update Dear ImGui to 1.91.9
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32 changed files with 2893 additions and 2277 deletions
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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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// 2025-03-10: 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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// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
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// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
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// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
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// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
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// 2025-01-20: Made ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_Manual) accept an empty array.
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// 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten.
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// 2024-09-11: (Docking) Added support for viewport->ParentViewportId field to support parenting at OS level. (#7973)
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@ -98,7 +105,6 @@ struct ImGui_ImplSDL3_Data
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Uint64 Time;
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char* ClipboardTextData;
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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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@ -216,17 +222,17 @@ ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
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case SDLK_SPACE: return ImGuiKey_Space;
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case SDLK_RETURN: return ImGuiKey_Enter;
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case SDLK_ESCAPE: return ImGuiKey_Escape;
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case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
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//case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
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case SDLK_COMMA: return ImGuiKey_Comma;
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case SDLK_MINUS: return ImGuiKey_Minus;
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//case SDLK_MINUS: return ImGuiKey_Minus;
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case SDLK_PERIOD: return ImGuiKey_Period;
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case SDLK_SLASH: return ImGuiKey_Slash;
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//case SDLK_SLASH: return ImGuiKey_Slash;
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case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
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case SDLK_EQUALS: return ImGuiKey_Equal;
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case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
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case SDLK_BACKSLASH: return ImGuiKey_Backslash;
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case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
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case SDLK_GRAVE: return ImGuiKey_GraveAccent;
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//case SDLK_EQUALS: return ImGuiKey_Equal;
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//case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
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//case SDLK_BACKSLASH: return ImGuiKey_Backslash;
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//case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
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//case SDLK_GRAVE: return ImGuiKey_GraveAccent;
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case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
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case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
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case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
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@ -305,6 +311,24 @@ ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
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case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
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default: break;
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}
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// Fallback to scancode
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switch (scancode)
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{
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case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent;
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case SDL_SCANCODE_MINUS: return ImGuiKey_Minus;
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case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal;
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case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket;
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case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket;
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case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102;
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case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash;
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case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon;
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case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
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case SDL_SCANCODE_COMMA: return ImGuiKey_Comma;
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case SDL_SCANCODE_PERIOD: return ImGuiKey_Period;
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case SDL_SCANCODE_SLASH: return ImGuiKey_Slash;
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default: break;
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}
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return ImGuiKey_None;
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}
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@ -399,15 +423,6 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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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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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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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
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@ -515,6 +530,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
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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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platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
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platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; };
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// Update monitor a first time during init
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ImGui_ImplSDL3_UpdateMonitors();
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@ -532,6 +548,8 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
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bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE);
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bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE);
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bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER);
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bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT);
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bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_PROGRESS);
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bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED);
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// Set platform dependent data in viewport
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@ -633,8 +651,14 @@ 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 imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
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SDL_CaptureMouse(bd->MouseButtonsDown != 0);
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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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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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#else
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@ -655,7 +679,8 @@ static void ImGui_ImplSDL3_UpdateMouseData()
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}
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// (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
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if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
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const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window);
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if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
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{
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// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
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// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
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@ -822,10 +847,8 @@ 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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@ -838,9 +861,11 @@ static void ImGui_ImplSDL3_UpdateMonitors()
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SDL_GetDisplayBounds(display_id, &r);
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monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
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monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
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SDL_GetDisplayUsableBounds(display_id, &r);
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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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if (SDL_GetDisplayUsableBounds(display_id, &r) && r.w > 0 && r.h > 0)
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{
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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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@ -870,8 +895,7 @@ void ImGui_ImplSDL3_NewFrame()
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io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
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// Update monitors
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if (bd->WantUpdateMonitors)
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ImGui_ImplSDL3_UpdateMonitors();
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ImGui_ImplSDL3_UpdateMonitors();
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// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
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// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
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@ -909,17 +933,17 @@ void ImGui_ImplSDL3_NewFrame()
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
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// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGui_ImplSDL3_ViewportData
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{
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SDL_Window* Window;
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SDL_Window* ParentWindow;
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Uint32 WindowID;
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Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID.
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bool WindowOwned;
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SDL_GLContext GLContext;
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ImGui_ImplSDL3_ViewportData() { Window = ParentWindow = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
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~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
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ImGui_ImplSDL3_ViewportData() { Window = ParentWindow = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
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~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
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};
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static SDL_Window* ImGui_ImplSDL3_GetSDLWindowFromViewportID(ImGuiID viewport_id)
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