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Merge branch 'master' into docking (doesn't include viewports-related…
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… changes for new SDL3 backend)

# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx10.h
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx11.h
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx12.h
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_dx9.h
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_metal.h
#	backends/imgui_impl_metal.mm
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_opengl3.h
#	backends/imgui_impl_osx.h
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdlrenderer.cpp
#	backends/imgui_impl_sdlrenderer.h
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_vulkan.h
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui_widgets.cpp
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ocornut committed Feb 7, 2023
2 parents c807192 + 13fbd99 commit e4233c6
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62 changes: 31 additions & 31 deletions .github/workflows/build.yml
Original file line number Diff line number Diff line change
Expand Up @@ -26,9 +26,9 @@ jobs:
- name: Install Dependencies
shell: powershell
run: |
Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.0.10-VC.zip" -OutFile "SDL2-devel-2.0.10-VC.zip"
Expand-Archive -Path SDL2-devel-2.0.10-VC.zip
echo "SDL2_DIR=$(pwd)\SDL2-devel-2.0.10-VC\SDL2-2.0.10\" >>${env:GITHUB_ENV}
Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.26.3-VC.zip" -OutFile "SDL2-devel-2.26.3-VC.zip"
Expand-Archive -Path SDL2-devel-2.26.3-VC.zip
echo "SDL2_DIR=$(pwd)\SDL2-devel-2.26.3-VC\SDL2-2.26.3\" >>${env:GITHUB_ENV}
Invoke-WebRequest -Uri "https://github.com/ocornut/imgui/files/3789205/vulkan-sdk-1.1.121.2.zip" -OutFile vulkan-sdk-1.1.121.2.zip
Expand-Archive -Path vulkan-sdk-1.1.121.2.zip
Expand Down Expand Up @@ -123,23 +123,23 @@ jobs:
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'

- name: Build Win32 example_sdl_vulkan
- name: Build Win32 example_sdl2_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'

- name: Build Win32 example_sdl_opengl2
- name: Build Win32 example_sdl2_opengl2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'

- name: Build Win32 example_sdl_opengl3
- name: Build Win32 example_sdl2_opengl3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'

- name: Build Win32 example_sdl_directx11
- name: Build Win32 example_sdl2_directx11
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'

- name: Build Win32 example_win32_directx9
Expand Down Expand Up @@ -168,24 +168,24 @@ jobs:
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'

- name: Build x64 example_sdl_vulkan
- name: Build x64 example_sdl2_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'

- name: Build x64 example_sdl_opengl2
- name: Build x64 example_sdl2_opengl2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'

- name: Build x64 example_sdl_opengl3
- name: Build x64 example_sdl2_opengl3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'

- name: Build x64 example_sdl_directx11
- name: Build x64 example_sdl2_directx11
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'

- name: Build x64 example_win32_directx9
shell: cmd
Expand Down Expand Up @@ -389,12 +389,12 @@ jobs:
run: make -C examples/example_glfw_opengl3
if: github.event_name == 'workflow_run'

- name: Build example_sdl_opengl2
run: make -C examples/example_sdl_opengl2
- name: Build example_sdl2_opengl2
run: make -C examples/example_sdl2_opengl2
if: github.event_name == 'workflow_run'

- name: Build example_sdl_opengl3
run: make -C examples/example_sdl_opengl3
- name: Build example_sdl2_opengl3
run: make -C examples/example_sdl2_opengl3

- name: Build with IMGUI_IMPL_VULKAN_NO_PROTOTYPES
run: g++ -c -I. -std=c++11 -DIMGUI_IMPL_VULKAN_NO_PROTOTYPES=1 backends/imgui_impl_vulkan.cpp
Expand Down Expand Up @@ -443,15 +443,15 @@ jobs:
- name: Build example_glfw_metal
run: make -C examples/example_glfw_metal

- name: Build example_sdl_metal
run: make -C examples/example_sdl_metal
- name: Build example_sdl2_metal
run: make -C examples/example_sdl2_metal

- name: Build example_sdl_opengl2
run: make -C examples/example_sdl_opengl2
- name: Build example_sdl2_opengl2
run: make -C examples/example_sdl2_opengl2
if: github.event_name == 'workflow_run'

- name: Build example_sdl_opengl3
run: make -C examples/example_sdl_opengl3
- name: Build example_sdl2_opengl3
run: make -C examples/example_sdl2_opengl3

- name: Build example_apple_metal
run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos
Expand Down Expand Up @@ -482,12 +482,12 @@ jobs:
emsdk-master/emsdk install latest
emsdk-master/emsdk activate latest
- name: Build example_sdl_opengl3 with Emscripten
- name: Build example_sdl2_opengl3 with Emscripten
run: |
pushd emsdk-master
source ./emsdk_env.sh
popd
make -C examples/example_sdl_opengl3 -f Makefile.emscripten
make -C examples/example_sdl2_opengl3 -f Makefile.emscripten
- name: Build example_emscripten_wgpu
run: |
Expand Down
10 changes: 5 additions & 5 deletions .gitignore
Original file line number Diff line number Diff line change
Expand Up @@ -41,7 +41,7 @@ examples/*.o.tmp
examples/*.out.js
examples/*.out.wasm
examples/example_glfw_opengl3/web/*
examples/example_sdl_opengl3/web/*
examples/example_sdl2_opengl3/web/*
examples/example_emscripten_wgpu/web/*

## JetBrains IDE artifacts
Expand All @@ -54,7 +54,7 @@ examples/example_glfw_opengl2/example_glfw_opengl2
examples/example_glfw_opengl3/example_glfw_opengl3
examples/example_glut_opengl2/example_glut_opengl2
examples/example_null/example_null
examples/example_sdl_metal/example_sdl_metal
examples/example_sdl_opengl2/example_sdl_opengl2
examples/example_sdl_opengl3/example_sdl_opengl3
examples/example_sdl_sdlrenderer/example_sdl_sdlrenderer
examples/example_sdl2_metal/example_sdl2_metal
examples/example_sdl2_opengl2/example_sdl2_opengl2
examples/example_sdl2_opengl3/example_sdl2_opengl3
examples/example_sdl2_sdlrenderer/example_sdl2_sdlrenderer
2 changes: 1 addition & 1 deletion backends/imgui_impl_dx10.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3,8 +3,8 @@

// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.

// 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.
Expand Down
4 changes: 2 additions & 2 deletions backends/imgui_impl_dx10.h
Original file line number Diff line number Diff line change
Expand Up @@ -3,10 +3,10 @@

// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.

// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// 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
Expand Down
2 changes: 1 addition & 1 deletion backends/imgui_impl_dx11.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3,8 +3,8 @@

// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.

// 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.
Expand Down
4 changes: 2 additions & 2 deletions backends/imgui_impl_dx11.h
Original file line number Diff line number Diff line change
Expand Up @@ -3,10 +3,10 @@

// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.

// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// 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
Expand Down
2 changes: 1 addition & 1 deletion backends/imgui_impl_dx12.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3,9 +3,9 @@

// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.

// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
Expand Down
2 changes: 1 addition & 1 deletion backends/imgui_impl_dx12.h
Original file line number Diff line number Diff line change
Expand Up @@ -3,8 +3,8 @@

// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.

// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// See imgui_impl_dx12.cpp file for details.
Expand Down
2 changes: 1 addition & 1 deletion backends/imgui_impl_dx9.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3,8 +3,8 @@

// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.

// 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.
Expand Down
4 changes: 2 additions & 2 deletions backends/imgui_impl_dx9.h
Original file line number Diff line number Diff line change
Expand Up @@ -3,10 +3,10 @@

// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.

// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// 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
Expand Down
4 changes: 2 additions & 2 deletions backends/imgui_impl_glfw.cpp
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
// dear imgui: Platform Backend for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.)
// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)

// Implemented features:
// [X] Platform: Clipboard support.
Expand Down Expand Up @@ -600,7 +600,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
ImGui_ImplGlfw_UpdateMonitors();
glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);

// Our mouse update function expect PlatformHandle to be filled for the main viewport
// Set platform dependent data in viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)bd->Window;
#ifdef _WIN32
Expand Down
2 changes: 1 addition & 1 deletion backends/imgui_impl_metal.h
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.

// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// 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
Expand Down
2 changes: 1 addition & 1 deletion backends/imgui_impl_opengl3.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -5,8 +5,8 @@

// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).

// 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.
Expand Down
2 changes: 1 addition & 1 deletion backends/imgui_impl_opengl3.h
Original file line number Diff line number Diff line change
Expand Up @@ -5,8 +5,8 @@

// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).

// 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.
Expand Down
5 changes: 3 additions & 2 deletions backends/imgui_impl_sdl.cpp → backends/imgui_impl_sdl2.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -21,6 +21,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3.
// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version).
// 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096)
// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019)
Expand Down Expand Up @@ -71,7 +72,7 @@
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.

#include "imgui.h"
#include "imgui_impl_sdl.h"
#include "imgui_impl_sdl2.h"

// SDL
// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended)
Expand Down Expand Up @@ -390,7 +391,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
// Setup backend capabilities flags
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_sdl";
io.BackendPlatformName = "imgui_impl_sdl2";
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)
Expand Down
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