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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_sdl2.cpp # backends/imgui_impl_sdl2.h # backends/imgui_impl_sdl3.cpp # backends/imgui_impl_sdl3.h # imgui.cpp
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@@ -10,8 +10,8 @@
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// Missing features:
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// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
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// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
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// [x] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -21,6 +21,7 @@
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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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// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()).
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// 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3.
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// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version).
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// 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096)
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@@ -144,6 +145,25 @@ static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
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SDL_SetClipboardText(text);
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}
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// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
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static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data)
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{
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if (data->WantVisible)
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{
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SDL_Rect r;
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r.x = (int)data->InputPos.x;
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r.y = (int)data->InputPos.y;
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r.w = 1;
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r.h = (int)data->InputLineHeight;
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SDL_SetTextInputRect(&r);
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SDL_StartTextInput();
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}
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else
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{
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SDL_StopTextInput();
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}
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}
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static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
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{
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switch (keycode)
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@@ -412,6 +432,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
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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.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
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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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@@ -449,6 +470,13 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
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SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
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#endif
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// From 2.0.18: Enable native IME.
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// IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any.
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// For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow().
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#ifdef SDL_HINT_IME_SHOW_UI
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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#endif
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// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
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#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
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SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
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