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https://github.com/Drezil/imgui.git
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Backends: Win32, SDL, GLFW: only honor io.WantSetMousePos when focused + fix GLFW uninstalling handler + tweaks to reduce branch drift with docking. (#787, #2445, #2696, #3751, #4377)
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@ -55,7 +55,7 @@
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#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
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#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
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#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
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#ifdef GLFW_RESIZE_NESW_CURSOR // let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
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#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
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#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
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#else
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#define GLFW_HAS_NEW_CURSORS (0)
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@ -116,7 +116,7 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
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void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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if (bd->PrevUserCallbackMousebutton != NULL)
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if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)
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bd->PrevUserCallbackMousebutton(window, button, action, mods);
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if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(bd->MouseJustPressed))
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@ -126,7 +126,7 @@ void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int acti
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void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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if (bd->PrevUserCallbackScroll != NULL)
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if (bd->PrevUserCallbackScroll != NULL && window == bd->Window)
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bd->PrevUserCallbackScroll(window, xoffset, yoffset);
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ImGuiIO& io = ImGui::GetIO();
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@ -137,7 +137,7 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
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void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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if (bd->PrevUserCallbackKey != NULL)
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if (bd->PrevUserCallbackKey != NULL && window == bd->Window)
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bd->PrevUserCallbackKey(window, key, scancode, action, mods);
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ImGuiIO& io = ImGui::GetIO();
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@ -174,7 +174,7 @@ void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
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void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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if (bd->PrevUserCallbackChar != NULL)
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if (bd->PrevUserCallbackChar != NULL && window == bd->Window)
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bd->PrevUserCallbackChar(window, c);
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ImGuiIO& io = ImGui::GetIO();
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@ -298,6 +298,7 @@ void ImGui_ImplGlfw_Shutdown()
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if (bd->InstalledCallbacks)
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{
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glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter);
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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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@ -316,32 +317,32 @@ void ImGui_ImplGlfw_Shutdown()
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static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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// Update buttons
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ImGuiIO& io = ImGui::GetIO();
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const ImVec2 mouse_pos_prev = io.MousePos;
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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// Update mouse buttons
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// (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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for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
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{
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// 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[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Window, i) != 0;
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bd->MouseJustPressed[i] = false;
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}
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#ifdef __EMSCRIPTEN__
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const bool focused = true; // Emscripten
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const bool focused = true;
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#else
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const bool focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
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#endif
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GLFWwindow* mouse_window = (bd->MouseWindow == bd->Window || focused) ? bd->Window : NULL;
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// Update mouse position
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const ImVec2 mouse_pos_backup = io.MousePos;
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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if (io.WantSetMousePos)
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{
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if (focused)
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glfwSetCursorPos(bd->Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y);
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}
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else if (mouse_window != NULL)
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// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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if (io.WantSetMousePos && focused)
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glfwSetCursorPos(bd->Window, (double)mouse_pos_prev.x, (double)mouse_pos_prev.y);
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// Set Dear ImGui mouse position from OS position
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if (mouse_window != NULL)
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{
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double mouse_x, mouse_y;
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glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y);
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