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https://github.com/Drezil/imgui.git
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Merge branch 'viewport' into docking
# Conflicts: # docs/CHANGELOG.txt # imgui.cpp # imgui_internal.h
This commit is contained in:
@ -409,6 +409,7 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
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data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window);
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data->WindowOwned = true;
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viewport->PlatformHandle = (void*)data->Window;
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glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
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// Install callbacks for secondary viewports
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glfwSetMouseButtonCallback(data->Window, ImGui_ImplGlfw_MouseButtonCallback);
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@ -547,6 +548,12 @@ static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
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return glfwGetWindowAttrib(data->Window, GLFW_FOCUSED) != 0;
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}
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static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
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{
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ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
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return glfwGetWindowAttrib(data->Window, GLFW_ICONIFIED) != 0;
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}
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#if GLFW_HAS_WINDOW_ALPHA
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static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
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{
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@ -667,6 +674,7 @@ static void ImGui_ImplGlfw_InitPlatformInterface()
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platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
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platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
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platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
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platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
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platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
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platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
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platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
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@ -10,6 +10,7 @@
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// Missing features:
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// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
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// [ ] Platform: Gamepad support (need to use SDL_GameController API to fill the io.NavInputs[] value when ImGuiConfigFlags_NavEnableGamepad is set).
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// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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@ -18,6 +19,7 @@
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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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// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
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// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
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// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
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// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
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@ -82,7 +84,8 @@ static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event)
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// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
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bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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{
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ImGuiIO& io = ImGui::GetIO();
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switch (event->type)
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@ -472,6 +475,12 @@ static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport)
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return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
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}
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static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport)
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{
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ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
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return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_MINIMIZED) != 0;
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}
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static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
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{
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ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
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@ -543,6 +552,7 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
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platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
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platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
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platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
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platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized;
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platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
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platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
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platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
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@ -24,4 +24,4 @@ IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* s
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
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IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
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@ -536,6 +536,13 @@ static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
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return ::GetActiveWindow() == data->Hwnd;
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}
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static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
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{
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ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
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IM_ASSERT(data->Hwnd != 0);
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return ::IsIconic(data->Hwnd) != 0;
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}
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static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
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{
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// ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
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@ -683,6 +690,7 @@ static void ImGui_ImplWin32_InitPlatformInterface()
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platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
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platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
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platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
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platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
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platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
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platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
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platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale;
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