mirror of https://github.com/ocornut/imgui
Platform IME: changed io.ImeSetInputScreenPosFn() to io.SetPlatformImeDataFn() API.
Ref #2589, #2598, #3108, #3113, #3653, #4642
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@ -246,8 +246,10 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
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io.ClipboardUserData = bd->Window;
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// Set platform dependent data in viewport
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#if defined(_WIN32)
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io.ImeWindowHandle = (void*)glfwGetWin32Window(bd->Window);
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ImGui::GetMainViewport()->PlatformHandleRaw = (void*)glfwGetWin32Window(bd->Window);
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#endif
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// Create mouse cursors
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@ -230,11 +230,12 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
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bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
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bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
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// Set platform dependent data in viewport
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#ifdef _WIN32
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SDL_SysWMinfo info;
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SDL_VERSION(&info.version);
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if (SDL_GetWindowWMInfo(window, &info))
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io.ImeWindowHandle = info.info.win.window;
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ImGui::GetMainViewport()->PlatformHandleRaw = (void*)info.info.win.window;
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#else
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(void)window;
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#endif
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@ -122,7 +122,8 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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bd->Time = perf_counter;
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bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
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io.ImeWindowHandle = hwnd;
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// Set platform dependent data in viewport
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ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
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// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
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io.KeyMap[ImGuiKey_Tab] = VK_TAB;
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@ -43,6 +43,14 @@ Breaking Changes:
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- ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
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- ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect
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- ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
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- Removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn() for IME support.
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Because this field was mostly only ever used by Dear ImGui internally, not by backends nor the vast majority
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of user code, this should only affect a very small fraction for users who are already very IME-aware.
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- Obsoleted 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
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This removes an incompatibility between 'master' and 'multi-viewports' backends and toward enabling
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better support for IME. Updated backends accordingly. Because the old field is set by existing backends,
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we are keeping it (marked as obsolete).
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Other Changes:
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@ -50,6 +58,9 @@ Other Changes:
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which would makes the draw operation of some backends assert (e.g. Metal with debugging). (#4857)
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- Tables, ImDrawListSplitter: Fixed erroneously stripping trailing ImDrawList::AddCallback() when submitted in
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last column or last channel and when there are no other drawing operation. (#4843, #4844) [@hoffstadt]
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- Platform IME: changed io.ImeSetInputScreenPosFn() to io.SetPlatformImeDataFn() API,
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now taking a ImGuiPlatformImeData structure which we can more easily extend in the future.
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- Platform IME: moved io.ImeWindowHandle to GetMainViewport()->PlatformHandleRaw.
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- Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk]
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It would generally not have noticeable side-effect at runtime but would be detected by runtime checkers.
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- Backends: Metal: Added Apple Metal C++ API support. (#4824, #4746) [@luigifcruz]
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@ -607,8 +607,8 @@ Text input: it is up to your application to pass the right character code by cal
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The applications in examples/ are doing that.
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Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode).
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You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state.
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Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for
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the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly.
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Windows: if your language is relying on an Input Method Editor (IME), you can write your HWND to ImGui::GetMainViewport()->PlatformHandleRaw
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in order for the default the default implementation of io.SetPlatformImeDataFn() to set your Microsoft IME position correctly.
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##### [Return to Index](#index)
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44
imgui.cpp
44
imgui.cpp
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@ -386,6 +386,7 @@ CODE
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When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2022/03/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
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- 2022/03/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
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- ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen()
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- ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
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@ -919,7 +920,7 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSetti
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// Platform Dependents default implementation for IO functions
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static const char* GetClipboardTextFn_DefaultImpl(void* user_data);
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static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text);
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static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y);
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static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
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namespace ImGui
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{
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@ -1136,8 +1137,7 @@ ImGuiIO::ImGuiIO()
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GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations
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SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
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ClipboardUserData = NULL;
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ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;
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ImeWindowHandle = NULL;
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SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;
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// Input (NB: we already have memset zero the entire structure!)
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MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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@ -4553,9 +4553,11 @@ void ImGui::EndFrame()
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ErrorCheckEndFrameSanityChecks();
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// Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
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if (g.IO.ImeSetInputScreenPosFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f))
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if (g.IO.SetPlatformImeDataFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f))
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{
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g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y);
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ImGuiPlatformImeData data;
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data.InputPos = g.PlatformImePos;
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g.IO.SetPlatformImeDataFn(GetMainViewport(), &data);
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g.PlatformImeLastPos = g.PlatformImePos;
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}
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@ -11500,25 +11502,31 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
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#pragma comment(lib, "imm32")
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#endif
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static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y)
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static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
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{
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// Notify OS Input Method Editor of text input position
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ImGuiIO& io = ImGui::GetIO();
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if (HWND hwnd = (HWND)io.ImeWindowHandle)
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if (HIMC himc = ::ImmGetContext(hwnd))
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{
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COMPOSITIONFORM cf;
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cf.ptCurrentPos.x = x;
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cf.ptCurrentPos.y = y;
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cf.dwStyle = CFS_FORCE_POSITION;
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::ImmSetCompositionWindow(himc, &cf);
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::ImmReleaseContext(hwnd, himc);
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}
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HWND hwnd = (HWND)viewport->PlatformHandleRaw;
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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if (hwnd == 0)
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hwnd = (HWND)ImGui::GetIO().ImeWindowHandle;
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#endif
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if (hwnd == 0)
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return;
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if (HIMC himc = ::ImmGetContext(hwnd))
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{
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COMPOSITIONFORM cf;
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cf.ptCurrentPos.x = (LONG)data->InputPos.x;
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cf.ptCurrentPos.y = (LONG)data->InputPos.y;
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cf.dwStyle = CFS_FORCE_POSITION;
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::ImmSetCompositionWindow(himc, &cf);
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::ImmReleaseContext(hwnd, himc);
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}
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}
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#else
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static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {}
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static void SetPlatformImeDataFn_De(int, int) {}
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#endif
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25
imgui.h
25
imgui.h
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@ -35,6 +35,7 @@ Index of this file:
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// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
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// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
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// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
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// [SECTION] Platform Dependent Interfaces (ImGuiPlatformImeData)
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// [SECTION] Obsolete functions and types
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*/
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@ -64,7 +65,7 @@ Index of this file:
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// Version
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// (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)
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#define IMGUI_VERSION "1.87 WIP"
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#define IMGUI_VERSION_NUM 18602
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#define IMGUI_VERSION_NUM 18603
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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@ -154,6 +155,7 @@ struct ImGuiInputTextCallbackData; // Shared state of InputText() when using cu
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struct ImGuiListClipper; // Helper to manually clip large list of items
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struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
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struct ImGuiPayload; // User data payload for drag and drop operations
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struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function.
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struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
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struct ImGuiStorage; // Helper for key->value storage
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struct ImGuiStyle; // Runtime data for styling/colors
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@ -1868,8 +1870,12 @@ struct ImGuiIO
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// Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
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// (default to use native imm32 api on Windows)
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void (*ImeSetInputScreenPosFn)(int x, int y);
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void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.
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void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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void* ImeWindowHandle; // = NULL // [Obsolete] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
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#else
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void* _UnusedPadding; // Unused field to keep data structure the same size.
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#endif
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//------------------------------------------------------------------
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// Input - Fill before calling NewFrame()
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@ -2809,6 +2815,9 @@ struct ImGuiViewport
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ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
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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* 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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// Helpers
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ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
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};
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//-----------------------------------------------------------------------------
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// [SECTION] Platform Dependent Interfaces
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//-----------------------------------------------------------------------------
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// (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function.
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struct ImGuiPlatformImeData
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{
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ImVec2 InputPos; // Position of the input cursor
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};
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//-----------------------------------------------------------------------------
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// [SECTION] Obsolete functions and types
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// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
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