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Backends: SDl3: Fixed Platform_OpenInShellFn() return value. (#9027)
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@@ -20,6 +20,7 @@
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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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// 2025-10-22: Fixed Platform_OpenInShellFn() return value (unused in core).
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// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_EVENT_MOUSE_MOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786)
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// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
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// 2025-09-15: Use SDL_GetWindowDisplayScale() on Mac to output DisplayFrameBufferScale. The function is more reliable during resolution changes e.g. going fullscreen. (#8703, #4414)
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@@ -505,7 +506,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
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platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
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platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
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platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
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platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; };
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platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url); };
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// Gamepad handling
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bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
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