Merge branch 'viewport' into docking

This commit is contained in:
omar 2018-12-21 16:53:13 +01:00
commit e181b0c3fc

View File

@ -19,6 +19,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (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: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. // 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
@ -42,11 +43,14 @@
#include "imgui_impl_sdl.h" #include "imgui_impl_sdl.h"
// SDL // SDL
// (the multi-viewports feature requires SDL features supported from SDL 2.0.5+) // (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended)
#include <SDL.h> #include <SDL.h>
#include <SDL_syswm.h> #include <SDL_syswm.h>
#define SDL_HAS_WARP_MOUSE_GLOBAL SDL_VERSION_ATLEAST(2,0,4) #if defined(__APPLE__)
#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4) #include "TargetConditionals.h"
#endif
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5) #define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5) #define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5) #define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5)
@ -149,10 +153,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
// Setup back-end capabilities flags // Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
#if SDL_HAS_WARP_MOUSE_GLOBAL #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
#endif
#if SDL_HAS_CAPTURE_MOUSE
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
#endif #endif
io.BackendPlatformName = "imgui_impl_sdl"; io.BackendPlatformName = "imgui_impl_sdl";
@ -235,57 +236,72 @@ void ImGui_ImplSDL2_Shutdown()
memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
} }
// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
static void ImGui_ImplSDL2_UpdateMousePosAndButtons() static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.MouseHoveredViewport = 0; io.MouseHoveredViewport = 0;
// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) // [1]
// (When multi-viewports are enabled, all imgui positions are same as OS positions.) // Only when requested by io.WantSetMousePos: set OS mouse pos from Dear ImGui mouse pos.
#if SDL_HAS_WARP_MOUSE_GLOBAL // (rarely used, mostly when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (!io.WantSetMousePos) if (io.WantSetMousePos)
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); {
else if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0) #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
else
SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y); SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y);
#else else
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
#endif #endif
SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y);
}
else
{
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
}
int mouse_x, mouse_y; // [2]
Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x, &mouse_y); // NB: We don't use the x/y results from SDL_GetMouseState() // Set Dear ImGui mouse pos from OS mouse pos + get buttons. (this is the common behavior)
SDL_GetGlobalMouseState(&mouse_x, &mouse_y); int mouse_x_local, mouse_y_local;
Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local);
io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // 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. io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // 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.
io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
#if SDL_HAS_CAPTURE_MOUSE && !defined(__EMSCRIPTEN__) #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
// SDL 2.0.4 and later has SDL_GetGlobalMouseState() and SDL_CaptureMouse()
int mouse_x_global, mouse_y_global;
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{ {
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
if (SDL_Window* focused_window = SDL_GetKeyboardFocus()) if (SDL_Window* focused_window = SDL_GetKeyboardFocus())
if (ImGui::FindViewportByPlatformHandle((void*)focused_window) != NULL) if (ImGui::FindViewportByPlatformHandle((void*)focused_window) != NULL)
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); io.MousePos = ImVec2((float)mouse_x_global, (float)mouse_y_global);
} }
else else
#endif #endif
{ {
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) // Single-viewport mode: mouse position in client window coordinatesio.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS) if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
{ {
int window_x, window_y; int window_x, window_y;
SDL_GetWindowPosition(g_Window, &window_x, &window_y); SDL_GetWindowPosition(g_Window, &window_x, &window_y);
io.MousePos = ImVec2((float)(mouse_x - window_x), (float)(mouse_y - window_y)); io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
} }
} }
// We already retrieve global mouse position, SDL_CaptureMouse() also let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't trigger the OS window resize cursor // SDL_CaptureMouse() will let the OS know that our drag outside the SDL window boundaries shouldn't trigger the OS window resize cursor.
// The function is only supported from SDL 2.0.4 (released Jan 2016) // The function is only supported from SDL 2.0.4 (released Jan 2016)
#if SDL_HAS_CAPTURE_MOUSE
bool any_mouse_button_down = ImGui::IsAnyMouseDown(); bool any_mouse_button_down = ImGui::IsAnyMouseDown();
SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE); SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
#else
// SDL 2.0.3 and before: single-viewport only
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local);
#endif #endif
} }