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https://github.com/ocornut/imgui.git
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@@ -18,6 +18,7 @@
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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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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710)
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// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
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// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
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@@ -100,7 +101,7 @@ struct ImGui_ImplSDL2_Data
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// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
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static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
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}
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// Functions
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@@ -318,7 +319,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
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IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
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// Check and store if we are on a SDL backend that supports global mouse position
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// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
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@@ -344,7 +345,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
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io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
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io.ClipboardUserData = NULL;
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io.ClipboardUserData = nullptr;
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// Load mouse cursors
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bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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@@ -387,7 +388,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
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bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
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{
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IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
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return ImGui_ImplSDL2_Init(window, NULL);
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return ImGui_ImplSDL2_Init(window, nullptr);
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}
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bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
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@@ -395,7 +396,7 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
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#if !SDL_HAS_VULKAN
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IM_ASSERT(0 && "Unsupported");
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#endif
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return ImGui_ImplSDL2_Init(window, NULL);
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return ImGui_ImplSDL2_Init(window, nullptr);
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}
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bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
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@@ -403,12 +404,12 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
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#if !defined(_WIN32)
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IM_ASSERT(0 && "Unsupported");
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#endif
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return ImGui_ImplSDL2_Init(window, NULL);
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return ImGui_ImplSDL2_Init(window, nullptr);
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}
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bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
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{
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return ImGui_ImplSDL2_Init(window, NULL);
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return ImGui_ImplSDL2_Init(window, nullptr);
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}
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bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
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@@ -419,7 +420,7 @@ bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* rendere
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void ImGui_ImplSDL2_Shutdown()
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
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IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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if (bd->ClipboardTextData)
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@@ -427,8 +428,8 @@ void ImGui_ImplSDL2_Shutdown()
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
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SDL_FreeCursor(bd->MouseCursors[cursor_n]);
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io.BackendPlatformName = NULL;
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io.BackendPlatformUserData = NULL;
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io.BackendPlatformName = nullptr;
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io.BackendPlatformUserData = nullptr;
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IM_DELETE(bd);
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}
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@@ -440,7 +441,7 @@ static void ImGui_ImplSDL2_UpdateMouseData()
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// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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// 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
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SDL_CaptureMouse((bd->MouseButtonsDown != 0 && ImGui::GetDragDropPayload() == NULL) ? SDL_TRUE : SDL_FALSE);
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SDL_CaptureMouse((bd->MouseButtonsDown != 0 && ImGui::GetDragDropPayload() == nullptr) ? SDL_TRUE : SDL_FALSE);
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SDL_Window* focused_window = SDL_GetKeyboardFocus();
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const bool is_app_focused = (bd->Window == focused_window);
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#else
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@@ -533,7 +534,7 @@ static void ImGui_ImplSDL2_UpdateGamepads()
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void ImGui_ImplSDL2_NewFrame()
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?");
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?");
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ImGuiIO& io = ImGui::GetIO();
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// Setup display size (every frame to accommodate for window resizing)
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@@ -542,7 +543,7 @@ void ImGui_ImplSDL2_NewFrame()
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SDL_GetWindowSize(bd->Window, &w, &h);
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if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
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w = h = 0;
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if (bd->Renderer != NULL)
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if (bd->Renderer != nullptr)
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SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
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else
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SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
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