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IO: (BREAKING) moved GetIO().PlatformOpenInShellFn to GetPlatformIO(.Platform_OpenInShellFn. (#7660)
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@@ -21,6 +21,8 @@
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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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// 2024-08-22: Follow up on function pointers moved from ImGuiIO to ImGuiPlatformIO:
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// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
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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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@@ -458,12 +460,13 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
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bd->Renderer = renderer;
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bd->MouseCanUseGlobalState = mouse_can_use_global_state;
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
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io.ClipboardUserData = nullptr;
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io.PlatformSetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData;
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#ifdef __EMSCRIPTEN__
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io.PlatformOpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
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platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
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#endif
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// Gamepad handling
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