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Merge branch 'master' into docking. Remove Platform_SetImeInputPos. Remove backend-side IME implementation. Rrevert removal of MouseDragMaxDistanceAbs in 206b9ea
. (#2589, #3113)
# Conflicts: # backends/imgui_impl_glfw.cpp # backends/imgui_impl_sdl.cpp # backends/imgui_impl_win32.cpp # imgui.cpp # imgui.h # imgui_internal.h # imgui_widgets.cpp
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@ -877,31 +877,6 @@ static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
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}
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}
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//--------------------------------------------------------------------------------------------------------
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// IME (Input Method Editor) basic support for e.g. Asian language users
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//--------------------------------------------------------------------------------------------------------
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// We provide a Win32 implementation because this is such a common issue for IME users
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#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
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#define HAS_WIN32_IME 1
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#include <imm.h>
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#ifdef _MSC_VER
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#pragma comment(lib, "imm32")
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#endif
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static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
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{
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COMPOSITIONFORM cf = { CFS_FORCE_POSITION, { (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) }, { 0, 0, 0, 0 } };
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if (HWND hwnd = (HWND)viewport->PlatformHandleRaw)
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if (HIMC himc = ::ImmGetContext(hwnd))
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{
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::ImmSetCompositionWindow(himc, &cf);
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::ImmReleaseContext(hwnd, himc);
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}
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}
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#else
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#define HAS_WIN32_IME 0
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#endif
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//--------------------------------------------------------------------------------------------------------
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// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
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//--------------------------------------------------------------------------------------------------------
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@ -956,9 +931,6 @@ static void ImGui_ImplGlfw_InitPlatformInterface()
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#if GLFW_HAS_VULKAN
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platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
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#endif
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#if HAS_WIN32_IME
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platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
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#endif
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// Register main window handle (which is owned by the main application, not by us)
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// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
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@ -14,6 +14,7 @@
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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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// 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code).
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// 2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
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// 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464)
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// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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@ -554,6 +555,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this
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continue;
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// Apply scissor/clipping rectangle
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MTLScissorRect scissorRect =
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@ -260,6 +260,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
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bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
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// Set platform dependent data in viewport
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)window;
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@ -267,7 +268,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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SDL_SysWMinfo info;
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SDL_VERSION(&info.version);
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if (SDL_GetWindowWMInfo(window, &info))
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main_viewport->PlatformHandleRaw = info.info.win.window;
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main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
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#endif
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// Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
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@ -670,35 +670,6 @@ float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
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return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
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}
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//--------------------------------------------------------------------------------------------------------
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// IME (Input Method Editor) basic support for e.g. Asian language users
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//--------------------------------------------------------------------------------------------------------
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#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have Win32 functions
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#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
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#endif
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#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
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#define HAS_WIN32_IME 1
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#include <imm.h>
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#ifdef _MSC_VER
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#pragma comment(lib, "imm32")
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#endif
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static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
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{
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COMPOSITIONFORM cf = { CFS_FORCE_POSITION,{ (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) },{ 0, 0, 0, 0 } };
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if (HWND hwnd = (HWND)viewport->PlatformHandle)
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if (HIMC himc = ::ImmGetContext(hwnd))
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{
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::ImmSetCompositionWindow(himc, &cf);
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::ImmReleaseContext(hwnd, himc);
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}
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}
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#else
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#define HAS_WIN32_IME 0
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#endif
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//--------------------------------------------------------------------------------------------------------
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
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@ -1001,9 +972,6 @@ static void ImGui_ImplWin32_InitPlatformInterface()
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platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
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platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
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platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
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#if HAS_WIN32_IME
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platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
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#endif
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// Register main window handle (which is owned by the main application, not by us)
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// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
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