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
// (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.
// 2018-12-21: 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.
// 2018-11-14: 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.
@ -42,11 +43,14 @@
#include "imgui_impl_sdl.h"
// 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_syswm.h>
#define SDL_HAS_WARP_MOUSE_GLOBAL SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
#if defined(__APPLE__)
#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_ALWAYS_ON_TOP 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
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
#if SDL_HAS_WARP_MOUSE_GLOBAL
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
#endif
#if SDL_HAS_CAPTURE_MOUSE
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
#endif
io.BackendPlatformName = "imgui_impl_sdl";
@ -213,9 +214,9 @@ bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
{
#if !SDL_HAS_VULKAN
#if !SDL_HAS_VULKAN
IM_ASSERT(0 && "Unsupported");
#endif
#endif
return ImGui_ImplSDL2_Init(window, NULL);
}
@ -235,57 +236,72 @@ void ImGui_ImplSDL2_Shutdown()
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()
{
ImGuiIO& io = ImGui::GetIO();
io.MouseHoveredViewport = 0;
// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
// (When multi-viewports are enabled, all imgui positions are same as OS positions.)
#if SDL_HAS_WARP_MOUSE_GLOBAL
if (!io.WantSetMousePos)
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
else if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y);
else
SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y);
#else
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
// [1]
// Only when requested by io.WantSetMousePos: set OS mouse pos from Dear ImGui mouse pos.
// (rarely used, mostly when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
{
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y);
else
#endif
int mouse_x, mouse_y;
Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x, &mouse_y); // NB: We don't use the x/y results from SDL_GetMouseState()
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
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.
SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y);
}
else
{
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
}
// [2]
// Set Dear ImGui mouse pos from OS mouse pos + get buttons. (this is the common behavior)
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[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;
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)
{
// 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 (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
#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)
{
int 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)
#if SDL_HAS_CAPTURE_MOUSE
bool any_mouse_button_down = ImGui::IsAnyMouseDown();
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
}