update dear imgui from 1.92.2b-docking to 1.92.6-docking
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@@ -13,7 +13,7 @@
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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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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// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
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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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@@ -25,7 +25,12 @@
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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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// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2026-02-13: Inputs: systems other than X11 are back to starting mouse capture on mouse down (reverts 2025-02-26 change). Only X11 requires waiting for a drag by default (not ideal, but a better default for X11 users). Added ImGui_ImplSDL2_SetMouseCaptureMode() for X11 debugger users. (#3650, #6410, #9235)
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// 2026-01-15: Changed GetClipboardText() handler to return nullptr on error aka clipboard contents is not text. Consistent with other backends. (#9168)
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// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_MOUSEMOTION 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: Content Scales are always reported as 1.0 on Wayland. (#8921)
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// 2025-07-08: Made ImGui_ImplSDL2_GetContentScaleForWindow(), ImGui_ImplSDL2_GetContentScaleForDisplay() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733)
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// 2025-06-11: Added ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window) and ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index) helper to facilitate making DPI-aware apps.
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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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@@ -33,7 +38,7 @@
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// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
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// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
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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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// 2025-02-26: 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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@@ -169,8 +174,8 @@ struct ImGui_ImplSDL2_Data
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SDL_Cursor* MouseLastCursor;
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int MouseLastLeaveFrame;
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bool MouseCanUseGlobalState;
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bool MouseCanUseCapture;
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bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
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ImGui_ImplSDL2_MouseCaptureMode MouseCaptureMode;
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// Gamepad handling
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ImVector<SDL_GameController*> Gamepads;
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@@ -200,7 +205,10 @@ static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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if (bd->ClipboardTextData)
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SDL_free(bd->ClipboardTextData);
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bd->ClipboardTextData = SDL_GetClipboardText();
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if (SDL_HasClipboardText())
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bd->ClipboardTextData = SDL_GetClipboardText();
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else
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bd->ClipboardTextData = nullptr;
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return bd->ClipboardTextData;
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}
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@@ -216,7 +224,7 @@ static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
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{
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SDL_Rect r;
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r.x = (int)(data->InputPos.x - viewport->Pos.x);
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r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight);
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r.y = (int)(data->InputPos.y - viewport->Pos.y);
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r.w = 1;
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r.h = (int)data->InputLineHeight;
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SDL_SetTextInputRect(&r);
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@@ -567,13 +575,16 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
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// Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
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// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
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bd->MouseCanUseGlobalState = false;
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bd->MouseCanUseCapture = false;
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bd->MouseCaptureMode = ImGui_ImplSDL2_MouseCaptureMode_Disabled;
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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const char* sdl_backend = SDL_GetCurrentVideoDriver();
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const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
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for (const char* item : capture_and_global_state_whitelist)
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if (strncmp(sdl_backend, item, strlen(item)) == 0)
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bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true;
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{
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bd->MouseCanUseGlobalState = true;
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bd->MouseCaptureMode = (strcmp(item, "x11") == 0) ? ImGui_ImplSDL2_MouseCaptureMode_EnabledAfterDrag : ImGui_ImplSDL2_MouseCaptureMode_Enabled;
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}
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#endif
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if (bd->MouseCanUseGlobalState)
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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@@ -701,9 +712,9 @@ void ImGui_ImplSDL2_Shutdown()
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_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_ImplSDL2_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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@@ -713,10 +724,19 @@ void ImGui_ImplSDL2_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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platform_io.ClearPlatformHandlers();
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IM_DELETE(bd);
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}
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// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
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void ImGui_ImplSDL2_SetMouseCaptureMode(ImGui_ImplSDL2_MouseCaptureMode mode)
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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if (mode == ImGui_ImplSDL2_MouseCaptureMode_Disabled && bd->MouseCaptureMode != ImGui_ImplSDL2_MouseCaptureMode_Disabled)
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SDL_CaptureMouse(SDL_FALSE);
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bd->MouseCaptureMode = mode;
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}
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// This code is rather messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
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static void ImGui_ImplSDL2_UpdateMouseData()
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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@@ -725,8 +745,12 @@ static void ImGui_ImplSDL2_UpdateMouseData()
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// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) 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 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 mitigate the issue we wait until mouse has moved to begin capture.
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if (bd->MouseCanUseCapture)
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// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue on X11 we we wait until mouse has moved to begin capture.
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if (bd->MouseCaptureMode == ImGui_ImplSDL2_MouseCaptureMode_Enabled)
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{
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SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
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}
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else if (bd->MouseCaptureMode == ImGui_ImplSDL2_MouseCaptureMode_EnabledAfterDrag)
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{
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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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@@ -755,13 +779,16 @@ static void ImGui_ImplSDL2_UpdateMouseData()
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SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
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}
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// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
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// (Optional) Fallback to provide unclamped mouse position when focused but not hovered (SDL_MOUSEMOTION 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_GetRelativeMouseMode() != 0;
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if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
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if (hovered_window == nullptr && 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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int mouse_x, mouse_y, window_x, window_y;
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int mouse_x, mouse_y;
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int window_x, window_y;
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SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
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if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
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{
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@@ -825,6 +852,9 @@ float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window)
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float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index)
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{
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const char* sdl_driver = SDL_GetCurrentVideoDriver();
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if (sdl_driver && strcmp(sdl_driver, "wayland") == 0)
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return 1.0f;
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#if SDL_HAS_PER_MONITOR_DPI
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#if !defined(__APPLE__) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__)
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float dpi = 0.0f;
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