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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_glfw.cpp # backends/imgui_impl_osx.mm # backends/imgui_impl_sdl2.cpp # backends/imgui_impl_sdl3.cpp # imgui.cpp # imgui.h # imgui_internal.h
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@@ -26,6 +26,11 @@
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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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// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
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// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
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// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
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// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
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// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
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// 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
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// 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
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// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
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@@ -166,7 +171,7 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
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static void ImGui_ImplSDL2_ShutdownPlatformInterface();
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// Functions
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static const char* ImGui_ImplSDL2_GetClipboardText(void*)
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static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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if (bd->ClipboardTextData)
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@@ -175,7 +180,7 @@ static const char* ImGui_ImplSDL2_GetClipboardText(void*)
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return bd->ClipboardTextData;
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}
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static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
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static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text)
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{
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SDL_SetClipboardText(text);
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}
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@@ -514,12 +519,13 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
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#endif
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bd->WantUpdateMonitors = true;
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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.PlatformSetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData;
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
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platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
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platform_io.Platform_ClipboardUserData = nullptr;
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platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData;
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#ifdef __EMSCRIPTEN__
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io.PlatformOpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
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platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
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#endif
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// Gamepad handling
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