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https://github.com/Drezil/imgui.git
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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_glfw.cpp # backends/imgui_impl_sdl.cpp # backends/imgui_impl_win32.cpp # imgui_demo.cpp # imgui_internal.h
This commit is contained in:
@ -21,6 +21,8 @@
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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-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
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// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
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@ -104,7 +106,6 @@ struct ImGui_ImplGlfw_Data
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GlfwClientApi ClientApi;
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double Time;
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GLFWwindow* MouseWindow;
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bool MouseJustPressed[ImGuiMouseButton_COUNT];
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GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
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GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST];
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bool InstalledCallbacks;
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@ -204,11 +205,11 @@ static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
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case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
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case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
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case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
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case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftControl;
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case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
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case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
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case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
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case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
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case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightControl;
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case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
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case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
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case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
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case GLFW_KEY_MENU: return ImGuiKey_Menu;
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@ -264,14 +265,28 @@ static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
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}
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}
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static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods)
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiKeyModFlags key_mods =
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((mods & GLFW_MOD_CONTROL) ? ImGuiKeyModFlags_Ctrl : 0) |
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((mods & GLFW_MOD_SHIFT) ? ImGuiKeyModFlags_Shift : 0) |
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((mods & GLFW_MOD_ALT) ? ImGuiKeyModFlags_Alt : 0) |
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((mods & GLFW_MOD_SUPER) ? ImGuiKeyModFlags_Super : 0);
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io.AddKeyModsEvent(key_mods);
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}
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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 && 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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bd->MouseJustPressed[button] = true;
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ImGui_ImplGlfw_UpdateKeyModifiers(mods);
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ImGuiIO& io = ImGui::GetIO();
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if (button >= 0 && button < ImGuiMouseButton_COUNT)
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io.AddMouseButtonEvent(button, action == GLFW_PRESS);
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}
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void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
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@ -281,13 +296,12 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
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bd->PrevUserCallbackScroll(window, xoffset, yoffset);
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ImGuiIO& io = ImGui::GetIO();
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io.MouseWheelH += (float)xoffset;
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io.MouseWheel += (float)yoffset;
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io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
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}
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static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
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{
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#if GLFW_HAS_GET_KEY_NAME
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#if GLFW_HAS_GET_KEY_NAME && !defined(__EMSCRIPTEN__)
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// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
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// (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
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// See https://github.com/glfw/glfw/issues/1502 for details.
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@ -304,6 +318,8 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
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else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
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}
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// if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
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#else
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IM_UNUSED(scancode);
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#endif
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return key;
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}
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@ -317,6 +333,8 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
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if (action != GLFW_PRESS && action != GLFW_RELEASE)
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return;
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ImGui_ImplGlfw_UpdateKeyModifiers(mods);
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if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows))
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bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : NULL;
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@ -352,7 +370,7 @@ void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
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x += window_x;
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y += window_y;
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}
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io.MousePos = ImVec2((float)x, (float)y);
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io.AddMousePosEvent((float)x, (float)y);
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}
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void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
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@ -367,7 +385,7 @@ void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
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if (!entered && bd->MouseWindow == window)
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{
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bd->MouseWindow = NULL;
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
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}
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}
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@ -524,7 +542,6 @@ static void ImGui_ImplGlfw_UpdateMouseData()
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io.MouseHoveredViewport = 0;
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const ImVec2 mouse_pos_prev = io.MousePos;
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int mouse_buttons_mask = 0x00;
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for (int n = 0; n < platform_io.Viewports.Size; n++)
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{
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ImGuiViewport* viewport = platform_io.Viewports[n];
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@ -537,11 +554,6 @@ static void ImGui_ImplGlfw_UpdateMouseData()
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#endif
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if (is_window_focused)
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{
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// Update mouse button mask (applied below)
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for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
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if (glfwGetMouseButton(window, i) != 0)
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mouse_buttons_mask |= (1 << i);
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// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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// When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
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if (io.WantSetMousePos)
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@ -561,7 +573,7 @@ static void ImGui_ImplGlfw_UpdateMouseData()
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mouse_x += window_x;
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mouse_y += window_y;
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}
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io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
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io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
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}
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}
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@ -582,14 +594,6 @@ static void ImGui_ImplGlfw_UpdateMouseData()
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io.MouseHoveredViewport = viewport->ID;
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#endif
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}
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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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io.MouseDown[i] = bd->MouseJustPressed[i] || (mouse_buttons_mask & (1 << i)) != 0;
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bd->MouseJustPressed[i] = false;
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}
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}
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static void ImGui_ImplGlfw_UpdateMouseCursor()
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@ -691,18 +695,6 @@ static void ImGui_ImplGlfw_UpdateMonitors()
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bd->WantUpdateMonitors = false;
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}
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static void ImGui_ImplGlfw_UpdateKeyModifiers()
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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ImGuiKeyModFlags key_mods =
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(((glfwGetKey(bd->Window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS)) ? ImGuiKeyModFlags_Ctrl : 0) |
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(((glfwGetKey(bd->Window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS)) ? ImGuiKeyModFlags_Shift : 0) |
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(((glfwGetKey(bd->Window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS)) ? ImGuiKeyModFlags_Alt : 0) |
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(((glfwGetKey(bd->Window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS)) ? ImGuiKeyModFlags_Super : 0);
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io.AddKeyModsEvent(key_mods);
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}
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void ImGui_ImplGlfw_NewFrame()
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -725,7 +717,6 @@ void ImGui_ImplGlfw_NewFrame()
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io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
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bd->Time = current_time;
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ImGui_ImplGlfw_UpdateKeyModifiers();
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ImGui_ImplGlfw_UpdateMouseData();
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ImGui_ImplGlfw_UpdateMouseCursor();
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