Adding template project and correct name
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78
vendor/rmlui_backend/RmlUi_Platform_SDL.h
vendored
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78
vendor/rmlui_backend/RmlUi_Platform_SDL.h
vendored
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#pragma once
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#include <RmlUi/Core/Input.h>
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#include <RmlUi/Core/SystemInterface.h>
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#include <RmlUi/Core/TextInputHandler.h>
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#include <RmlUi/Core/Types.h>
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#if RMLUI_SDL_VERSION_MAJOR == 3
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#include <SDL3/SDL.h>
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#elif RMLUI_SDL_VERSION_MAJOR == 2
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#include <SDL.h>
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#else
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#error "Unspecified RMLUI_SDL_VERSION_MAJOR. Please set this definition to the major version of the SDL library being linked to."
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#endif
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class SystemInterface_SDL : public Rml::SystemInterface {
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public:
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SystemInterface_SDL(SDL_Window* window);
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~SystemInterface_SDL();
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// -- Inherited from Rml::SystemInterface --
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double GetElapsedTime() override;
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void SetMouseCursor(const Rml::String& cursor_name) override;
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void SetClipboardText(const Rml::String& text) override;
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void GetClipboardText(Rml::String& text) override;
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void ActivateKeyboard(Rml::Vector2f caret_position, float line_height) override;
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void DeactivateKeyboard() override;
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private:
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SDL_Window* window = nullptr;
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SDL_Cursor* cursor_default = nullptr;
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SDL_Cursor* cursor_move = nullptr;
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SDL_Cursor* cursor_pointer = nullptr;
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SDL_Cursor* cursor_resize = nullptr;
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SDL_Cursor* cursor_cross = nullptr;
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SDL_Cursor* cursor_text = nullptr;
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SDL_Cursor* cursor_unavailable = nullptr;
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};
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namespace RmlSDL {
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// Applies input on the context based on the given SDL event.
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//
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// Note (SDL3 + SDL_Renderer): When using SDL_SetRenderLogicalPresentation(), SDL_Renderer operates in render
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// coordinates (logical coordinates). Therefore, before passing an SDL_Event to InputEventHandler, input event
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// coordinates (mouse/touch/etc.) should be converted to render coordinates, e.g.
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// SDL_ConvertEventToRenderCoordinates(renderer, &ev).
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// @return True if the event is still propagating, false if it was handled by the context.
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bool InputEventHandler(Rml::Context* context, SDL_Window* window, SDL_Event& ev);
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// Converts the SDL key to RmlUi key.
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Rml::Input::KeyIdentifier ConvertKey(int sdl_key);
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// Converts the SDL mouse button to RmlUi mouse button.
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int ConvertMouseButton(int sdl_mouse_button);
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// Returns the active RmlUi key modifier state.
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int GetKeyModifierState();
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} // namespace RmlSDL
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class TextInputMethodEditor_SDL final : public Rml::TextInputHandler {
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public:
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void OnActivate(Rml::TextInputContext* input_context) override;
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void OnDeactivate(Rml::TextInputContext* input_context) override;
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void OnDestroy(Rml::TextInputContext* input_context) override;
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void HandleEdit(const SDL_TextEditingEvent& ev);
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private:
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Rml::TextInputContext* context = nullptr;
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int start = 0, end = 0;
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};
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