey_8;
        case SDLK_9: return ImGuiKey_9;
        case SDLK_a: return ImGuiKey_A;
        case SDLK_b: return ImGuiKey_B;
        case SDLK_c: return ImGuiKey_C;
        case SDLK_d: return ImGuiKey_D;
        case SDLK_e: return ImGuiKey_E;
        case SDLK_f: return ImGuiKey_F;
        case SDLK_g: return ImGuiKey_G;
        case SDLK_h: return ImGuiKey_H;
        case SDLK_i: return ImGuiKey_I;
        case SDLK_j: return ImGuiKey_J;
        case SDLK_k: return ImGuiKey_K;
        case SDLK_l: return ImGuiKey_L;
        case SDLK_m: return ImGuiKey_M;
        case SDLK_n: return ImGuiKey_N;
        case SDLK_o: return ImGuiKey_O;
        case SDLK_p: return ImGuiKey_P;
        case SDLK_q: return ImGuiKey_Q;
        case SDLK_r: return ImGuiKey_R;
        case SDLK_s: return ImGuiKey_S;
        case SDLK_t: return ImGuiKey_T;
        case SDLK_u: return ImGuiKey_U;
        case SDLK_v: return ImGuiKey_V;
        case SDLK_w: return ImGuiKey_W;
        case SDLK_x: return ImGuiKey_X;
        case SDLK_y: return ImGuiKey_Y;
        case SDLK_z: return ImGuiKey_Z;
        case SDLK_F1: return ImGuiKey_F1;
        case SDLK_F2: return ImGuiKey_F2;
        case SDLK_F3: return ImGuiKey_F3;
        case SDLK_F4: return ImGuiKey_F4;
        case SDLK_F5: return ImGuiKey_F5;
        case SDLK_F6: return ImGuiKey_F6;
        case SDLK_F7: return ImGuiKey_F7;
        case SDLK_F8: return ImGuiKey_F8;
        case SDLK_F9: return ImGuiKey_F9;
        case SDLK_F10: return ImGuiKey_F10;
        case SDLK_F11: return ImGuiKey_F11;
        case SDLK_F12: return ImGuiKey_F12;
    }
    return ImGuiKey_None;
}

static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
{
    ImGuiIO& io = ImGui::GetIO();
    io.AddKeyEvent(ImGuiKey_ModCtrl, (sdl_key_mods & KMOD_CTRL) != 0);
    io.AddKeyEvent(ImGuiKey_ModShift, (sdl_key_mods & KMOD_SHIFT) != 0);
    io.AddKeyEvent(ImGuiKey_ModAlt, (sdl_key_mods & KMOD_ALT) != 0);
    io.AddKeyEvent(ImGuiKey_ModSuper, (sdl_key_mods & KMOD_GUI) != 0);
}

// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
{
    ImGuiIO& io = ImGui::GetIO();
    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();

    switch (event->type)
    {
        case SDL_MOUSEMOTION:
        {
            ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
            if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
            {
                int window_x, window_y;
                SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
                mouse_pos.x += window_x;
                mouse_pos.y += window_y;
            } else {
#if defined(__APPLE__)
                // Fix for high DPI mac
                ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
                int display_id = SDL_GetWindowDisplayIndex(SDL_GetWindowFromID(event->motion.windowID));
                if (!platform_io.Monitors.empty() && platform_io.Monitors[display_id].DpiScale > 1.0f)
                {
                    // The Framebuffer is scaled by an integer ceiling of the actual ratio, so 2.0 not 1.685 on Mac!
                    mouse_pos.x *= roundf(platform_io.Monitors[display_id].DpiScale);
                    mouse_pos.y *= roundf(platform_io.Monitors[display_id].DpiScale);
                }
#endif
            }
            io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
            return true;
        }
        case SDL_MOUSEWHEEL:
        {
            float wheel_x = (event->wheel.x > 0) ? 1.0f : (event->wheel.x < 0) ? -1.0f : 0.0f;
            float wheel_y = (event->wheel.y > 0) ? 1.0f : (event->wheel.y < 0) ? -1.0f : 0.0f;
            io.AddMouseWheelEvent(wheel_x, wheel_y);
            return true;
        }
        case SDL_MOUSEBUTTONDOWN:
        case SDL_MOUSEBUTTONUP:
        {
            int mouse_button = -1;
            if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
            if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
            if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
            if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
            if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
            if (mouse_button == -1)
                break;
            io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
            bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
            return true;
        }
        case SDL_TEXTINPUT:
        {
            io.AddInputCharactersUTF8(event->text.text);
            return true;
        }
        case SDL_KEYDOWN:
        case SDL_KEYUP:
        {
            ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
            ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
            io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
            io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
            return true;
        }
        case SDL_WINDOWEVENT:
        {
            // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
            // - However we won't get a correct LEAVE event for a captured window.
            // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
            //   causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
            //   we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
            Uint8 window_event = event->window.event;
            if (window_event == SDL_WINDOWEVENT_ENTER)
            {
                bd->MouseWindowID = event->window.windowID;
                bd->PendingMouseLeaveFrame = 0;
            }
            if (window_event == SDL_WINDOWEVENT_LEAVE)
                bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
            if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
                io.AddFocusEvent(true);
            else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
                io.AddFocusEvent(false);
            if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED)
                if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
                {
                    if (window_event == SDL_WINDOWEVENT_CLOSE)
                        viewport->PlatformRequestClose = true;
                    if (window_event == SDL_WINDOWEVENT_MOVED)
                        viewport->PlatformRequestMove = true;
                    if (window_event == SDL_WINDOWEVENT_RESIZED)
                        viewport->PlatformRequestResize = true;
                    return true;
                }
            return true;
        }
    }
    return false;
}

#if 0
/* XPM */
static const char *arrow[] = {
  /* width height num_colors chars_per_pixel */
  "    32    32        3            1",
  /* colors */
  "X c #000000",
  ". c #ffffff",
  "  c None",
  /* pixels */
  "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX",
  "X..............................X",
  "X..............................X",
  "X..............................X",
  "X..............................X",
  "X..............................X",
  "X..............................X",
  "X..............................X",
  "X..............................X",
  "X..............................X",
  "X..............................X",
  "X..............................X",
  "X..............................X",
  "X..............................X",
  "X..............................X",
  "X..............................X",
  "X..............................X",
  "X..............................X",
  "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX",
  "                                ",
  "                                ",
  "                                ",
  "                                ",
  "                                ",
  "                                ",
  "                                ",
  "                                ",
  "                                ",
  "                                ",
  "                                ",
  "                                ",
  "                                ",
  "0,0"
};
#endif

/* XPM */
static const char *arrow[] = {
  /* width height num_colors chars_per_pixel */
  "    32    32        3            1",
  /* colors */
  "X c #000000",
  ". c #ffffff",
  "  c None",
  /* pixels */
  "                                ",
  "                                ",
  "      XX                        ",
  "    X...                        ",
  "    ...X                        ",
  "   ...X                         ",
  "  ...X                          ",
  "  ...                           ",
  " ...X                           ",
  " ...                            ",
  "X..X                            ",
  "X..X                            ",
  "...X                            ",
  "...X                            ",
  "...X                            ",
  "X..X                            ",
  "X..X                            ",
  " ...              XX            ",
  " ...             X....XX        ",
  " X...            X........X     ",
  "  ...X             XX.......X   ",
  "  X...                 .....X   ",
  "   X...X              ......X   ",
  "    X...X           X.......    ",
  "     X....XX      X.....X...    ",
  "      X...... ........X X..X    ",
  "        X.... ......X   ...     ",
  "           XX XXXX      ...     ",
  "                       X..X     ",
  "                       X..X     ",
  "                        XX      ",
  "                                ",
  "0,0"
};

static SDL_Cursor *cursor_test(const char *image[])
{
  int i, row, col;
  Uint8 data[4*32];
  Uint8 mask[4*32];
  // int hot_x, hot_y;

  i = -1;
  for (row=0; row<32; ++row) {
    for (col=0; col<32; ++col) {
      if (col % 8) {
        data[i] <<= 1;
        mask[i] <<= 1;
      } else {
        ++i;
        data[i] = mask[i] = 0;
      }
      switch (image[4+row][col]) {
        case 'X':
          data[i] |= 0x01;
          mask[i] |= 0x01;
          break;
        case '.':
          mask[i] |= 0x01;
          break;
        case ' ':
          break;
      }
    }
  }
  // sscanf(image[4+row], "%d,%d", &hot_x, &hot_y);
  return SDL_CreateCursor(data, mask, 32, 32, 0, 0);
}

static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
{
    ImGuiIO& io = ImGui::GetIO();
    IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");

    // Check and store if we are on a SDL backend that supports global mouse position
    // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
    bool mouse_can_use_global_state = false;
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
    const char* sdl_backend = SDL_GetCurrentVideoDriver();
    const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
    for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
        if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
            mouse_can_use_global_state = true;
#endif

    // Setup backend capabilities flags
    ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
    io.BackendPlatformUserData = (void*)bd;
    io.BackendPlatformName = "imgui_impl_sdl";
    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;           // We can honor GetMouseCursor() values (optional)
    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;            // We can honor io.WantSetMousePos requests (optional, rarely used)
    if (mouse_can_use_global_state)
        io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;  // We can create multi-viewports on the Platform side (optional)

    // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
#ifndef __APPLE__
    if (mouse_can_use_global_state)
        io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;// We can call io.AddMouseViewportEvent() with correct data (optional)
#endif

    bd->Window = window;
    bd->Renderer = renderer;
    bd->MouseCanUseGlobalState = mouse_can_use_global_state;

    io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
    io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
    io.ClipboardUserData = NULL;

    // Load mouse cursors
    bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
    bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
    bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = cursor_test(arrow);
    bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
    bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
    bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
    bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
    bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
    bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); 
    // bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
    // bd->MouseCursors[ImGuiMouseCursor_Test] = SDL_CreateCursor();

    // Set platform dependent data in viewport
    // Our mouse update function expect PlatformHandle to be filled for the main viewport
    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
    main_viewport->PlatformHandle = (void*)window;
    SDL_SysWMinfo info;
    SDL_VERSION(&info.version);
    if (SDL_GetWindowWMInfo(window, &info))
    {
#ifdef _WIN32
        main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
#elif defined(__APPLE__)
        main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
#endif
    }

    // Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
    // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
    // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
    // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
    // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH
    SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
#endif

    // Update monitors
    ImGui_ImplSDL2_UpdateMonitors();

    // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
    // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
    if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
        ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);

    return true;
}

bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{
    return ImGui_ImplSDL2_Init(window, NULL, sdl_gl_context);
}

bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
{
#if !SDL_HAS_VULKAN
    IM_ASSERT(0 && "Unsupported");
#endif
    if (!ImGui_ImplSDL2_Init(window, NULL, NULL))
        return false;
    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
    bd->UseVulkan = true;
    return true;
}

bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
{
#if !defined(_WIN32)
    IM_ASSERT(0 && "Unsupported");
#endif
    return ImGui_ImplSDL2_Init(window, NULL, NULL);
}

bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
{
    return ImGui_ImplSDL2_Init(window, NULL, NULL);
}

bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
{
    return ImGui_ImplSDL2_Init(window, renderer, NULL);
}

void ImGui_ImplSDL2_Shutdown()
{
    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
    IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
    ImGuiIO& io = ImGui::GetIO();

    ImGui_ImplSDL2_ShutdownPlatformInterface();

    if (bd->ClipboardTextData)
        SDL_free(bd->ClipboardTextData);
    for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
        SDL_FreeCursor(bd->MouseCursors[cursor_n]);

    io.BackendPlatformName = NULL;
    io.BackendPlatformUserData = NULL;
    IM_DELETE(bd);
}

// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
static void ImGui_ImplSDL2_UpdateMouseData()
{
    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
    ImGuiIO& io = ImGui::GetIO();

    // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
    // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
    SDL_CaptureMouse(bd->MouseButtonsDown != 0 ? SDL_TRUE : SDL_FALSE);
    SDL_Window* focused_window = SDL_GetKeyboardFocus();
    const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
#else
    SDL_Window* focused_window = bd->Window;
    const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
#endif

    if (is_app_focused)
    {
        // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
        if (io.WantSetMousePos)
        {
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
            if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
                SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y);
            else
#endif
                SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
        }

        // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
        if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
        {
            // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
            // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
            int mouse_x, mouse_y, window_x, window_y;
            SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
            if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
            {
                SDL_GetWindowPosition(focused_window, &window_x, &window_y);
                mouse_x -= window_x;
                mouse_y -= window_y;
 #if defined(__APPLE__)
                // Fix for high DPI mac
                ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
                int display_id = SDL_GetWindowDisplayIndex(focused_window);
                if (!platform_io.Monitors.empty() && platform_io.Monitors[display_id].DpiScale > 1.0f)
                {
                    // The Framebuffer is scaled by an integer ceiling of the actual ratio, so 2.0 not 1.685 on Mac!
                    mouse_x *= roundf(platform_io.Monitors[display_id].DpiScale);
                    mouse_y *= roundf(platform_io.Monitors[display_id].DpiScale);
                }
#endif
            }

            io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
        }
    }

    // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
    // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
    // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
    //       Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
    //       for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
    //       by the backend, and use its flawed heuristic to guess the viewport behind.
    // - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
    if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
    {
        ImGuiID mouse_viewport_id = 0;
        if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID))
            if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window))
                mouse_viewport_id = mouse_viewport->ID;
        io.AddMouseViewportEvent(mouse_viewport_id);
    }
}

static void ImGui_ImplSDL2_UpdateMouseCursor()
{
    ImGuiIO& io = ImGui::GetIO();
    if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
        return;
    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();

    ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
    if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
    {
        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
        SDL_ShowCursor(SDL_FALSE);
    }
    else
    {
        // Show OS mouse cursor
        SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
        SDL_ShowCursor(SDL_TRUE);
    }
}

static void ImGui_ImplSDL2_UpdateGamepads()
{
    ImGuiIO& io = ImGui::GetIO();
    if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
        return;

    // Get gamepad
    io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
    SDL_GameController* game_controller = SDL_GameControllerOpen(0);
    if (!game_controller)
        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_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
    #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, 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_CONTROLLER_BUTTON_START);
    MAP_BUTTON(ImGuiKey_GamepadBack,            SDL_CONTROLLER_BUTTON_BACK);
    MAP_BUTTON(ImGuiKey_GamepadFaceLeft,        SDL_CONTROLLER_BUTTON_X);              // Xbox X, PS Square
    MAP_BUTTON(ImGuiKey_GamepadFaceRight,       SDL_CONTROLLER_BUTTON_B);              // Xbox B, PS Circle
    MAP_BUTTON(ImGuiKey_GamepadFaceUp,          SDL_CONTROLLER_BUTTON_Y);              // Xbox Y, PS Triangle
    MAP_BUTTON(ImGuiKey_GamepadFaceDown,        SDL_CONTROLLER_BUTTON_A);              // Xbox A, PS Cross
    MAP_BUTTON(ImGuiKey_GamepadDpadLeft,        SDL_CONTROLLER_BUTTON_DPAD_LEFT);
    MAP_BUTTON(ImGuiKey_GamepadDpadRight,       SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
    MAP_BUTTON(ImGuiKey_GamepadDpadUp,          SDL_CONTROLLER_BUTTON_DPAD_UP);
    MAP_BUTTON(ImGuiKey_GamepadDpadDown,        SDL_CONTROLLER_BUTTON_DPAD_DOWN);
    MAP_BUTTON(ImGuiKey_GamepadL1,              SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
    MAP_BUTTON(ImGuiKey_GamepadR1,              SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
    MAP_ANALOG(ImGuiKey_GamepadL2,              SDL_CONTROLLER_AXIS_TRIGGERLEFT,  0.0f, 32767);
    MAP_ANALOG(ImGuiKey_GamepadR2,              SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
    MAP_BUTTON(ImGuiKey_GamepadL3,              SDL_CONTROLLER_BUTTON_LEFTSTICK);
    MAP_BUTTON(ImGuiKey_GamepadR3,              SDL_CONTROLLER_BUTTON_RIGHTSTICK);
    MAP_ANALOG(ImGuiKey_GamepadLStickLeft,      SDL_CONTROLLER_AXIS_LEFTX,  -thumb_dead_zone, -32768);
    MAP_ANALOG(ImGuiKey_GamepadLStickRight,     SDL_CONTROLLER_AXIS_LEFTX,  +thumb_dead_zone, +32767);
    MAP_ANALOG(ImGuiKey_GamepadLStickUp,        SDL_CONTROLLER_AXIS_LEFTY,  -thumb_dead_zone, -32768);
    MAP_ANALOG(ImGuiKey_GamepadLStickDown,      SDL_CONTROLLER_AXIS_LEFTY,  +thumb_dead_zone, +32767);
    MAP_ANALOG(ImGuiKey_GamepadRStickLeft,      SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
    MAP_ANALOG(ImGuiKey_GamepadRStickRight,     SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
    MAP_ANALOG(ImGuiKey_GamepadRStickUp,        SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
    MAP_ANALOG(ImGuiKey_GamepadRStickDown,      SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
    #undef MAP_BUTTON
    #undef MAP_ANALOG
}

// FIXME-PLATFORM: SDL doesn't have an event to notify the application of display/monitor changes
static void ImGui_ImplSDL2_UpdateMonitors()
{
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
    platform_io.Monitors.resize(0);
    int display_count = SDL_GetNumVideoDisplays();
    for (int n = 0; n < display_count; n++)
    {
        // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
        ImGuiPlatformMonitor monitor;
        SDL_Rect r;
        SDL_GetDisplayBounds(n, &r);
        monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
        monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
#if SDL_HAS_USABLE_DISPLAY_BOUNDS
        SDL_GetDisplayUsableBounds(n, &r);
        monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
        monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
#endif
#if SDL_HAS_PER_MONITOR_DPI
        // FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set
        //  DpiScale to cocoa_window.backingScaleFactor here.
        float dpi = 0.0f;
        if (!SDL_GetDisplayDPI(n, &dpi, NULL, NULL))
            monitor.DpiScale = dpi / 96.0f;
#endif
        platform_io.Monitors.push_back(monitor);
    }
}

void ImGui_ImplSDL2_NewFrame()
{
    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
    IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?");
    ImGuiIO& io = ImGui::GetIO();

    // Setup display size (every frame to accommodate for window resizing)
    int w, h;
    int display_w, display_h;
    SDL_GetWindowSize(bd->Window, &w, &h);
    if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
        w = h = 0;
    if (bd->Renderer != NULL)
        SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
    else
        SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
    io.DisplaySize = ImVec2((float)w, (float)h);
    if (w > 0 && h > 0)
        io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);

#if defined(__APPLE__)
    // On Apple, The window size is reported in Low DPI, even when running in high DPI mode
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
    if (!platform_io.Monitors.empty() && platform_io.Monitors[0].DpiScale > 1.0f && display_h != h)
    {
        io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
        io.DisplaySize = ImVec2((float)display_w, (float)display_h);
    }
#endif

    // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
    static Uint64 frequency = SDL_GetPerformanceFrequency();
    Uint64 current_time = SDL_GetPerformanceCounter();
    io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
    bd->Time = current_time;

    if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
    {
        bd->MouseWindowID = 0;
        bd->PendingMouseLeaveFrame = 0;
        io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
    }

    ImGui_ImplSDL2_UpdateMouseData();
    ImGui_ImplSDL2_UpdateMouseCursor();

    // Update game controllers (if enabled and available)
    ImGui_ImplSDL2_UpdateGamepads();
}

//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------

// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplSDL2_ViewportData
{
    SDL_Window*     Window;
    Uint32          WindowID;
    bool            WindowOwned;
    SDL_GLContext   GLContext;

    ImGui_ImplSDL2_ViewportData() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; }
    ~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == NULL && GLContext == NULL); }
};

static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
{
    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
    ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)();
    viewport->PlatformUserData = vd;

    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
    ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData;

    // Share GL resources with main context
    bool use_opengl = (main_viewport_data->GLContext != NULL);
    SDL_GLContext backup_context = NULL;
    if (use_opengl)
    {
        backup_context = SDL_GL_GetCurrentContext();
        SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
        SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
    }

    Uint32 sdl_flags = 0;
    sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
    sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI;
    sdl_flags |= SDL_WINDOW_HIDDEN;
    sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
    sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
#if !defined(_WIN32)
    // See SDL hack in ImGui_ImplSDL2_ShowWindow().
    sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0;
#endif
#if SDL_HAS_ALWAYS_ON_TOP
    sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
#endif
    vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
    vd->WindowOwned = true;
    if (use_opengl)
    {
        vd->GLContext = SDL_GL_CreateContext(vd->Window);
        SDL_GL_SetSwapInterval(0);
    }
    if (use_opengl && backup_context)
        SDL_GL_MakeCurrent(vd->Window, backup_context);

    viewport->PlatformHandle = (void*)vd->Window;
    SDL_SysWMinfo info;
    SDL_VERSION(&info.version);
    if (SDL_GetWindowWMInfo(vd->Window, &info))
    {
#if defined(_WIN32)
        viewport->PlatformHandleRaw = info.info.win.window;
#elif defined(__APPLE__)
        viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
#endif
    }
}

static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
{
    if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData)
    {
        if (vd->GLContext && vd->WindowOwned)
            SDL_GL_DeleteContext(vd->GLContext);
        if (vd->Window && vd->WindowOwned)
            SDL_DestroyWindow(vd->Window);
        vd->GLContext = NULL;
        vd->Window = NULL;
        IM_DELETE(vd);
    }
    viewport->PlatformUserData = viewport->PlatformHandle = NULL;
}

static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
{
    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
#if defined(_WIN32)
    HWND hwnd = (HWND)viewport->PlatformHandleRaw;

    // SDL hack: Hide icon from task bar
    // Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition.
    if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
    {
        LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
        ex_style &= ~WS_EX_APPWINDOW;
        ex_style |= WS_EX_TOOLWINDOW;
        ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
    }

    // SDL hack: SDL always activate/focus windows :/
    if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
    {
        ::ShowWindow(hwnd, SW_SHOWNA);
        return;
    }
#endif

    SDL_ShowWindow(vd->Window);
}

static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
{
    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
    int x = 0, y = 0;
    SDL_GetWindowPosition(vd->Window, &x, &y);
    return ImVec2((float)x, (float)y);
}

static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
    SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
}

static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
{
    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
    int w = 0, h = 0;
    SDL_GetWindowSize(vd->Window, &w, &h);
    return ImVec2((float)w, (float)h);
}

static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
    SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
}

static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
    SDL_SetWindowTitle(vd->Window, title);
}

#if SDL_HAS_WINDOW_ALPHA
static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
    SDL_SetWindowOpacity(vd->Window, alpha);
}
#endif

static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport)
{
    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
    SDL_RaiseWindow(vd->Window);
}

static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport)
{
    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
    return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
}

static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport)
{
    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
    return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
}

static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
{
    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
    if (vd->GLContext)
        SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
}

static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*)
{
    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
    if (vd->GLContext)
    {
        SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
        SDL_GL_SwapWindow(vd->Window);
    }
}

// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
#if SDL_HAS_VULKAN
#include <SDL_vulkan.h>
static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
{
    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
    (void)vk_allocator;
    SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
    return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
}
#endif // SDL_HAS_VULKAN

static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
{
    // Register platform interface (will be coupled with a renderer interface)
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
    platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow;
    platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow;
    platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow;
    platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
    platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
    platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
    platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
    platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
    platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
    platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized;
    platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
    platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
    platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
#if SDL_HAS_WINDOW_ALPHA
    platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha;
#endif
#if SDL_HAS_VULKAN
    platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
#endif

    // Register main window handle (which is owned by the main application, not by us)
    // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
    ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)();
    vd->Window = window;
    vd->WindowID = SDL_GetWindowID(window);
    vd->WindowOwned = false;
    vd->GLContext = sdl_gl_context;
    main_viewport->PlatformUserData = vd;
    main_viewport->PlatformHandle = vd->Window;
}

static void ImGui_ImplSDL2_ShutdownPlatformInterface()
{
    ImGui::DestroyPlatformWindows();
}