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This commit is a preparation toward adding ImGui apis with explicit context and making ImGui applications being able to use multiple context at the same time whatever their concurrency model. About ImGuiIO: - ImGuiIO depends on ImGuiContext because some of its method want to event to `g.InputEventQueue`. - To make ImGuiIO aware of the context to use, context which creates the ImGuiIO is given as argument of ImGuiIO constructor. - The assert `IM_ASSERT(&g.IO == this && "Can only add events to current context.")` has been removed since it does not make sense anymore NOTE: ImGuiIO could be completely independent of ImGuiContext if the InputEventQueue was moved from ImGuiContext to ImGuiIO, but since ImGuiIO is a public class it would expose InputEvent type. Solving this problem is out of the current scope, but it is interesting to notice.
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@ -54,6 +54,7 @@ Other changes:
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- Nav: Fixed an issue with Gamepad navigation when the movement lead to a scroll and
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frame time > repeat rate. Triggering a new move request on the same frame as a move
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result lead to an incorrect calculation and loss of navigation id. (#6171)
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- IO: Lifted constraint to call io.AddEventXXX functions from current context. (#4921, #5856, #6199)
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- Drag and Drop: Fixed handling of overlapping targets when smaller one is submitted
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before and can accept the same data type. (#6183).
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- Drag and Drop: Clear drag and drop state as soon as delivery is accepted in order to
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24
imgui.cpp
24
imgui.cpp
@ -1244,8 +1244,8 @@ ImGuiIO::ImGuiIO()
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// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
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void ImGuiIO::AddInputCharacter(unsigned int c)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(&g.IO == this && "Can only add events to current context.");
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IM_ASSERT(Ctx != NULL);
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ImGuiContext& g = *Ctx;
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if (c == 0 || !AppAcceptingEvents)
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return;
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@ -1357,10 +1357,10 @@ static ImGuiInputEvent* FindLatestInputEvent(ImGuiInputEventType type, int arg =
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void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
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{
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//if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
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IM_ASSERT(Ctx != NULL);
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if (key == ImGuiKey_None || !AppAcceptingEvents)
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return;
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ImGuiContext& g = *GImGui;
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IM_ASSERT(&g.IO == this && "Can only add events to current context.");
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ImGuiContext& g = *Ctx;
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IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
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IM_ASSERT(!ImGui::IsAliasKey(key)); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
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IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)
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@ -1435,8 +1435,8 @@ void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
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// Queue a mouse move event
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void ImGuiIO::AddMousePosEvent(float x, float y)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(&g.IO == this && "Can only add events to current context.");
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IM_ASSERT(Ctx != NULL);
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ImGuiContext& g = *Ctx;
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if (!AppAcceptingEvents)
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return;
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@ -1459,8 +1459,8 @@ void ImGuiIO::AddMousePosEvent(float x, float y)
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void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(&g.IO == this && "Can only add events to current context.");
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IM_ASSERT(Ctx != NULL);
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ImGuiContext& g = *Ctx;
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IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
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if (!AppAcceptingEvents)
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return;
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@ -1482,8 +1482,8 @@ void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
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// Queue a mouse wheel event (some mouse/API may only have a Y component)
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void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(&g.IO == this && "Can only add events to current context.");
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IM_ASSERT(Ctx != NULL);
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ImGuiContext& g = *Ctx;
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// Filter duplicate (unlike most events, wheel values are relative and easy to filter)
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if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
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@ -1499,8 +1499,8 @@ void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
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void ImGuiIO::AddFocusEvent(bool focused)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(&g.IO == this && "Can only add events to current context.");
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IM_ASSERT(Ctx != NULL);
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ImGuiContext& g = *Ctx;
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// Filter duplicate
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const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Focus);
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2
imgui.h
2
imgui.h
@ -2022,6 +2022,8 @@ struct ImGuiIO
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// [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
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//------------------------------------------------------------------
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ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent).
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// Main Input State
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// (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)
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// (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
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@ -1052,7 +1052,7 @@ struct IMGUI_API ImGuiMenuColumns
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// For a given item ID, access with ImGui::GetInputTextState()
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struct IMGUI_API ImGuiInputTextState
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{
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ImGuiContext* Ctx; // parent dear imgui context
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ImGuiContext* Ctx; // parent UI context (needs to be set explicitly by parent).
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ImGuiID ID; // widget id owning the text state
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int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not.
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ImVector<ImWchar> TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
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@ -1068,7 +1068,7 @@ struct IMGUI_API ImGuiInputTextState
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bool Edited; // edited this frame
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ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set.
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ImGuiInputTextState(ImGuiContext* ctx) { memset(this, 0, sizeof(*this)); Ctx = ctx;}
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ImGuiInputTextState() { memset(this, 0, sizeof(*this)); }
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void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); }
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void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); }
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int GetUndoAvailCount() const { return Stb.undostate.undo_point; }
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@ -2013,8 +2013,10 @@ struct ImGuiContext
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ImVector<char> TempBuffer; // Temporary text buffer
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ImGuiContext(ImFontAtlas* shared_font_atlas)
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: InputTextState(this)
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{
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IO.Ctx = this;
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InputTextState.Ctx = this;
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Initialized = false;
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FontAtlasOwnedByContext = shared_font_atlas ? false : true;
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Font = NULL;
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