update Dear ImGui to 1.91.6
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49 changed files with 903 additions and 491 deletions
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@ -9,10 +9,11 @@
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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: 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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// 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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// [x] Platform: 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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@ -141,7 +142,7 @@ static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
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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) : NULL;
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bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : nullptr;
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return bd->ClipboardTextData;
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}
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@ -155,7 +156,7 @@ 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 != NULL)
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if ((data->WantVisible == false || 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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@ -336,7 +337,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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{
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case SDL_EVENT_MOUSE_MOTION:
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == NULL)
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if (ImGui_ImplSDL3_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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@ -352,7 +353,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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}
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case SDL_EVENT_MOUSE_WHEEL:
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == NULL)
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if (ImGui_ImplSDL3_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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float wheel_x = -event->wheel.x;
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@ -364,7 +365,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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case SDL_EVENT_MOUSE_BUTTON_UP:
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == NULL)
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if (ImGui_ImplSDL3_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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@ -381,7 +382,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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}
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case SDL_EVENT_TEXT_INPUT:
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == NULL)
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if (ImGui_ImplSDL3_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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@ -389,7 +390,7 @@ 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) == NULL)
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == nullptr)
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return false;
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//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%d: key=%d, scancode=%d, mod=%X\n", (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP", event->key.key, event->key.scancode, event->key.mod);
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ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
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@ -409,7 +410,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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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) == NULL)
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
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return false;
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bd->MouseWindowID = event->window.windowID;
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bd->MousePendingLeaveFrame = 0;
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@ -421,7 +422,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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// FIXME: Unconfirmed whether this is still needed with SDL3.
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case SDL_EVENT_WINDOW_MOUSE_LEAVE:
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
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return false;
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bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
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return true;
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@ -429,7 +430,7 @@ 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) == NULL)
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
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return false;
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io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
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return true;
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