Viewports: Backported 'void* ImGuiViewport::PlatformHandle' from docking branch for use by backends.
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@ -145,7 +145,7 @@ struct ImGui_ImplGlfw_Data
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GLFWcharfun PrevUserCallbackChar;
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GLFWmonitorfun PrevUserCallbackMonitor;
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#ifdef _WIN32
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WNDPROC GlfwWndProc;
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WNDPROC PrevWndProc;
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#endif
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ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
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@ -497,7 +497,7 @@ static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wPara
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ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
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break;
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}
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return ::CallWindowProcW(bd->GlfwWndProc, hWnd, msg, wParam, lParam);
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return ::CallWindowProcW(bd->PrevWndProc, hWnd, msg, wParam, lParam);
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}
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#endif
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@ -612,6 +612,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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// Set platform dependent data in viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)bd->Window;
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#ifdef _WIN32
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main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
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#elif defined(__APPLE__)
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@ -622,8 +623,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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// Windows: register a WndProc hook so we can intercept some messages.
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#ifdef _WIN32
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bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
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IM_ASSERT(bd->GlfwWndProc != nullptr);
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bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
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IM_ASSERT(bd->PrevWndProc != nullptr);
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::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
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#endif
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@ -661,11 +662,11 @@ void ImGui_ImplGlfw_Shutdown()
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
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glfwDestroyCursor(bd->MouseCursors[cursor_n]);
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// Windows: register a WndProc hook so we can intercept some messages.
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// Windows: restore our WndProc hook
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#ifdef _WIN32
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc);
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bd->GlfwWndProc = nullptr;
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::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
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bd->PrevWndProc = nullptr;
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#endif
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io.BackendPlatformName = nullptr;
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@ -133,7 +133,7 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
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- (void)updateImePosWithView:(NSView *)view
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{
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NSWindow *window = view.window;
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NSWindow* window = view.window;
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if (!window)
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return;
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NSRect contentRect = [window contentRectForFrameRect:window.frame];
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@ -402,6 +402,8 @@ bool ImGui_ImplOSX_Init(NSView* view)
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//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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bd->Observer = [ImGuiObserver new];
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (__bridge_retained void*)bd->Window;
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// Load cursors. Some of them are undocumented.
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bd->MouseCursorHidden = false;
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@ -397,7 +397,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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return false;
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}
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static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
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static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
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{
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ImGuiIO& io = ImGui::GetIO();
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IMGUI_CHECKVERSION();
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@ -448,6 +448,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
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// Set platform dependent data in viewport
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)window;
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main_viewport->PlatformHandleRaw = nullptr;
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SDL_SysWMinfo info;
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SDL_VERSION(&info.version);
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@ -481,13 +482,13 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
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SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
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#endif
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(void)sdl_gl_context; // Unused in 'master' branch.
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return true;
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}
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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, nullptr);
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return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context);
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}
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bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
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@ -495,7 +496,7 @@ 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, nullptr);
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return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
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}
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bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
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@ -503,22 +504,22 @@ 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, nullptr);
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return ImGui_ImplSDL2_Init(window, nullptr, 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, nullptr);
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return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
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}
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bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
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{
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return ImGui_ImplSDL2_Init(window, renderer);
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return ImGui_ImplSDL2_Init(window, renderer, nullptr);
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}
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bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
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{
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return ImGui_ImplSDL2_Init(window, nullptr);
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return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
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}
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static void ImGui_ImplSDL2_CloseGamepads();
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@ -365,7 +365,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
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{
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IM_UNUSED(window);
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viewport->PlatformHandle = window;
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viewport->PlatformHandleRaw = nullptr;
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#if defined(__WIN32__) && !defined(__WINRT__)
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viewport->PlatformHandleRaw = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.win32.hwnd", nullptr);
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@ -169,7 +169,8 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
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ImGui_ImplWin32_UpdateKeyboardCodePage();
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// Set platform dependent data in viewport
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ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
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IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
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// Dynamically load XInput library
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@ -81,6 +81,8 @@ Other changes:
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frame instead of last drag source frame, which makes a difference if not resubmitting
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payload every frame. (#143)
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- Debug Tools: Metrics/Debugger: Browsing a Storage perform hover lookup on identifier.
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- Viewports: Backported 'void* ImGuiViewport::PlatformHandle' from docking branch for
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use by backends.
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- Backends: SDL3: Update for API removal of keysym field in SDL_KeyboardEvent. (#7728)
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- Backends: Vulkan: Remove Volk/ from volk.h #include directives. (#7722, #6582, #4854)
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[@martin-ejdestig]
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3
imgui.h
3
imgui.h
@ -2202,7 +2202,7 @@ struct ImGuiIO
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// - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
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bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing.
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// Options to audit .ini data
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// Option to audit .ini data
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bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
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//------------------------------------------------------------------
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@ -3240,6 +3240,7 @@ struct ImGuiViewport
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ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
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// Platform/Backend Dependent Data
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void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*)
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void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms)
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ImGuiViewport() { memset(this, 0, sizeof(*this)); }
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