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Merge branch 'master' into docking (multi-viewport broken until next commit)
# Conflicts: # backends/imgui_impl_sdl2.cpp # backends/imgui_impl_sdl3.cpp
This commit is contained in:
@@ -26,6 +26,8 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
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// 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
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// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
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// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
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// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
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@@ -125,6 +127,7 @@ static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
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struct ImGui_ImplSDL2_Data
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{
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SDL_Window* Window;
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Uint32 WindowID;
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SDL_Renderer* Renderer;
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Uint64 Time;
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char* ClipboardTextData;
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@@ -329,6 +332,12 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
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io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
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}
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static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
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}
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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@@ -344,6 +353,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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{
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case SDL_MOUSEMOTION:
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{
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == NULL)
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return false;
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ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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@@ -358,6 +369,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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}
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case SDL_MOUSEWHEEL:
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{
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == NULL)
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return false;
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//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
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#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
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float wheel_x = -event->wheel.preciseX;
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@@ -376,6 +389,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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{
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == NULL)
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return false;
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int mouse_button = -1;
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if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
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if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
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@@ -391,12 +406,16 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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}
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case SDL_TEXTINPUT:
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{
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == NULL)
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return false;
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io.AddInputCharactersUTF8(event->text.text);
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return true;
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}
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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{
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == NULL)
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return false;
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ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
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ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
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io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
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@@ -414,6 +433,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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#endif
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case SDL_WINDOWEVENT:
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{
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == NULL)
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return false;
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// - 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.
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// - However we won't get a correct LEAVE event for a captured window.
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// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
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@@ -485,6 +506,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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bd->Window = window;
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bd->WindowID = SDL_GetWindowID(window);
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bd->Renderer = renderer;
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// SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
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@@ -523,7 +545,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
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// Set platform dependent data in viewport
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)window;
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main_viewport->PlatformHandle = (void*)(intptr_t)bd->WindowID;
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main_viewport->PlatformHandleRaw = nullptr;
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SDL_SysWMinfo info;
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SDL_VERSION(&info.version);
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