Backends: SDL2:+SDL3 Implement SetPlatformImeDataFn (amends). (#6071, #1953) + fix SDL3 setting PlatformHandleRaw. (#6146)
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@ -8,8 +8,7 @@
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// [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 SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// Missing features:
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// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
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// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -18,6 +17,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()).
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// 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3.
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// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version).
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// 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096)
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@ -84,7 +84,6 @@
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
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#endif
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#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
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#define SDL_HAS_SET_TEXT_INPUT_RECT SDL_VERSION_ATLEAST(2,0,0)
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// SDL Data
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struct ImGui_ImplSDL2_Data
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@ -127,6 +126,25 @@ static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
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SDL_SetClipboardText(text);
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}
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// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
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static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data)
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{
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if (data->WantVisible)
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{
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SDL_Rect r;
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r.x = (int)data->InputPos.x;
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r.y = (int)data->InputPos.y;
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r.w = 1;
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r.h = (int)data->InputLineHeight;
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SDL_SetTextInputRect(&r);
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SDL_StartTextInput();
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}
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else
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{
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SDL_StopTextInput();
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}
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}
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static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
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{
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switch (keycode)
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@ -337,27 +355,6 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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return false;
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}
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#if SDL_HAS_SET_TEXT_INPUT_RECT
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static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
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{
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(void)viewport;
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if (data->WantVisible)
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{
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SDL_Rect r;
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r.x = (int)data->InputPos.x;
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r.y = (int)data->InputPos.y;
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r.w = 1;
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r.h = (int)data->InputLineHeight;
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SDL_SetTextInputRect(&r);
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SDL_StartTextInput();
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}
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else
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{
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SDL_StopTextInput();
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}
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}
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#endif
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static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -388,10 +385,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
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io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
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io.ClipboardUserData = nullptr;
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#if SDL_HAS_SET_TEXT_INPUT_RECT
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io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
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#endif
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// Load mouse cursors
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bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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@ -428,6 +422,13 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
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SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
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#endif
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// From 2.0.18: Enable native IME.
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// IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any.
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// For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow().
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#ifdef SDL_HINT_IME_SHOW_UI
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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#endif
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// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
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#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
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SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
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@ -7,8 +7,7 @@
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// [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 SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// Missing features:
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// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
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// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -8,6 +8,8 @@
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// [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 SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// Missing features:
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// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -75,6 +77,24 @@ static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text)
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SDL_SetClipboardText(text);
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}
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static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data)
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{
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if (data->WantVisible)
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{
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SDL_Rect r;
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r.x = (int)data->InputPos.x;
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r.y = (int)data->InputPos.y;
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r.w = 1;
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r.h = (int)data->InputLineHeight;
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SDL_SetTextInputRect(&r);
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SDL_StartTextInput();
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}
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else
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{
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SDL_StopTextInput();
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}
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}
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static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
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{
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switch (keycode)
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@ -310,6 +330,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer)
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io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
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io.ClipboardUserData = nullptr;
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io.SetPlatformImeDataFn = ImGui_ImplSDL3_SetPlatformImeData;
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// Load mouse cursors
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bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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@ -327,11 +348,11 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer)
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandleRaw = nullptr;
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SDL_SysWMinfo info;
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if (SDL_GetWindowWMInfo(window, &info, SDL_SYSWM_CURRENT_VERSION))
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if (SDL_GetWindowWMInfo(window, &info, SDL_SYSWM_CURRENT_VERSION) == 0)
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{
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#if defined(SDL_VIDEO_DRIVER_WINDOWS)
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#if defined(SDL_ENABLE_SYSWM_WINDOWS)
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main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
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#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
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#elif defined(__APPLE__) && defined(SDL_ENABLE_SYSWM_COCOA)
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main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
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#endif
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}
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@ -8,6 +8,8 @@
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// [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 SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// Missing features:
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// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -98,6 +98,9 @@ All changes:
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for smooth scrolling as reported by SDL. (#4019, #6096)
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- Backends: SDL2: Avoid calling SDL_SetCursor() when cursor has not changed, as the function
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is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version). (#6113)
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- Backends: SDL2: Implement IME handler to call SDL_SetTextInputRect()/SDL_StartTextInput().
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It will only works with SDL 2.0.18+ if your code calls 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1")'
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prior to calling SDL_CreateWindow(). Updated all examples accordingly. (#6071, #1953)
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- Backends: SDL3: Added experimental imgui_impl_sdl3.cpp backend. (#6146) [@dovker, @ocornut]
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SDL 3.0.0 has not yet been released, so it is possible that its specs/api will change before
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release. This backend is provided as a convenience for early adopters etc. We don't recommend
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@ -35,6 +35,11 @@ int main(int, char**)
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return -1;
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}
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// From 2.0.18: Enable native IME.
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#ifdef SDL_HINT_IME_SHOW_UI
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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#endif
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// Setup window
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
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@ -53,6 +53,9 @@ int main(int, char**)
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// Inform SDL that we will be using metal for rendering. Without this hint initialization of metal renderer may fail.
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SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal");
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// Enable native IME.
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Metal example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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if (window == NULL)
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{
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@ -24,6 +24,11 @@ int main(int, char**)
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return -1;
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}
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// From 2.0.18: Enable native IME.
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#ifdef SDL_HINT_IME_SHOW_UI
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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#endif
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// Setup window
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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#endif
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// From 2.0.18: Enable native IME.
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#ifdef SDL_HINT_IME_SHOW_UI
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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#endif
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// Create window with graphics context
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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@ -27,6 +27,11 @@ int main(int, char**)
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return -1;
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}
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// From 2.0.18: Enable native IME.
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#ifdef SDL_HINT_IME_SHOW_UI
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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#endif
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// Create window with SDL_Renderer graphics context
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
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@ -350,6 +350,11 @@ int main(int, char**)
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return -1;
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}
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// From 2.0.18: Enable native IME.
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#ifdef SDL_HINT_IME_SHOW_UI
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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#endif
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// Create window with Vulkan graphics context
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
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@ -53,6 +53,9 @@ int main(int, char**)
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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#endif
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// Enable native IME.
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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// Create window with graphics context
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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@ -27,8 +27,6 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_sdlrenderer",
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_vulkan", "example_sdl2_vulkan\example_sdl2_vulkan.vcxproj", "{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_opengl3", "example_sdl3_opengl3\example_sdl3_opengl3.vcxproj", "{84AAA301-84FE-428B-9E3E-817BC8123C0C}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Win32 = Debug|Win32
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@ -133,14 +131,6 @@ Global
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{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|Win32.Build.0 = Release|Win32
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{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|x64.ActiveCfg = Release|x64
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{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|x64.Build.0 = Release|x64
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{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|Win32.ActiveCfg = Debug|Win32
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{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|Win32.Build.0 = Debug|Win32
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{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|x64.ActiveCfg = Debug|x64
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{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|x64.Build.0 = Debug|x64
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{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|Win32.ActiveCfg = Release|Win32
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{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|Win32.Build.0 = Release|Win32
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{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|x64.ActiveCfg = Release|x64
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{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|x64.Build.0 = Release|x64
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@ -4819,8 +4819,12 @@ void ImGui::EndFrame()
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ErrorCheckEndFrameSanityChecks();
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// Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
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if (g.IO.SetPlatformImeDataFn && memcmp(&g.PlatformImeData, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
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g.IO.SetPlatformImeDataFn(GetMainViewport(), &g.PlatformImeData);
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ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
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if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
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{
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IMGUI_DEBUG_LOG_IO("Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
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g.IO.SetPlatformImeDataFn(GetMainViewport(), ime_data);
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}
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// Hide implicit/fallback "Debug" window if it hasn't been used
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g.WithinFrameScopeWithImplicitWindow = false;
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