Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_glfw.cpp # backends/imgui_impl_osx.h # backends/imgui_impl_osx.mm # backends/imgui_impl_sdl.cpp # backends/imgui_impl_win32.cpp
This commit is contained in:
commit
0647ba3bad
@ -414,8 +414,6 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
|
||||
};
|
||||
bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
|
||||
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
|
||||
#if ALLEGRO_HAS_CLIPBOARD
|
||||
io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
|
||||
|
@ -13,7 +13,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
|
||||
|
@ -13,7 +13,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
|
||||
|
@ -22,7 +22,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
|
||||
|
@ -13,7 +13,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
|
||||
// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
|
@ -20,7 +20,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
|
||||
// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
|
||||
@ -111,6 +112,7 @@ struct ImGui_ImplGlfw_Data
|
||||
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
GLFWwindowfocusfun PrevUserCallbackWindowFocus;
|
||||
GLFWcursorposfun PrevUserCallbackCursorPos;
|
||||
GLFWcursorenterfun PrevUserCallbackCursorEnter;
|
||||
GLFWmousebuttonfun PrevUserCallbackMousebutton;
|
||||
GLFWscrollfun PrevUserCallbackScroll;
|
||||
@ -336,16 +338,37 @@ void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
|
||||
io.AddFocusEvent(focused != 0);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackCursorPos != NULL && window == bd->Window)
|
||||
bd->PrevUserCallbackCursorPos(window, x, y);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
int window_x, window_y;
|
||||
glfwGetWindowPos(window, &window_x, &window_y);
|
||||
x += window_x;
|
||||
y += window_y;
|
||||
}
|
||||
io.MousePos = ImVec2((float)x, (float)y);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)
|
||||
bd->PrevUserCallbackCursorEnter(window, entered);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (entered)
|
||||
bd->MouseWindow = window;
|
||||
if (!entered && bd->MouseWindow == window)
|
||||
{
|
||||
bd->MouseWindow = NULL;
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
|
||||
@ -424,6 +447,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
bd->InstalledCallbacks = true;
|
||||
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
|
||||
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
|
||||
bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
|
||||
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
||||
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
||||
bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
||||
@ -475,6 +499,7 @@ void ImGui_ImplGlfw_Shutdown()
|
||||
{
|
||||
glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus);
|
||||
glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter);
|
||||
glfwSetCursorPosCallback(bd->Window, bd->PrevUserCallbackCursorPos);
|
||||
glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton);
|
||||
glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll);
|
||||
glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey);
|
||||
@ -490,61 +515,52 @@ void ImGui_ImplGlfw_Shutdown()
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
|
||||
static void ImGui_ImplGlfw_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
const ImVec2 mouse_pos_prev = io.MousePos;
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
io.MouseHoveredViewport = 0;
|
||||
|
||||
// Update mouse buttons
|
||||
// (if a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame)
|
||||
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
|
||||
{
|
||||
io.MouseDown[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Window, i) != 0;
|
||||
bd->MouseJustPressed[i] = false;
|
||||
}
|
||||
|
||||
const ImVec2 mouse_pos_prev = io.MousePos;
|
||||
int mouse_buttons_mask = 0x00;
|
||||
for (int n = 0; n < platform_io.Viewports.Size; n++)
|
||||
{
|
||||
ImGuiViewport* viewport = platform_io.Viewports[n];
|
||||
GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
const bool focused = true;
|
||||
const bool is_window_focused = true;
|
||||
#else
|
||||
const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
|
||||
const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
|
||||
#endif
|
||||
GLFWwindow* mouse_window = (bd->MouseWindow == window || focused) ? window : NULL;
|
||||
|
||||
// Update mouse buttons
|
||||
if (focused)
|
||||
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
|
||||
io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
|
||||
|
||||
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
// (When multi-viewports are enabled, all Dear ImGui positions are same as OS positions)
|
||||
if (io.WantSetMousePos && focused)
|
||||
glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
|
||||
|
||||
// Set Dear ImGui mouse position from OS position
|
||||
if (mouse_window != NULL)
|
||||
if (is_window_focused)
|
||||
{
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y);
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
// Update mouse button mask (applied below)
|
||||
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
|
||||
if (glfwGetMouseButton(window, i) != 0)
|
||||
mouse_buttons_mask |= (1 << i);
|
||||
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
// When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
|
||||
if (io.WantSetMousePos)
|
||||
glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
|
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
|
||||
if (bd->MouseWindow == NULL)
|
||||
{
|
||||
// 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)
|
||||
int window_x, window_y;
|
||||
glfwGetWindowPos(window, &window_x, &window_y);
|
||||
io.MousePos = ImVec2((float)mouse_x + window_x, (float)mouse_y + window_y);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 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)
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
// 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)
|
||||
// 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)
|
||||
int window_x, window_y;
|
||||
glfwGetWindowPos(window, &window_x, &window_y);
|
||||
mouse_x += window_x;
|
||||
mouse_y += window_y;
|
||||
}
|
||||
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
||||
}
|
||||
}
|
||||
@ -566,6 +582,14 @@ static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
|
||||
io.MouseHoveredViewport = viewport->ID;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Update mouse buttons
|
||||
// (if a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame)
|
||||
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
|
||||
{
|
||||
io.MouseDown[i] = bd->MouseJustPressed[i] || (mouse_buttons_mask & (1 << i)) != 0;
|
||||
bd->MouseJustPressed[i] = false;
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMouseCursor()
|
||||
@ -701,10 +725,8 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
// Update key modifiers
|
||||
ImGui_ImplGlfw_UpdateKeyModifiers();
|
||||
|
||||
ImGui_ImplGlfw_UpdateMousePosAndButtons();
|
||||
ImGui_ImplGlfw_UpdateMouseData();
|
||||
ImGui_ImplGlfw_UpdateMouseCursor();
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
@ -800,6 +822,7 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
|
||||
// Install GLFW callbacks for secondary viewports
|
||||
glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback);
|
||||
glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback);
|
||||
glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback);
|
||||
glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback);
|
||||
glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback);
|
||||
glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback);
|
||||
|
@ -37,8 +37,9 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
|
||||
// GLFW callbacks
|
||||
// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
|
||||
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
||||
|
@ -20,7 +20,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
|
@ -15,7 +15,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
|
||||
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
|
||||
// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
|
||||
|
@ -7,6 +7,7 @@
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: IME support.
|
||||
// Issues:
|
||||
// [ ] Platform: Multi-viewport / platform windows.
|
||||
|
||||
|
@ -7,6 +7,7 @@
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: IME support.
|
||||
// Issues:
|
||||
// [ ] Platform: Multi-viewport / platform windows.
|
||||
|
||||
@ -24,6 +25,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2022-01-12: Inputs: Added basic Platform IME support, hooking the io.SetPlatformImeDataFn() function.
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2021-12-13: *BREAKING CHANGE* Add NSView parameter to ImGui_ImplOSX_Init(). Generally fix keyboard support. Using kVK_* codes for keyboard keys.
|
||||
// 2021-12-13: Add game controller support.
|
||||
@ -56,6 +58,7 @@ static bool g_MouseDown[ImGuiMouseButton_COUNT] = {};
|
||||
static ImGuiKeyModFlags g_KeyModifiers = ImGuiKeyModFlags_None;
|
||||
static ImFocusObserver* g_FocusObserver = nil;
|
||||
static KeyEventResponder* g_KeyEventResponder = nil;
|
||||
static NSTextInputContext* g_InputContext = nil;
|
||||
|
||||
// Undocumented methods for creating cursors.
|
||||
@interface NSCursor()
|
||||
@ -93,6 +96,29 @@ static double GetMachAbsoluteTimeInSeconds()
|
||||
@end
|
||||
|
||||
@implementation KeyEventResponder
|
||||
{
|
||||
float _posX;
|
||||
float _posY;
|
||||
NSRect _imeRect;
|
||||
}
|
||||
|
||||
#pragma mark - Public
|
||||
|
||||
- (void)setImePosX:(float)posX imePosY:(float)posY
|
||||
{
|
||||
_posX = posX;
|
||||
_posY = posY;
|
||||
}
|
||||
|
||||
- (void)updateImePosWithView:(NSView *)view
|
||||
{
|
||||
NSWindow *window = view.window;
|
||||
if (!window)
|
||||
return;
|
||||
NSRect contentRect = [window contentRectForFrameRect:window.frame];
|
||||
NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0);
|
||||
_imeRect = [window convertRectToScreen:rect];
|
||||
}
|
||||
|
||||
- (void)viewDidMoveToWindow
|
||||
{
|
||||
@ -147,7 +173,7 @@ static double GetMachAbsoluteTimeInSeconds()
|
||||
|
||||
- (NSRect)firstRectForCharacterRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange
|
||||
{
|
||||
return NSZeroRect;
|
||||
return _imeRect;
|
||||
}
|
||||
|
||||
- (BOOL)hasMarkedText
|
||||
@ -392,6 +418,7 @@ bool ImGui_ImplOSX_Init(NSView* view)
|
||||
// Add the NSTextInputClient to the view hierarchy,
|
||||
// to receive keyboard events and translate them to input text.
|
||||
g_KeyEventResponder = [[KeyEventResponder alloc] initWithFrame:NSZeroRect];
|
||||
g_InputContext = [[NSTextInputContext alloc] initWithClient:g_KeyEventResponder];
|
||||
[view addSubview:g_KeyEventResponder];
|
||||
|
||||
// Some events do not raise callbacks of AppView in some circumstances (for example when CMD key is held down).
|
||||
@ -403,6 +430,21 @@ bool ImGui_ImplOSX_Init(NSView* view)
|
||||
return event;
|
||||
}];
|
||||
|
||||
io.SetPlatformImeDataFn = [](ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void
|
||||
{
|
||||
if (data->WantVisible)
|
||||
{
|
||||
[g_InputContext activate];
|
||||
}
|
||||
else
|
||||
{
|
||||
[g_InputContext discardMarkedText];
|
||||
[g_InputContext invalidateCharacterCoordinates];
|
||||
[g_InputContext deactivate];
|
||||
}
|
||||
[g_KeyEventResponder setImePosX:data->InputPos.x imePosY:data->InputPos.y + data->InputLineHeight];
|
||||
};
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -501,6 +543,13 @@ static void ImGui_ImplOSX_UpdateKeyModifiers()
|
||||
io.AddKeyModsEvent(g_KeyModifiers);
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_UpdateImePosWithView(NSView* view)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.WantTextInput)
|
||||
[g_KeyEventResponder updateImePosWithView:view];
|
||||
}
|
||||
|
||||
void ImGui_ImplOSX_NewFrame(NSView* view)
|
||||
{
|
||||
// Setup display size
|
||||
@ -525,6 +574,7 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
|
||||
ImGui_ImplOSX_UpdateKeyModifiers();
|
||||
ImGui_ImplOSX_UpdateMouseCursorAndButtons();
|
||||
ImGui_ImplOSX_UpdateGamepads();
|
||||
ImGui_ImplOSX_UpdateImePosWithView(view);
|
||||
}
|
||||
|
||||
bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
@ -605,9 +655,10 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
if ([event isARepeat])
|
||||
return io.WantCaptureKeyboard;
|
||||
|
||||
int key_code = (int)[event keyCode];
|
||||
ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code);
|
||||
io.AddKeyEvent(key, event.type == NSEventTypeKeyDown);
|
||||
io.SetKeyEventNativeData(key, (int)[event keyCode], -1); // To support legacy indexing (<1.87 user code)
|
||||
io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code)
|
||||
|
||||
return io.WantCaptureKeyboard;
|
||||
}
|
||||
|
@ -20,7 +20,9 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
|
||||
// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
|
||||
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
|
||||
@ -85,6 +87,7 @@ struct ImGui_ImplSDL2_Data
|
||||
{
|
||||
SDL_Window* Window;
|
||||
Uint64 Time;
|
||||
int MouseButtonsDown;
|
||||
bool MousePressed[3];
|
||||
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
char* ClipboardTextData;
|
||||
@ -248,7 +251,20 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_MOUSEWHEEL:
|
||||
case SDL_MOUSEMOTION:
|
||||
{
|
||||
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
int window_x, window_y;
|
||||
SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
|
||||
mouse_pos.x += window_x;
|
||||
mouse_pos.y += window_y;
|
||||
}
|
||||
io.MousePos = mouse_pos;
|
||||
return true;
|
||||
}
|
||||
case SDL_MOUSEWHEEL:
|
||||
{
|
||||
if (event->wheel.x > 0) io.MouseWheelH += 1;
|
||||
if (event->wheel.x < 0) io.MouseWheelH -= 1;
|
||||
@ -256,45 +272,55 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
if (event->wheel.y < 0) io.MouseWheel -= 1;
|
||||
return true;
|
||||
}
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
{
|
||||
if (event->button.button == SDL_BUTTON_LEFT) { bd->MousePressed[0] = true; }
|
||||
if (event->button.button == SDL_BUTTON_RIGHT) { bd->MousePressed[1] = true; }
|
||||
if (event->button.button == SDL_BUTTON_MIDDLE) { bd->MousePressed[2] = true; }
|
||||
int mouse_button = -1;
|
||||
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
|
||||
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
|
||||
if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
|
||||
if (mouse_button != -1)
|
||||
break;
|
||||
if (event->type == SDL_MOUSEBUTTONDOWN)
|
||||
bd->MousePressed[mouse_button] = true;
|
||||
bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
|
||||
return true;
|
||||
}
|
||||
case SDL_TEXTINPUT:
|
||||
case SDL_TEXTINPUT:
|
||||
{
|
||||
io.AddInputCharactersUTF8(event->text.text);
|
||||
return true;
|
||||
}
|
||||
case SDL_KEYDOWN:
|
||||
case SDL_KEYUP:
|
||||
case SDL_KEYDOWN:
|
||||
case SDL_KEYUP:
|
||||
{
|
||||
ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
|
||||
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
|
||||
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
|
||||
return true;
|
||||
}
|
||||
// Multi-viewport support
|
||||
case SDL_WINDOWEVENT:
|
||||
Uint8 window_event = event->window.event;
|
||||
if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED || window_event == SDL_WINDOWEVENT_FOCUS_GAINED || window_event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
|
||||
{
|
||||
if (window_event == SDL_WINDOWEVENT_CLOSE)
|
||||
viewport->PlatformRequestClose = true;
|
||||
if (window_event == SDL_WINDOWEVENT_MOVED)
|
||||
viewport->PlatformRequestMove = true;
|
||||
if (window_event == SDL_WINDOWEVENT_RESIZED)
|
||||
viewport->PlatformRequestResize = true;
|
||||
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
io.AddFocusEvent(true);
|
||||
else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||
io.AddFocusEvent(false);
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
{
|
||||
Uint8 window_event = event->window.event;
|
||||
if (window_event == SDL_WINDOWEVENT_LEAVE)
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
io.AddFocusEvent(true);
|
||||
else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||
io.AddFocusEvent(false);
|
||||
if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED)
|
||||
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
|
||||
{
|
||||
if (window_event == SDL_WINDOWEVENT_CLOSE)
|
||||
viewport->PlatformRequestClose = true;
|
||||
if (window_event == SDL_WINDOWEVENT_MOVED)
|
||||
viewport->PlatformRequestMove = true;
|
||||
if (window_event == SDL_WINDOWEVENT_RESIZED)
|
||||
viewport->PlatformRequestResize = true;
|
||||
return true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
@ -427,77 +453,60 @@ void ImGui_ImplSDL2_Shutdown()
|
||||
}
|
||||
|
||||
// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
|
||||
static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
|
||||
static void ImGui_ImplSDL2_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImVec2 mouse_pos_prev = io.MousePos;
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
// 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
|
||||
SDL_CaptureMouse(bd->MouseButtonsDown != 0 ? SDL_TRUE : SDL_FALSE);
|
||||
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
||||
const bool is_app_focused = (bd->Window == focused_window);
|
||||
#else
|
||||
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
|
||||
#endif
|
||||
|
||||
if (is_app_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
{
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y);
|
||||
else
|
||||
#endif
|
||||
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
|
||||
}
|
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
|
||||
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
|
||||
{
|
||||
// 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)
|
||||
// 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)
|
||||
int mouse_x, mouse_y, window_x, window_y;
|
||||
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
|
||||
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
|
||||
{
|
||||
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
|
||||
mouse_x -= window_x;
|
||||
mouse_y -= window_y;
|
||||
}
|
||||
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
||||
}
|
||||
}
|
||||
|
||||
// We don't support ImGuiBackendFlags_HasMouseHoveredViewport
|
||||
io.MouseHoveredViewport = 0;
|
||||
|
||||
// Update mouse buttons
|
||||
int mouse_x_local, mouse_y_local;
|
||||
Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local);
|
||||
// Update buttons
|
||||
Uint32 mouse_buttons = SDL_GetMouseState(NULL, NULL);
|
||||
io.MouseDown[0] = bd->MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
io.MouseDown[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
|
||||
io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
|
||||
bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false;
|
||||
|
||||
// Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
||||
SDL_Window* hovered_window = SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH ? SDL_GetMouseFocus() : NULL; // This is better but is only reliably useful with SDL 2.0.5+ and SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH.
|
||||
SDL_Window* mouse_window = NULL;
|
||||
if (hovered_window && (bd->Window == hovered_window || ImGui::FindViewportByPlatformHandle((void*)hovered_window)))
|
||||
mouse_window = hovered_window;
|
||||
else if (focused_window && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*)focused_window)))
|
||||
mouse_window = focused_window;
|
||||
|
||||
// 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
|
||||
SDL_CaptureMouse(ImGui::IsAnyMouseDown() ? SDL_TRUE : SDL_FALSE);
|
||||
#else
|
||||
// SDL 2.0.3 and non-windowed systems: single-viewport only
|
||||
SDL_Window* mouse_window = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) ? bd->Window : NULL;
|
||||
#endif
|
||||
|
||||
if (mouse_window == NULL)
|
||||
return;
|
||||
|
||||
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
{
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
SDL_WarpMouseGlobal((int)mouse_pos_prev.x, (int)mouse_pos_prev.y);
|
||||
else
|
||||
#endif
|
||||
SDL_WarpMouseInWindow(bd->Window, (int)mouse_pos_prev.x, (int)mouse_pos_prev.y);
|
||||
}
|
||||
|
||||
// Set Dear ImGui mouse position from OS position + get buttons. (this is the common behavior)
|
||||
if (bd->MouseCanUseGlobalState)
|
||||
{
|
||||
int mouse_x_global, mouse_y_global;
|
||||
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
// 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)
|
||||
io.MousePos = ImVec2((float)mouse_x_global, (float)mouse_y_global);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 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)
|
||||
// Unlike local position obtained earlier this will be valid when straying out of bounds.
|
||||
int window_x, window_y;
|
||||
SDL_GetWindowPosition(mouse_window, &window_x, &window_y);
|
||||
io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateMouseCursor()
|
||||
@ -625,10 +634,8 @@ void ImGui_ImplSDL2_NewFrame()
|
||||
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
// Update key modifiers
|
||||
ImGui_ImplSDL2_UpdateKeyModifiers();
|
||||
|
||||
ImGui_ImplSDL2_UpdateMousePosAndButtons();
|
||||
ImGui_ImplSDL2_UpdateMouseData();
|
||||
ImGui_ImplSDL2_UpdateMouseCursor();
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
|
@ -24,7 +24,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize.
|
||||
|
@ -314,8 +314,8 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
|
||||
wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize);
|
||||
wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize);
|
||||
wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
|
||||
wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
|
||||
wgpuRenderPassEncoderSetPipeline(ctx, g_pipelineState);
|
||||
wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, NULL);
|
||||
|
||||
|
@ -19,6 +19,7 @@
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
|
||||
#include <tchar.h>
|
||||
#include <dwmapi.h>
|
||||
|
||||
@ -34,7 +35,9 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-01-12: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
|
||||
// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
|
||||
// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
|
||||
@ -81,6 +84,7 @@ struct ImGui_ImplWin32_Data
|
||||
HWND hWnd;
|
||||
HWND MouseHwnd;
|
||||
bool MouseTracked;
|
||||
int MouseButtonsDown;
|
||||
INT64 Time;
|
||||
INT64 TicksPerSecond;
|
||||
ImGuiMouseCursor LastMouseCursor;
|
||||
@ -256,54 +260,41 @@ static void ImGui_ImplWin32_UpdateKeyModifiers()
|
||||
|
||||
// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
|
||||
// Because of that, it is a little more complicated than your typical single-viewport binding code!
|
||||
static void ImGui_ImplWin32_UpdateMousePos()
|
||||
static void ImGui_ImplWin32_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(bd->hWnd != 0);
|
||||
|
||||
const ImVec2 mouse_pos_prev = io.MousePos;
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
io.MouseHoveredViewport = 0;
|
||||
|
||||
// Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
|
||||
HWND focused_window = ::GetForegroundWindow();
|
||||
HWND hovered_window = bd->MouseHwnd;
|
||||
HWND mouse_window = NULL;
|
||||
if (hovered_window && (hovered_window == bd->hWnd || ::IsChild(hovered_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)hovered_window)))
|
||||
mouse_window = hovered_window;
|
||||
else if (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window)))
|
||||
mouse_window = focused_window;
|
||||
if (mouse_window == NULL)
|
||||
return;
|
||||
|
||||
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
// (When multi-viewports are enabled, all Dear ImGui positions are same as OS positions)
|
||||
if (io.WantSetMousePos)
|
||||
{
|
||||
POINT pos = { (int)mouse_pos_prev.x, (int)mouse_pos_prev.y };
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
|
||||
::ClientToScreen(mouse_window, &pos);
|
||||
::SetCursorPos(pos.x, pos.y);
|
||||
}
|
||||
|
||||
// Set Dear ImGui mouse position from OS position
|
||||
POINT mouse_screen_pos;
|
||||
if (!::GetCursorPos(&mouse_screen_pos))
|
||||
return;
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
|
||||
|
||||
HWND focused_window = ::GetForegroundWindow();
|
||||
const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
|
||||
if (is_app_focused)
|
||||
{
|
||||
// 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)
|
||||
// This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.
|
||||
io.MousePos = ImVec2((float)mouse_screen_pos.x, (float)mouse_screen_pos.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 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)
|
||||
// This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.
|
||||
POINT mouse_client_pos = mouse_screen_pos;
|
||||
::ScreenToClient(bd->hWnd, &mouse_client_pos);
|
||||
io.MousePos = ImVec2((float)mouse_client_pos.x, (float)mouse_client_pos.y);
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
// When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
|
||||
if (io.WantSetMousePos)
|
||||
{
|
||||
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
|
||||
::ClientToScreen(focused_window, &pos);
|
||||
::SetCursorPos(pos.x, pos.y);
|
||||
}
|
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
|
||||
if (!io.WantSetMousePos && !bd->MouseTracked && has_mouse_screen_pos)
|
||||
{
|
||||
// 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)
|
||||
// (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.)
|
||||
// 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)
|
||||
// (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.)
|
||||
POINT mouse_pos = mouse_screen_pos;
|
||||
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
|
||||
::ScreenToClient(bd->hWnd, &mouse_pos);
|
||||
io.MousePos = ImVec2((float)mouse_pos.x, (float)mouse_pos.y);
|
||||
}
|
||||
}
|
||||
|
||||
// (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
|
||||
@ -312,10 +303,12 @@ static void ImGui_ImplWin32_UpdateMousePos()
|
||||
// - This is _regardless_ of whether another viewport is focused or being dragged from.
|
||||
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, imgui will ignore this field and infer the information by relying on the
|
||||
// rectangles and last focused time of every viewports it knows about. It will be unaware of foreign windows that may be sitting between or over your windows.
|
||||
if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
|
||||
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
|
||||
if ((viewport->Flags & ImGuiViewportFlags_NoInputs) == 0) // FIXME: We still get our NoInputs window with WM_NCHITTEST/HTTRANSPARENT code when decorated?
|
||||
io.MouseHoveredViewport = viewport->ID;
|
||||
io.MouseHoveredViewport = 0;
|
||||
if (has_mouse_screen_pos)
|
||||
if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
|
||||
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
|
||||
if ((viewport->Flags & ImGuiViewportFlags_NoInputs) == 0) // FIXME: We still get our NoInputs window with WM_NCHITTEST/HTTRANSPARENT code when decorated?
|
||||
io.MouseHoveredViewport = viewport->ID;
|
||||
}
|
||||
|
||||
// Gamepad navigation mapping
|
||||
@ -415,15 +408,15 @@ void ImGui_ImplWin32_NewFrame()
|
||||
io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
|
||||
bd->Time = current_time;
|
||||
|
||||
// Update OS mouse position
|
||||
ImGui_ImplWin32_UpdateMouseData();
|
||||
|
||||
// Process workarounds for known Windows key handling issues
|
||||
ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
|
||||
|
||||
// Update key modifiers
|
||||
ImGui_ImplWin32_UpdateKeyModifiers();
|
||||
|
||||
// Update OS mouse position
|
||||
ImGui_ImplWin32_UpdateMousePos();
|
||||
|
||||
// Update OS mouse cursor with the cursor requested by imgui
|
||||
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
|
||||
if (bd->LastMouseCursor != mouse_cursor)
|
||||
@ -583,6 +576,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
switch (msg)
|
||||
{
|
||||
case WM_MOUSEMOVE:
|
||||
{
|
||||
// We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
|
||||
bd->MouseHwnd = hwnd;
|
||||
if (!bd->MouseTracked)
|
||||
@ -591,11 +585,17 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
::TrackMouseEvent(&tme);
|
||||
bd->MouseTracked = true;
|
||||
}
|
||||
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
::ClientToScreen(hwnd, &mouse_pos);
|
||||
io.MousePos = ImVec2((float)mouse_pos.x, (float)mouse_pos.y);
|
||||
break;
|
||||
}
|
||||
case WM_MOUSELEAVE:
|
||||
if (bd->MouseHwnd == hwnd)
|
||||
bd->MouseHwnd = NULL;
|
||||
bd->MouseTracked = false;
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
break;
|
||||
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
|
||||
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
|
||||
@ -607,8 +607,9 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
|
||||
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
|
||||
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
|
||||
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
|
||||
if (bd->MouseButtonsDown == 0 && ::GetCapture() == NULL)
|
||||
::SetCapture(hwnd);
|
||||
bd->MouseButtonsDown |= 1 << button;
|
||||
io.MouseDown[button] = true;
|
||||
return 0;
|
||||
}
|
||||
@ -622,9 +623,10 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
if (msg == WM_RBUTTONUP) { button = 1; }
|
||||
if (msg == WM_MBUTTONUP) { button = 2; }
|
||||
if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
|
||||
io.MouseDown[button] = false;
|
||||
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
|
||||
bd->MouseButtonsDown &= ~(1 << button);
|
||||
if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
|
||||
::ReleaseCapture();
|
||||
io.MouseDown[button] = false;
|
||||
return 0;
|
||||
}
|
||||
case WM_MOUSEWHEEL:
|
||||
|
@ -133,6 +133,10 @@ Breaking Changes:
|
||||
- io.AddKeyEvent() will later be turned into a trickling IO queue (for all inputs) to handle very low framerate better. (#2525, #2787, #3383)
|
||||
- io.SetKeyEventNativeData() include native keycode/scancode which will later be exposed. (#3141, #2959)
|
||||
- Renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. (#2625)
|
||||
- Backends: GLFW: backend now uses glfwSetCursorPosCallback().
|
||||
- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: nothing to do. is already done for you.
|
||||
- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=false: you WILL NEED to register the GLFW callback
|
||||
using glfwSetCursorPosCallback() and forward it to the backend function ImGui_ImplGlfw_CursorPosCallback().
|
||||
- Commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
|
||||
- ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen()
|
||||
- ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
|
||||
@ -162,7 +166,12 @@ Other Changes:
|
||||
- Backends: GLFW: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts.
|
||||
We are now converting GLFW untranslated keycodes back to translated keycodes in order to match the behavior of every
|
||||
other backend, and facilitate the use of GLFW with lettered-shortcuts API. (#456, #2625)
|
||||
- Backends: GLFW: Update mouse position using glfwSetCursorPosCallback() + fallback when focused but not hovered/captured.
|
||||
- Backends: Win32: Update mouse position using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback when focused but not hovered/captured.
|
||||
- Backends: Win32: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
|
||||
- Backends: SDL: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts.
|
||||
- Backends: SDL: Update mouse position using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback when focused but not hovered/captured.
|
||||
- Backends: SDL: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
|
||||
- Backends: Allegro5, GLFW, GLUT, SDL, OSX, Win32, Android: Updated to use io.AddKeyEvent() with full key range. (#2625) [@thedmd]
|
||||
- Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk]
|
||||
It would generally not have noticeable side-effect at runtime but would be detected by runtime checkers.
|
||||
@ -170,6 +179,9 @@ Other Changes:
|
||||
Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
|
||||
- Backends: Metal: Ignore ImDrawCmd where ElemCount == 0, which are normally not emitted by the library but
|
||||
can theorically be created by user code manipulating a ImDrawList. (#4857)
|
||||
- Backends: OSX: Added basic Platform IME support. (#3108, #2598) [@liuliu]
|
||||
- Backends: WebGPU: Fixed incorrect size parameters in wgpuRenderPassEncoderSetIndexBuffer() and
|
||||
wgpuRenderPassEncoderSetVertexBuffer() calls. (#4891) [@FeepsDev]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
|
28
imgui.cpp
28
imgui.cpp
@ -8020,6 +8020,8 @@ const char* ImGui::GetKeyName(ImGuiKey key)
|
||||
#endif
|
||||
if (key == ImGuiKey_None)
|
||||
return "None";
|
||||
if (!IsNamedKey(key))
|
||||
return "Unknown";
|
||||
|
||||
return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
|
||||
}
|
||||
@ -8168,6 +8170,7 @@ bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
|
||||
return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
|
||||
}
|
||||
|
||||
// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
|
||||
bool ImGui::IsAnyMouseDown()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -8225,6 +8228,13 @@ void ImGui::CaptureMouseFromApp(bool capture)
|
||||
g.WantCaptureMouseNextFrame = capture ? 1 : 0;
|
||||
}
|
||||
|
||||
static const char* GetInputSourceName(ImGuiInputSource source)
|
||||
{
|
||||
const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" };
|
||||
IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
|
||||
return input_source_names[source];
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] ERROR CHECKING
|
||||
@ -10357,6 +10367,18 @@ static ImVec2 ImGui::NavCalcPreferredRefPos()
|
||||
}
|
||||
}
|
||||
|
||||
const char* ImGui::GetNavInputName(ImGuiNavInput n)
|
||||
{
|
||||
static const char* names[] =
|
||||
{
|
||||
"Activate", "Cancel", "Input", "Menu", "DpadLeft", "DpadRight", "DpadUp", "DpadDown", "LStickLeft", "LStickRight", "LStickUp", "LStickDown",
|
||||
"FocusPrev", "FocusNext", "TweakSlow", "TweakFast", "KeyLeft", "KeyRight", "KeyUp", "KeyDown"
|
||||
};
|
||||
IM_ASSERT(IM_ARRAYSIZE(names) == ImGuiNavInput_COUNT);
|
||||
IM_ASSERT(n >= 0 && n < ImGuiNavInput_COUNT);
|
||||
return names[n];
|
||||
}
|
||||
|
||||
float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -17602,8 +17624,6 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
// Misc Details
|
||||
if (TreeNode("Internal state"))
|
||||
{
|
||||
const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
|
||||
|
||||
Text("WINDOWING");
|
||||
Indent();
|
||||
Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
|
||||
@ -17616,7 +17636,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
|
||||
Text("ITEMS");
|
||||
Indent();
|
||||
Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]);
|
||||
Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
|
||||
Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
|
||||
|
||||
int active_id_using_key_input_count = 0;
|
||||
@ -17631,7 +17651,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
Indent();
|
||||
Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
|
||||
Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
|
||||
Text("NavInputSource: %s", input_source_names[g.NavInputSource]);
|
||||
Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
|
||||
Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
|
||||
Text("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId);
|
||||
Text("NavActivateFlags: %04X", g.NavActivateFlags);
|
||||
|
7
imgui.h
7
imgui.h
@ -65,7 +65,7 @@ Index of this file:
|
||||
// Version
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
|
||||
#define IMGUI_VERSION "1.87 WIP"
|
||||
#define IMGUI_VERSION_NUM 18604
|
||||
#define IMGUI_VERSION_NUM 18605
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
||||
#define IMGUI_HAS_TABLE
|
||||
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
|
||||
@ -940,7 +940,7 @@ namespace ImGui
|
||||
IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
|
||||
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
|
||||
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
|
||||
IMGUI_API bool IsAnyMouseDown(); // is any mouse button held?
|
||||
IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
|
||||
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
|
||||
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
|
||||
IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
|
||||
@ -1585,8 +1585,7 @@ enum ImGuiNavInput_
|
||||
ImGuiNavInput_KeyRight_, // Move right
|
||||
ImGuiNavInput_KeyUp_, // Move up
|
||||
ImGuiNavInput_KeyDown_, // Move down
|
||||
ImGuiNavInput_COUNT,
|
||||
ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyLeft_
|
||||
ImGuiNavInput_COUNT
|
||||
};
|
||||
|
||||
// Configuration flags stored in io.ConfigFlags. Set by user/application.
|
||||
|
@ -6091,7 +6091,7 @@ void ImGui::ShowAboutWindow(bool* p_open)
|
||||
namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); }
|
||||
|
||||
// Demo helper function to select among loaded fonts.
|
||||
// Here we use the regular BeginCombo()/EndCombo() api which is more the more flexible one.
|
||||
// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one.
|
||||
void ImGui::ShowFontSelector(const char* label)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
@ -453,7 +453,7 @@ static inline float ImLengthSqr(const ImVec2& lhs)
|
||||
static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); }
|
||||
static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; }
|
||||
static inline float ImFloor(float f) { return (float)(int)(f); }
|
||||
static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf()
|
||||
static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf()
|
||||
static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
|
||||
static inline int ImModPositive(int a, int b) { return (a + b) % b; }
|
||||
static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
|
||||
@ -2811,6 +2811,7 @@ namespace ImGui
|
||||
IMGUI_API void NavMoveRequestCancel();
|
||||
IMGUI_API void NavMoveRequestApplyResult();
|
||||
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
|
||||
IMGUI_API const char* GetNavInputName(ImGuiNavInput n);
|
||||
IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);
|
||||
IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
|
||||
IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
|
||||
|
Loading…
Reference in New Issue
Block a user