mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-16 01:33:14 +02:00
Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_glfw.cpp # backends/imgui_impl_sdl.cpp
This commit is contained in:
@ -21,6 +21,7 @@
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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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// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after iniitializing backend.
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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@ -110,6 +111,7 @@ struct ImGui_ImplGlfw_Data
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double Time;
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GLFWwindow* MouseWindow;
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GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
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ImVec2 LastValidMousePos;
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GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST];
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bool InstalledCallbacks;
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bool WantUpdateMonitors;
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@ -374,8 +376,11 @@ void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
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y += window_y;
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}
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io.AddMousePosEvent((float)x, (float)y);
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bd->LastValidMousePos = ImVec2((float)x, (float)y);
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}
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// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
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// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
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void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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@ -384,9 +389,13 @@ void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
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ImGuiIO& io = ImGui::GetIO();
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if (entered)
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bd->MouseWindow = window;
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if (!entered && bd->MouseWindow == window)
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{
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bd->MouseWindow = window;
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io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
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}
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else if (!entered && bd->MouseWindow == window)
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{
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bd->LastValidMousePos = io.MousePos;
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bd->MouseWindow = NULL;
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io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
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}
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@ -408,6 +417,48 @@ void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
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bd->WantUpdateMonitors = true;
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}
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void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
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IM_ASSERT(bd->Window == window);
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bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
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bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
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bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
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bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
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bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
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bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
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bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
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bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
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bd->InstalledCallbacks = true;
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}
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void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
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IM_ASSERT(bd->Window == window);
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glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
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glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
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glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
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glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
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glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
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glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
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glfwSetCharCallback(window, bd->PrevUserCallbackChar);
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glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
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bd->InstalledCallbacks = false;
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bd->PrevUserCallbackWindowFocus = NULL;
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bd->PrevUserCallbackCursorEnter = NULL;
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bd->PrevUserCallbackCursorPos = NULL;
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bd->PrevUserCallbackMousebutton = NULL;
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bd->PrevUserCallbackScroll = NULL;
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bd->PrevUserCallbackKey = NULL;
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bd->PrevUserCallbackChar = NULL;
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bd->PrevUserCallbackMonitor = NULL;
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}
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static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -456,25 +507,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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glfwSetErrorCallback(prev_error_callback);
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// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
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bd->PrevUserCallbackWindowFocus = NULL;
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bd->PrevUserCallbackCursorEnter = NULL;
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bd->PrevUserCallbackMousebutton = NULL;
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bd->PrevUserCallbackScroll = NULL;
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bd->PrevUserCallbackKey = NULL;
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bd->PrevUserCallbackChar = NULL;
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bd->PrevUserCallbackMonitor = NULL;
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if (install_callbacks)
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{
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bd->InstalledCallbacks = true;
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bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
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bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
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bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
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bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
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bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
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bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
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bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
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bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
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}
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ImGui_ImplGlfw_InstallCallbacks(window);
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// Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
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ImGui_ImplGlfw_UpdateMonitors();
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@ -517,16 +551,7 @@ void ImGui_ImplGlfw_Shutdown()
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ImGui_ImplGlfw_ShutdownPlatformInterface();
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if (bd->InstalledCallbacks)
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{
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glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus);
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glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter);
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glfwSetCursorPosCallback(bd->Window, bd->PrevUserCallbackCursorPos);
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glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton);
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glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll);
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glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey);
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glfwSetCharCallback(bd->Window, bd->PrevUserCallbackChar);
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glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
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}
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ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
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glfwDestroyCursor(bd->MouseCursors[cursor_n]);
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@ -575,6 +600,7 @@ static void ImGui_ImplGlfw_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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bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
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io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
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}
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}
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@ -34,9 +34,13 @@ IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool ins
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IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
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// GLFW callbacks
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// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
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// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
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// GLFW callbacks (installer)
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// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
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// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
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IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
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IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
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// GLFW callbacks (individual callbacks to call if you didn't install callbacks)
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IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
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IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
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IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
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@ -110,7 +110,11 @@
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// GL includes
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <GLES2/gl2.h>
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#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
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#include <OpenGLES/ES2/gl.h> // Use GL ES 2
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#else
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#include <GLES2/gl2.h> // Use GL ES 2
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#endif
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#if defined(__EMSCRIPTEN__)
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#ifndef GL_GLEXT_PROTOTYPES
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#define GL_GLEXT_PROTOTYPES
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@ -25,6 +25,7 @@
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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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// 2022-02-07: Inputs: Forward keyDown/keyUp events to OS when unused by dear imgui.
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// 2022-01-31: Fix building with old Xcode versions that are missing gamepad features.
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
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@ -133,7 +134,8 @@ static double GetMachAbsoluteTimeInSeconds()
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- (void)keyDown:(NSEvent*)event
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{
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ImGui_ImplOSX_HandleEvent(event, self);
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if (!ImGui_ImplOSX_HandleEvent(event, self))
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[super keyDown:event];
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// Call to the macOS input manager system.
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[self interpretKeyEvents:@[event]];
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@ -141,7 +143,8 @@ static double GetMachAbsoluteTimeInSeconds()
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- (void)keyUp:(NSEvent*)event
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{
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ImGui_ImplOSX_HandleEvent(event, self);
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if (!ImGui_ImplOSX_HandleEvent(event, self))
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[super keyUp:event];
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}
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- (void)insertText:(id)aString replacementRange:(NSRange)replacementRange
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@ -21,6 +21,7 @@
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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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// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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@ -89,14 +90,15 @@ static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
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// SDL Data
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struct ImGui_ImplSDL2_Data
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{
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SDL_Window* Window;
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Uint64 Time;
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Uint32 MouseWindowID;
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int MouseButtonsDown;
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SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
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char* ClipboardTextData;
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bool MouseCanUseGlobalState;
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bool UseVulkan;
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SDL_Window* Window;
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SDL_Renderer* Renderer;
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Uint64 Time;
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Uint32 MouseWindowID;
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int MouseButtonsDown;
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SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
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char* ClipboardTextData;
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bool MouseCanUseGlobalState;
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bool UseVulkan;
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ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); }
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};
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@ -344,7 +346,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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return false;
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}
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static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
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@ -376,6 +378,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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#endif
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bd->Window = window;
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bd->Renderer = renderer;
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bd->MouseCanUseGlobalState = mouse_can_use_global_state;
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io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
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@ -426,7 +429,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
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{
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return ImGui_ImplSDL2_Init(window, sdl_gl_context);
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return ImGui_ImplSDL2_Init(window, NULL, sdl_gl_context);
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}
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bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
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@ -434,7 +437,7 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
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#if !SDL_HAS_VULKAN
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IM_ASSERT(0 && "Unsupported");
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#endif
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if (!ImGui_ImplSDL2_Init(window, NULL))
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if (!ImGui_ImplSDL2_Init(window, NULL, NULL))
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return false;
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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bd->UseVulkan = true;
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@ -446,17 +449,17 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
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#if !defined(_WIN32)
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IM_ASSERT(0 && "Unsupported");
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#endif
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return ImGui_ImplSDL2_Init(window, NULL);
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return ImGui_ImplSDL2_Init(window, NULL, NULL);
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}
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bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
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{
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return ImGui_ImplSDL2_Init(window, NULL);
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return ImGui_ImplSDL2_Init(window, NULL, NULL);
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}
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bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window)
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bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
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{
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return ImGui_ImplSDL2_Init(window, NULL);
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return ImGui_ImplSDL2_Init(window, renderer, NULL);
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}
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void ImGui_ImplSDL2_Shutdown()
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@ -648,7 +651,10 @@ void ImGui_ImplSDL2_NewFrame()
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SDL_GetWindowSize(bd->Window, &w, &h);
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if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
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w = h = 0;
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SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
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if (bd->Renderer != NULL)
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SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
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else
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SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
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io.DisplaySize = ImVec2((float)w, (float)h);
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if (w > 0 && h > 0)
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io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
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@ -21,13 +21,14 @@
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#include "imgui.h" // IMGUI_IMPL_API
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struct SDL_Window;
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struct SDL_Renderer;
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typedef union SDL_Event SDL_Event;
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
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IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
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@ -211,7 +211,7 @@ bool ImGui_ImplSDLRenderer_CreateFontsTexture()
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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// Upload texture to graphics system
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bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height);
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bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
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if (bd->FontTexture == NULL)
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{
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SDL_Log("error creating texture");
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