Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
This commit is contained in:
ocornut
2025-02-26 21:08:45 +01:00
16 changed files with 267 additions and 193 deletions

View File

@@ -26,7 +26,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650)
// 2025-02-25: [Docking] Revert to use SDL_GetDisplayBounds() for WorkPos/WorkRect if SDL_GetDisplayUsableBounds() failed.
// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
@@ -668,8 +670,14 @@ static void ImGui_ImplSDL2_UpdateMouseData()
// 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_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to migitate the issue we wait until mouse has moved to begin capture.
bool want_capture = false;
for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
if (ImGui::IsMouseDragging(button_n, 1.0f))
want_capture = true;
SDL_CaptureMouse(want_capture ? SDL_TRUE : SDL_FALSE);
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL2_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL));
#else
@@ -691,7 +699,8 @@ static void ImGui_ImplSDL2_UpdateMouseData()
}
// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0;
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
{
// 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)