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Platform IME: added ImGuiPlatformImeData::WantTextInput, ViewportId. Backends: SDL3: honor WantTextInput. (#8584, #7492, #6341)
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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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// 2025-04-22: IME: honor ImGuiPlatformImeData->WantTextInput as an alternative way to call SDL_StartTextInput(), without IME being necessarily visible.
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// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
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// 2025-03-30: Update for SDL3 api changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801)
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// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
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@@ -150,7 +151,7 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
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SDL_Window* window = SDL_GetWindowFromID(window_id);
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if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
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if ((!(data->WantVisible || data->WantTextInput) || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
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{
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SDL_StopTextInput(bd->ImeWindow);
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bd->ImeWindow = nullptr;
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@@ -163,9 +164,10 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
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r.w = 1;
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r.h = (int)data->InputLineHeight;
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SDL_SetTextInputArea(window, &r, 0);
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SDL_StartTextInput(window);
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bd->ImeWindow = window;
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}
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if (data->WantVisible || data->WantTextInput)
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SDL_StartTextInput(window);
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}
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// Not static to allow third-party code to use that if they want to (but undocumented)
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@@ -91,6 +91,10 @@ Other changes:
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would use a +1 offset instead of advancing to the next UTF-8 codepoint. (#8540)
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- Style, InputText: added ImGuiCol_InputTextCursor to configure color of
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the InputText cursor/caret. (#7031)
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- Platform IME: added ImGuiPlatformImeData::ViewportId info (backported from Docking branch).
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- Platform IME: added ImGuiPlatformImeData::WantTextInput which might set independently
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of WantVisible. This is set in the same structure because activating text input generally
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requires providing a window to the backend. (#8584, #6341)
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- Misc: added extra operators to ImVec4 in IMGUI_DEFINE_MATH_OPERATORS block. (#8510) [@gan74]
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- Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad
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regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508)
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@@ -99,6 +103,8 @@ Other changes:
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the same white-list as SDL_GetGlobalMouseState(). (#8561) [@vs49688]
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- Backends: SDL3: Update for SDL3 api changes: revert SDL_GetClipboardText()
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memory ownership change. (#8530, #7801) [@Green-Sky]
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- Backends: SDL3: honor ImGuiPlatformImeData->WantTextInput as an alternative
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way to call SDL_StartTextInput(), without IME being necessarily visible. (#8584)
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- Backends: SDLGPU3: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which
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were unusually slow to recreate every frame. Much faster now. (#8534) [@ocornut, @TheMode]
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- Backends: Vulkan: Deep-copy ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo's
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@@ -5362,7 +5362,7 @@ void ImGui::NewFrame()
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// Platform IME data: reset for the frame
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g.PlatformImeDataPrev = g.PlatformImeData;
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g.PlatformImeData.WantVisible = false;
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g.PlatformImeData.WantVisible = g.PlatformImeData.WantTextInput = false;
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// Mouse wheel scrolling, scale
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UpdateMouseWheel();
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@@ -5654,9 +5654,11 @@ void ImGui::EndFrame()
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if (g.PlatformIO.Platform_SetImeDataFn != NULL && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
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{
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IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
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IM_ASSERT(ime_data->ViewportId == IMGUI_VIEWPORT_DEFAULT_ID); // master branch
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ImGuiViewport* viewport = GetMainViewport();
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g.PlatformIO.Platform_SetImeDataFn(&g, viewport, ime_data);
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}
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g.WantTextInputNextFrame = ime_data->WantTextInput ? 1 : 0;
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// Hide implicit/fallback "Debug" window if it hasn't been used
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g.WithinFrameScopeWithImplicitWindow = false;
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12
imgui.h
12
imgui.h
@@ -3626,14 +3626,16 @@ struct ImGuiPlatformIO
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void* Renderer_RenderState;
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};
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// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function.
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// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame().
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struct ImGuiPlatformImeData
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{
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bool WantVisible; // A widget wants the IME to be visible
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ImVec2 InputPos; // Position of the input cursor
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float InputLineHeight; // Line height
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bool WantVisible; // A widget wants the IME to be visible.
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bool WantTextInput; // A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput.
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ImVec2 InputPos; // Position of input cursor (for IME).
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float InputLineHeight; // Line height (for IME).
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ImGuiID ViewportId; // ID of platform window/viewport.
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ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
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ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
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};
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//-----------------------------------------------------------------------------
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@@ -2360,7 +2360,7 @@ struct ImGuiContext
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ImGuiTypingSelectState TypingSelectState; // State for GetTypingSelectRequest()
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// Platform support
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ImGuiPlatformImeData PlatformImeData; // Data updated by current frame
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ImGuiPlatformImeData PlatformImeData; // Data updated by current frame. Will be applied at end of the frame. For some backends, this is required to have WantVisible=true in order to receive text message.
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ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data. When changed we call the platform_io.Platform_SetImeDataFn() handler.
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// Settings
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@@ -2428,7 +2428,7 @@ struct ImGuiContext
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float FramerateSecPerFrameAccum;
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int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1.
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int WantCaptureKeyboardNextFrame; // "
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int WantTextInputNextFrame;
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int WantTextInputNextFrame; // Copied in EndFrame() from g.PlatformImeData.WanttextInput. Needs to be set for some backends (SDL3) to emit character inputs.
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ImVector<char> TempBuffer; // Temporary text buffer
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char TempKeychordName[64];
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@@ -5161,8 +5161,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// Otherwise request text input ahead for next frame.
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if (g.ActiveId == id && clear_active_id)
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ClearActiveID();
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else if (g.ActiveId == id)
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g.WantTextInputNextFrame = 1;
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// Render frame
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if (!is_multiline)
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@@ -5343,11 +5341,15 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_InputTextCursor), 1.0f); // FIXME-DPI: Cursor thickness (#7031)
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// Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
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if (!is_readonly)
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// This is required for some backends (SDL3) to start emitting character/text inputs.
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// As per #6341, make sure we don't set that on the deactivating frame.
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if (!is_readonly && g.ActiveId == id)
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{
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g.PlatformImeData.WantVisible = true;
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g.PlatformImeData.WantTextInput = true;
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g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);
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g.PlatformImeData.InputLineHeight = g.FontSize;
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g.PlatformImeData.ViewportId = window->Viewport->ID;
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}
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}
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}
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