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Backends: SDL2, SDL3: viewports created with ImGuiViewportFlags_NoInputs are passing SDL_WINDOW_TOOLTIP to SDL_CreateWindow(). (#8576)
Which reduces issues related to losing key down state on focus loss.
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3 changed files with 7 additions and 0 deletions
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@ -26,6 +26,7 @@
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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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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-04-23: [Docking] Viewports created with ImGuiViewportFlags_NoInputs are passing SDL_WINDOW_TOOLTIP to SDL_CreateWindow(). (#8576)
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// 2025-04-09: [Docking] Revert update monitors and work areas information every frame. Only do it on Windows. (#8415, #8558)
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// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
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// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
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@ -1044,6 +1045,7 @@ static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
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sdl_flags |= SDL_WINDOW_HIDDEN;
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoInputs) ? SDL_WINDOW_TOOLTIP : 0;
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#if !defined(_WIN32)
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// See SDL hack in ImGui_ImplSDL2_ShowWindow().
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0;
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@ -24,6 +24,7 @@
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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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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-04-23: [Docking] Viewports created with ImGuiViewportFlags_NoInputs are passing SDL_WINDOW_TOOLTIP to SDL_CreateWindow(). (#8576)
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// 2025-04-09: [Docking] Revert update monitors and work areas information every frame. Only do it on Windows. (#8415, #8558)
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// 2025-04-22: IME: honor ImGuiPlatformImeData->WantTextInput as an alternative way to call SDL_StartTextInput(), without IME being necessarily visible.
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// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
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@ -1013,6 +1014,7 @@ static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_UTILITY : 0;
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoInputs) ? SDL_WINDOW_TOOLTIP : 0;
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vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
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SDL_SetWindowParent(vd->Window, vd->ParentWindow);
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SDL_SetWindowPosition(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
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@ -125,6 +125,9 @@ Docking+Viewports Branch:
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- Backends: SDL2, SDL3: revert updating monitors and work areas info every
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frame. Only do it on Windows to detect task-bar resize until we get an
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adequate event for it. (#8415, #8558)
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- Backends: SDL2, SDL3: viewports created with ImGuiViewportFlags_NoInputs
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are passing SDL_WINDOW_TOOLTIP to SDL_CreateWindow(), which reduces issues
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related to losing key down state on focus loss. (#8576)
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-----------------------------------------------------------------------
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