update Dear ImGui to 1.92.4
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33 changed files with 855 additions and 540 deletions
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@ -24,6 +24,8 @@
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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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// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_EVENT_MOUSE_MOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786)
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// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
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// 2025-09-15: Use SDL_GetWindowDisplayScale() on Mac to output DisplayFrameBufferScale. The function is more reliable during resolution changes e.g. going fullscreen. (#8703, #4414)
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// 2025-06-27: IME: avoid calling SDL_StartTextInput() again if already active. (#8727)
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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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@ -532,7 +534,8 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
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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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// (ImGuiBackendFlags_PlatformHasViewports may be set just below)
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// (ImGuiBackendFlags_PlatformHasViewports and ImGuiBackendFlags_HasParentViewport may be set just below)
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// (ImGuiBackendFlags_HasMouseHoveredViewport is set dynamically in our _NewFrame function)
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bd->Window = window;
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bd->WindowID = SDL_GetWindowID(window);
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@ -558,7 +561,10 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
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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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{
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasParentViewport; // We can honor viewport->ParentViewportId by applying the corresponding parent/child relationship at platform level (optional)
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}
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
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@ -662,9 +668,9 @@ void ImGui_ImplSDL3_Shutdown()
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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ImGui_ImplSDL3_ShutdownMultiViewportSupport();
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if (bd->ClipboardTextData)
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SDL_free(bd->ClipboardTextData);
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
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@ -673,7 +679,8 @@ void ImGui_ImplSDL3_Shutdown()
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io.BackendPlatformName = nullptr;
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io.BackendPlatformUserData = nullptr;
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io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
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io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport | ImGuiBackendFlags_HasParentViewport);
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platform_io.ClearPlatformHandlers();
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IM_DELETE(bd);
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}
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@ -715,9 +722,11 @@ static void ImGui_ImplSDL3_UpdateMouseData()
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SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
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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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// (Optional) Fallback to provide unclamped mouse position when focused but not hovered (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
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// Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature.
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SDL_Window* hovered_window = SDL_GetMouseFocus();
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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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if (hovered_window == NULL && 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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@ -730,7 +739,7 @@ static void ImGui_ImplSDL3_UpdateMouseData()
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mouse_x -= window_x;
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mouse_y -= window_y;
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}
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io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
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io.AddMousePosEvent(mouse_x, mouse_y);
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}
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}
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@ -999,14 +1008,13 @@ struct ImGui_ImplSDL3_ViewportData
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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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static SDL_Window* ImGui_ImplSDL3_GetSDLWindowFromViewport(ImGuiViewport* viewport)
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{
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if (viewport_id != 0)
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if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id))
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{
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SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
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return SDL_GetWindowFromID(window_id);
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}
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if (viewport != nullptr)
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{
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SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
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return SDL_GetWindowFromID(window_id);
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}
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return nullptr;
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}
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@ -1016,7 +1024,7 @@ static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
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ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
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viewport->PlatformUserData = vd;
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vd->ParentWindow = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId);
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vd->ParentWindow = ImGui_ImplSDL3_GetSDLWindowFromViewport(viewport->ParentViewport);
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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ImGui_ImplSDL3_ViewportData* main_viewport_data = (ImGui_ImplSDL3_ViewportData*)main_viewport->PlatformUserData;
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@ -1105,7 +1113,7 @@ static void ImGui_ImplSDL3_UpdateWindow(ImGuiViewport* viewport)
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#ifndef __APPLE__ // On Mac, SDL3 Parenting appears to prevent viewport from appearing in another monitor
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// Update SDL3 parent if it changed _after_ creation.
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// This is for advanced apps that are manipulating ParentViewportID manually.
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SDL_Window* new_parent = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId);
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SDL_Window* new_parent = ImGui_ImplSDL3_GetSDLWindowFromViewport(viewport->ParentViewport);
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if (new_parent != vd->ParentWindow)
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{
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vd->ParentWindow = new_parent;
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