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Merge branch 'master' into docking (will need further for io.AddFocusEvent)
# Conflicts: # backends/imgui_impl_glfw.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_sdl.cpp # backends/imgui_impl_win32.cpp # imgui.cpp
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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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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
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// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
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// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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@ -63,7 +64,11 @@
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#include "TargetConditionals.h"
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#endif
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE (SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS))
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#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
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#else
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
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#endif
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#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
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#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5)
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#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
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@ -168,7 +173,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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// Multi-viewport support
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case SDL_WINDOWEVENT:
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Uint8 window_event = event->window.event;
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if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED)
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if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED || window_event == SDL_WINDOWEVENT_FOCUS_GAINED || window_event == SDL_WINDOWEVENT_FOCUS_LOST)
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if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
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{
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if (window_event == SDL_WINDOWEVENT_CLOSE)
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@ -177,6 +182,10 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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viewport->PlatformRequestMove = true;
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if (window_event == SDL_WINDOWEVENT_RESIZED)
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viewport->PlatformRequestResize = true;
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if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
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io.AddFocusEvent(true);
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else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
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io.AddFocusEvent(false);
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return true;
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}
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break;
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@ -191,10 +200,10 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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// Check and store if we are on a SDL backend that supports global mouse position
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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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const char* sdl_backend = SDL_GetCurrentVideoDriver();
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const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
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bool mouse_can_use_global_state = false;
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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* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
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for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
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if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
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mouse_can_use_global_state = true;
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@ -341,7 +350,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
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// Update mouse buttons
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int mouse_x_local, mouse_y_local;
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Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local);
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io.MouseDown[0] = bd->MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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io.MouseDown[0] = bd->MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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io.MouseDown[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
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io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
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bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false;
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