update Dear ImGui to 1.91.6
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9d10f7b457
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49 changed files with 903 additions and 491 deletions
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@ -8,12 +8,12 @@
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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: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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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: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// Issues:
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// Missing features or Issues:
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// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
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// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
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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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@ -367,7 +367,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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{
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case SDL_MOUSEMOTION:
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{
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == NULL)
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr)
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return false;
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ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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@ -386,7 +386,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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}
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case SDL_MOUSEWHEEL:
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{
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == NULL)
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == nullptr)
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return false;
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//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
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#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
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@ -409,7 +409,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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{
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == NULL)
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == nullptr)
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return false;
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int mouse_button = -1;
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if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
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@ -426,7 +426,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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}
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case SDL_TEXTINPUT:
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{
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == NULL)
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == nullptr)
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return false;
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io.AddInputCharactersUTF8(event->text.text);
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return true;
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@ -434,7 +434,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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{
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == NULL)
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == nullptr)
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return false;
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ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
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ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
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