update Dear ImGui to 1.92.0, part 1
This commit is contained in:
parent
e757ccec55
commit
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52 changed files with 7788 additions and 3871 deletions
164
extern/imgui_patched/backends/imgui_impl_sdl3.cpp
vendored
164
extern/imgui_patched/backends/imgui_impl_sdl3.cpp
vendored
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@ -6,7 +6,7 @@
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// [X] Platform: Clipboard support.
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
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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 are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Gamepad support.
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// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
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// Missing features or Issues:
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@ -24,6 +24,13 @@
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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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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
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// 2025-05-06: [Docking] macOS: fixed secondary viewports not appearing on other monitors before of parenting.
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// 2025-04-09: [Docking] Revert update monitors and work areas information every frame. Only do it on Windows. (#8415, #8558)
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// 2025-04-22: IME: honor ImGuiPlatformImeData->WantTextInput as an alternative way to call SDL_StartTextInput(), without IME being necessarily visible.
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// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
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// 2025-03-30: Update for SDL3 api changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801)
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// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
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// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
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// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650)
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// 2025-02-25: [Docking] Revert to use SDL_GetDisplayBounds() for WorkPos/WorkRect if SDL_GetDisplayUsableBounds() failed.
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@ -67,11 +74,13 @@
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// Clang warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
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#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
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#endif
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// SDL
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#include <SDL3/SDL.h>
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#include <stdio.h> // for snprintf()
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#if defined(__APPLE__)
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#include <TargetConditionals.h>
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#endif
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@ -104,7 +113,9 @@ struct ImGui_ImplSDL3_Data
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SDL_Renderer* Renderer;
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Uint64 Time;
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char* ClipboardTextData;
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char BackendPlatformName[48];
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bool UseVulkan;
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bool WantUpdateMonitors;
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// IME handling
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SDL_Window* ImeWindow;
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@ -116,6 +127,7 @@ struct ImGui_ImplSDL3_Data
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SDL_Cursor* MouseLastCursor;
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int MousePendingLeaveFrame;
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bool MouseCanUseGlobalState;
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bool MouseCanUseCapture;
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bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
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// Gamepad handling
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@ -146,8 +158,7 @@ static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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if (bd->ClipboardTextData)
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SDL_free(bd->ClipboardTextData);
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const char* sdl_clipboard_text = SDL_GetClipboardText();
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bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : nullptr;
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bd->ClipboardTextData = SDL_GetClipboardText();
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return bd->ClipboardTextData;
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}
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@ -161,7 +172,7 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
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SDL_Window* window = SDL_GetWindowFromID(window_id);
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if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
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if ((!(data->WantVisible || data->WantTextInput) || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
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{
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SDL_StopTextInput(bd->ImeWindow);
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bd->ImeWindow = nullptr;
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@ -174,9 +185,10 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
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r.w = 1;
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r.h = (int)data->InputLineHeight;
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SDL_SetTextInputArea(window, &r, 0);
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SDL_StartTextInput(window);
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bd->ImeWindow = window;
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}
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if (data->WantVisible || data->WantTextInput)
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SDL_StartTextInput(window);
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}
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// Not static to allow third-party code to use that if they want to (but undocumented)
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@ -413,14 +425,24 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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case SDL_EVENT_KEY_DOWN:
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case SDL_EVENT_KEY_UP:
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == nullptr)
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ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID);
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if (viewport == nullptr)
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return false;
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//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=0x%08X ('%s'), scancode=%d ('%s'), mod=%X, windowID=%d, viewport=%08X\n",
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// (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod, event->key.windowID, viewport ? viewport->ID : 0);
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ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
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//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
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// (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod);
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ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
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io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
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io.SetKeyEventNativeData(key, event->key.key, event->key.scancode, event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
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io.SetKeyEventNativeData(key, (int)event->key.key, (int)event->key.scancode, (int)event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
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return true;
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}
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case SDL_EVENT_DISPLAY_ORIENTATION:
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case SDL_EVENT_DISPLAY_ADDED:
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case SDL_EVENT_DISPLAY_REMOVED:
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case SDL_EVENT_DISPLAY_MOVED:
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case SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED:
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{
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bd->WantUpdateMonitors = true;
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return true;
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}
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case SDL_EVENT_WINDOW_MOUSE_ENTER:
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@ -445,8 +467,10 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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case SDL_EVENT_WINDOW_FOCUS_GAINED:
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case SDL_EVENT_WINDOW_FOCUS_LOST:
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
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ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID);
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if (viewport == nullptr)
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return false;
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//IMGUI_DEBUG_LOG("%s: windowId %d, viewport: %08X\n", (event->type == SDL_EVENT_WINDOW_FOCUS_GAINED) ? "SDL_EVENT_WINDOW_FOCUS_GAINED" : "SDL_WINDOWEVENT_FOCUS_LOST", event->window.windowID, viewport ? viewport->ID : 0);
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io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
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return true;
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}
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@ -471,6 +495,8 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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bd->WantUpdateGamepadsList = true;
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return true;
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}
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default:
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break;
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}
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return false;
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}
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@ -481,7 +507,7 @@ static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Win
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viewport->PlatformHandleRaw = nullptr;
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#if defined(_WIN32) && !defined(__WINRT__)
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viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
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#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
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#elif defined(__APPLE__)
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viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr);
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#endif
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}
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@ -492,26 +518,19 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
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IMGUI_CHECKVERSION();
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IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
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IM_UNUSED(sdl_gl_context); // Unused in this branch
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//SDL_SetHint(SDL_HINT_EVENT_LOGGING, "2");
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// Check and store if we are on a SDL backend that supports global mouse position
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// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
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bool mouse_can_use_global_state = false;
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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const char* sdl_backend = SDL_GetCurrentVideoDriver();
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const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
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for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
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if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
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mouse_can_use_global_state = true;
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#endif
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const int ver_linked = SDL_GetVersion();
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// Setup backend capabilities flags
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ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
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snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl3 (%d.%d.%d; %d.%d.%d)",
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SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION, SDL_VERSIONNUM_MAJOR(ver_linked), SDL_VERSIONNUM_MINOR(ver_linked), SDL_VERSIONNUM_MICRO(ver_linked));
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io.BackendPlatformUserData = (void*)bd;
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io.BackendPlatformName = "imgui_impl_sdl3";
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io.BackendPlatformName = bd->BackendPlatformName;
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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if (mouse_can_use_global_state)
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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// (ImGuiBackendFlags_PlatformHasViewports may be set just below)
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bd->Window = window;
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bd->WindowID = SDL_GetWindowID(window);
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@ -519,13 +538,26 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
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// SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
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// We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame.
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bd->MouseCanUseGlobalState = mouse_can_use_global_state;
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#ifndef __APPLE__
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bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState;
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#else
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bd->MouseCanReportHoveredViewport = false;
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#endif
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// Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
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// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
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bd->MouseCanUseGlobalState = false;
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bd->MouseCanUseCapture = false;
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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const char* sdl_backend = SDL_GetCurrentVideoDriver();
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const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
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for (const char* item : capture_and_global_state_whitelist)
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if (strncmp(sdl_backend, item, strlen(item)) == 0)
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bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true;
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#endif
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if (bd->MouseCanUseGlobalState)
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
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platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
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@ -561,7 +593,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
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// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
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// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
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// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
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// you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
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// you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_EVENT_WINDOW_FOCUS_GAINED)
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SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
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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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@ -652,12 +684,15 @@ static void ImGui_ImplSDL3_UpdateMouseData()
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// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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// - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
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// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to migitate the issue we wait until mouse has moved to begin capture.
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bool want_capture = false;
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for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
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if (ImGui::IsMouseDragging(button_n, 1.0f))
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want_capture = true;
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SDL_CaptureMouse(want_capture);
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// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture.
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if (bd->MouseCanUseCapture)
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{
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bool want_capture = false;
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for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
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if (ImGui::IsMouseDragging(button_n, 1.0f))
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want_capture = true;
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SDL_CaptureMouse(want_capture);
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}
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SDL_Window* focused_window = SDL_GetKeyboardFocus();
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const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL3_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL));
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@ -809,9 +844,6 @@ static void ImGui_ImplSDL3_UpdateGamepads()
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SDL_free(sdl_gamepads);
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}
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// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
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return;
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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if (bd->Gamepads.Size == 0)
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return;
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@ -847,8 +879,10 @@ static void ImGui_ImplSDL3_UpdateGamepads()
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static void ImGui_ImplSDL3_UpdateMonitors()
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Monitors.resize(0);
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bd->WantUpdateMonitors = false;
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int display_count;
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SDL_DisplayID* displays = SDL_GetDisplays(&display_count);
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@ -866,9 +900,7 @@ static void ImGui_ImplSDL3_UpdateMonitors()
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monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
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monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
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}
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// FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set
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// DpiScale to cocoa_window.backingScaleFactor here.
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monitor.DpiScale = SDL_GetDisplayContentScale(display_id);
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monitor.DpiScale = SDL_GetDisplayContentScale(display_id); // See https://wiki.libsdl.org/SDL3/README-highdpi for details.
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monitor.PlatformHandle = (void*)(intptr_t)n;
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if (monitor.DpiScale <= 0.0f)
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continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
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@ -877,27 +909,37 @@ static void ImGui_ImplSDL3_UpdateMonitors()
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SDL_free(displays);
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}
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static void ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(SDL_Window* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
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{
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int w, h;
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int display_w, display_h;
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SDL_GetWindowSize(window, &w, &h);
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
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w = h = 0;
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SDL_GetWindowSizeInPixels(window, &display_w, &display_h);
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if (out_size != nullptr)
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*out_size = ImVec2((float)w, (float)h);
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if (out_framebuffer_scale != nullptr)
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*out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / w, (float)display_h / h) : ImVec2(1.0f, 1.0f);
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}
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void ImGui_ImplSDL3_NewFrame()
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
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ImGuiIO& io = ImGui::GetIO();
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// Setup display size (every frame to accommodate for window resizing)
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int w, h;
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int display_w, display_h;
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SDL_GetWindowSize(bd->Window, &w, &h);
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if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
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w = h = 0;
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SDL_GetWindowSizeInPixels(bd->Window, &display_w, &display_h);
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io.DisplaySize = ImVec2((float)w, (float)h);
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if (w > 0 && h > 0)
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io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
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// Setup main viewport size (every frame to accommodate for window resizing)
|
||||
ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
|
||||
|
||||
// Update monitors
|
||||
ImGui_ImplSDL3_UpdateMonitors();
|
||||
#ifdef WIN32
|
||||
bd->WantUpdateMonitors = true; // Keep polling under Windows to handle changes of work area when resizing task-bar (#8415)
|
||||
#endif
|
||||
if (bd->WantUpdateMonitors)
|
||||
ImGui_ImplSDL3_UpdateMonitors();
|
||||
|
||||
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
||||
// Setup time step (we could also use SDL_GetTicksNS() available since SDL3)
|
||||
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
|
||||
static Uint64 frequency = SDL_GetPerformanceFrequency();
|
||||
Uint64 current_time = SDL_GetPerformanceCounter();
|
||||
|
|
@ -987,7 +1029,9 @@ static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
|
|||
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_UTILITY : 0;
|
||||
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
|
||||
vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
|
||||
#ifndef __APPLE__ // On Mac, SDL3 Parenting appears to prevent viewport from appearing in another monitor
|
||||
SDL_SetWindowParent(vd->Window, vd->ParentWindow);
|
||||
#endif
|
||||
SDL_SetWindowPosition(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
|
||||
vd->WindowOwned = true;
|
||||
if (use_opengl)
|
||||
|
|
@ -1019,7 +1063,7 @@ static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport)
|
|||
static void ImGui_ImplSDL3_ShowWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES))
|
||||
#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES)))
|
||||
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
|
||||
|
||||
// SDL hack: Show icon in task bar (#7989)
|
||||
|
|
@ -1034,14 +1078,20 @@ static void ImGui_ImplSDL3_ShowWindow(ImGuiViewport* viewport)
|
|||
}
|
||||
#endif
|
||||
|
||||
#ifdef __APPLE__
|
||||
SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, "1"); // Otherwise new window appear under
|
||||
#else
|
||||
SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "0" : "1");
|
||||
#endif
|
||||
SDL_ShowWindow(vd->Window);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_UpdateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
IM_UNUSED(vd);
|
||||
|
||||
#ifndef __APPLE__ // On Mac, SDL3 Parenting appears to prevent viewport from appearing in another monitor
|
||||
// Update SDL3 parent if it changed _after_ creation.
|
||||
// This is for advanced apps that are manipulating ParentViewportID manually.
|
||||
SDL_Window* new_parent = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId);
|
||||
|
|
@ -1050,6 +1100,7 @@ static void ImGui_ImplSDL3_UpdateWindow(ImGuiViewport* viewport)
|
|||
vd->ParentWindow = new_parent;
|
||||
SDL_SetWindowParent(vd->Window, vd->ParentWindow);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
static ImVec2 ImGui_ImplSDL3_GetWindowPos(ImGuiViewport* viewport)
|
||||
|
|
@ -1080,6 +1131,14 @@ static void ImGui_ImplSDL3_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
|||
SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
|
||||
}
|
||||
|
||||
static ImVec2 ImGui_ImplSDL3_GetWindowFramebufferScale(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
ImVec2 framebuffer_scale;
|
||||
ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, &framebuffer_scale);
|
||||
return framebuffer_scale;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_SetWindowTitle(ImGuiViewport* viewport, const char* title)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
|
|
@ -1134,7 +1193,7 @@ static int ImGui_ImplSDL3_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
|
|||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
(void)vk_allocator;
|
||||
bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
|
||||
bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
|
||||
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
|
||||
}
|
||||
|
||||
|
|
@ -1150,6 +1209,7 @@ static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sd
|
|||
platform_io.Platform_GetWindowPos = ImGui_ImplSDL3_GetWindowPos;
|
||||
platform_io.Platform_SetWindowSize = ImGui_ImplSDL3_SetWindowSize;
|
||||
platform_io.Platform_GetWindowSize = ImGui_ImplSDL3_GetWindowSize;
|
||||
platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplSDL3_GetWindowFramebufferScale;
|
||||
platform_io.Platform_SetWindowFocus = ImGui_ImplSDL3_SetWindowFocus;
|
||||
platform_io.Platform_GetWindowFocus = ImGui_ImplSDL3_GetWindowFocus;
|
||||
platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL3_GetWindowMinimized;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue