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Merge branch 'master' into viewport
# Conflicts: # examples/imgui_impl_dx10.cpp # examples/imgui_impl_dx11.cpp # examples/imgui_impl_dx12.cpp # examples/imgui_impl_dx9.cpp # examples/opengl2_example/imgui_impl_glfw_gl2.cpp # examples/opengl3_example/imgui_impl_glfw_gl3.cpp # examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp # examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp # examples/vulkan_example/imgui_impl_glfw_vulkan.cpp # imgui.h
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@ -14,6 +14,7 @@
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// (minor and older changes stripped away, please see git history for details)
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// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2018-XX-XX: Misc: ImGui_ImplSDL2_Init() now takes a SDL_GLContext parameter.
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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoSetMouseCursor flag.
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// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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@ -122,8 +123,14 @@ bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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{
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g_Window = window;
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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#if SDL_HAS_CAPTURE_MOUSE
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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#endif
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
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@ -171,10 +178,7 @@ bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
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// We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
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#if SDL_HAS_CAPTURE_MOUSE
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io.ConfigFlags |= ImGuiConfigFlags_PlatformHasViewports;
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#endif
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if ((io.ConfigFlags & ImGuiConfigFlags_EnableViewports) && (io.ConfigFlags & ImGuiConfigFlags_PlatformHasViewports))
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if ((io.ConfigFlags & ImGuiConfigFlags_EnableViewports) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
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ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
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return true;
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@ -233,15 +237,18 @@ static void ImGui_ImplSDL2_UpdateMouse()
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#endif
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// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
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ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
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if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
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if ((io.ConfigFlags & ImGuiConfigFlags_NoSetMouseCursor) == 0)
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{
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SDL_ShowCursor(SDL_FALSE);
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}
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else
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{
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SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
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SDL_ShowCursor(SDL_TRUE);
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ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
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if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
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{
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SDL_ShowCursor(SDL_FALSE);
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}
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else
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{
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SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
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SDL_ShowCursor(SDL_TRUE);
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}
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}
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}
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@ -346,7 +353,7 @@ static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
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// SDL hack: Hide icon from task bar
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// Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition.
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ImGuiIO& io = ImGui::GetIO();
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if (io.ConfigFlags & ImGuiConfigFlags_PlatformNoTaskBar)
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if (io.ConfigFlags & ImGuiConfigFlags_NoTaskBarForViewports)
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{
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LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
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ex_style &= ~WS_EX_APPWINDOW;
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@ -448,9 +455,6 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
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platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
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#endif
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= SDL_HAS_WINDOW_OPACITY ? ImGuiConfigFlags_PlatformHasWindowAlpha : 0;
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// Register main window handle
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
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