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
This commit is contained in:
omar
2018-03-20 22:14:34 +01:00
21 changed files with 193 additions and 123 deletions

View File

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