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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx9.cpp # backends/imgui_impl_glfw.cpp # backends/imgui_impl_metal.mm # backends/imgui_impl_opengl2.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_osx.mm # backends/imgui_impl_sdl2.cpp # backends/imgui_impl_sdl3.cpp # backends/imgui_impl_sdlgpu3.cpp # backends/imgui_impl_vulkan.cpp # backends/imgui_impl_win32.cpp # docs/CHANGELOG.txt # imgui.cpp # imgui.h
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@@ -26,6 +26,7 @@
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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-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_MOUSEMOTION 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: Content Scales are always reported as 1.0 on Wayland. (#8921)
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// 2025-07-08: Made ImGui_ImplSDL2_GetContentScaleForWindow(), ImGui_ImplSDL2_GetContentScaleForDisplay() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733)
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@@ -706,7 +707,6 @@ void ImGui_ImplSDL2_Shutdown()
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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ImGui_ImplSDL2_ShutdownMultiViewportSupport();
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if (bd->ClipboardTextData)
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SDL_free(bd->ClipboardTextData);
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
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@@ -759,13 +759,15 @@ static void ImGui_ImplSDL2_UpdateMouseData()
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SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
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}
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// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
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// (Optional) Fallback to provide unclamped mouse position when focused but not hovered (SDL_MOUSEMOTION already provides this when hovered or captured)
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SDL_Window* hovered_window = SDL_GetMouseFocus();
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const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0;
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if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
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if (hovered_window == NULL && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
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{
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// 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)
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// 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)
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int mouse_x, mouse_y, window_x, window_y;
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int mouse_x, mouse_y;
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int window_x, window_y;
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SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
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if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
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{
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