update Dear ImGui to 1.92.4
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33 changed files with 855 additions and 540 deletions
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@ -23,6 +23,8 @@
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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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// 2025-09-23: Inputs: Minor optimization not submitting gamepad input if packet number has not changed.
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// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
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// 2025-06-02: [Docking] WM_DPICHANGED also apply io.ConfigDpiScaleViewports for main viewport instead of letting it be done by application code.
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// 2025-04-30: Inputs: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) would fail to claim it again the next subsequent click. (#8594)
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// 2025-03-26: [Docking] Viewports: fixed an issue when closing a window from the OS close button (with io.ConfigViewportsNoDecoration = false) while user code was discarding the 'bool* p_open = false' output from Begin(). Because we allowed the Win32 window to close early, Windows destroyed it and our imgui window became not visible even though user code was still submitting it.
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@ -137,6 +139,7 @@ struct ImGui_ImplWin32_Data
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HMODULE XInputDLL;
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PFN_XInputGetCapabilities XInputGetCapabilities;
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PFN_XInputGetState XInputGetState;
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DWORD XInputPacketNumber;
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#endif
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ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
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@ -186,6 +189,7 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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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_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasParentViewport; // We can honor viewport->ParentViewportId by applying the corresponding parent/child relationship at platform levle (optional)
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bd->hWnd = (HWND)hwnd;
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bd->TicksPerSecond = perf_frequency;
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@ -245,6 +249,7 @@ void ImGui_ImplWin32_Shutdown()
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_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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::SetPropA(bd->hWnd, "IMGUI_CONTEXT", nullptr);
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ImGui_ImplWin32_ShutdownMultiViewportSupport();
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@ -257,7 +262,8 @@ void ImGui_ImplWin32_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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@ -415,6 +421,9 @@ static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io)
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if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
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return;
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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if (bd->XInputPacketNumber != 0 && bd->XInputPacketNumber == xinput_state.dwPacketNumber)
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return;
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bd->XInputPacketNumber = xinput_state.dwPacketNumber;
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#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
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#define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
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@ -1114,11 +1123,10 @@ static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags fl
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*out_ex_style |= WS_EX_TOPMOST;
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}
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static HWND ImGui_ImplWin32_GetHwndFromViewportID(ImGuiID viewport_id)
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static HWND ImGui_ImplWin32_GetHwndFromViewport(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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return (HWND)viewport->PlatformHandle;
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if (viewport != nullptr)
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return (HWND)viewport->PlatformHandle;
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return nullptr;
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}
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@ -1129,7 +1137,7 @@ static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
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// Select style and parent window
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ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle);
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vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
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vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewport(viewport->ParentViewport);
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// Create window
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RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
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@ -1192,7 +1200,7 @@ static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
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// Update Win32 parent if it changed _after_ creation
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// Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually.
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HWND new_parent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
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HWND new_parent = ImGui_ImplWin32_GetHwndFromViewport(viewport->ParentViewport);
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if (new_parent != vd->HwndParent)
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{
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// Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner).
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