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Misc/shallow merges from docking branch to reduce small drift.
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11 changed files with 26 additions and 28 deletions
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@ -11,8 +11,8 @@
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// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Multiple Dear ImGui contexts support.
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// Missing features or Issues:
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// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
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// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
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// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
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// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -156,13 +156,13 @@
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// We gather version tests as define in order to easily see which features are version-dependent.
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#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
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#define GLFW_HAS_CREATECURSOR (GLFW_VERSION_COMBINED >= 3100) // 3.1+ glfwCreateCursor()
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#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
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#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
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#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
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#else
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#define GLFW_HAS_NEW_CURSORS (0)
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#endif
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#define GLFW_HAS_CREATECURSOR (GLFW_VERSION_COMBINED >= 3100) // 3.1+ glfwCreateCursor()
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#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
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#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
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#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
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@ -11,8 +11,8 @@
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// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Multiple Dear ImGui contexts support.
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// Missing features or Issues:
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// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
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// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
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// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
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// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -19,7 +19,7 @@
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplMetal_CreateFontsTexture() and ImGui_ImplMetal_DestroyFontsTexture().
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// 2025-02-03: Metal: Crash fix. (#8367)
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// 2024-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419).
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// 2025-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419).
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// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
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// 2022-07-05: Metal: Add dispatch synchronization.
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// 2022-06-30: Metal: Use __bridge for ARC based systems.
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@ -148,9 +148,11 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
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NSWindow* window = view.window;
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if (!window)
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return;
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NSRect contentRect = [window contentRectForFrameRect:window.frame];
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NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0);
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_imeRect = [window convertRectToScreen:rect];
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{
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NSRect contentRect = [window contentRectForFrameRect:window.frame];
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NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0);
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_imeRect = [window convertRectToScreen:rect];
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}
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}
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- (void)viewDidMoveToWindow
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@ -629,9 +631,9 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
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// Setup display size
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if (view)
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{
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const float dpi = (float)[view.window backingScaleFactor];
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const float fb_scale = (float)[view.window backingScaleFactor];
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io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
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io.DisplayFramebufferScale = ImVec2(dpi, dpi);
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io.DisplayFramebufferScale = ImVec2(fb_scale, fb_scale);
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}
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// Setup time step
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@ -140,7 +140,7 @@
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struct ImGui_ImplSDL2_Data
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{
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SDL_Window* Window;
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Uint32 WindowID;
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Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID.
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SDL_Renderer* Renderer;
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Uint64 Time;
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char* ClipboardTextData;
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@ -368,7 +368,6 @@ static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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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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// 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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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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@ -462,7 +461,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
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if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
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io.AddFocusEvent(true);
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else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
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if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
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io.AddFocusEvent(false);
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return true;
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}
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@ -487,6 +486,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
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ImGuiIO& io = ImGui::GetIO();
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IMGUI_CHECKVERSION();
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IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
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//SDL_SetHint(SDL_HINT_EVENT_LOGGING, "2");
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// Obtain compiled and runtime versions
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SDL_version ver_compiled;
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@ -372,7 +372,6 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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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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// 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_ImplSDL3_ProcessEvent(const SDL_Event* event)
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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@ -495,6 +494,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
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IMGUI_CHECKVERSION();
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IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
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IM_UNUSED(sdl_gl_context); // Unused in this branch
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//SDL_SetHint(SDL_HINT_EVENT_LOGGING, "2");
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const int ver_linked = SDL_GetVersion();
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@ -555,22 +555,18 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
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// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
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// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
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// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
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// you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
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#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
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// you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_EVENT_WINDOW_FOCUS_GAINED)
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SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
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#endif
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// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
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#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
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SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
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#endif
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return true;
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}
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// Should technically be a SDL_GLContext but due to typedef it is sane to keep it void* in public interface.
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bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
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{
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IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
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return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
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}
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@ -261,7 +261,7 @@ struct ImGui_ImplVulkan_Data
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VkPipelineCreateFlags PipelineCreateFlags;
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VkDescriptorSetLayout DescriptorSetLayout;
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VkPipelineLayout PipelineLayout;
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VkPipeline Pipeline;
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VkPipeline Pipeline; // pipeline for main render pass (created by app)
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VkShaderModule ShaderModuleVert;
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VkShaderModule ShaderModuleFrag;
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VkDescriptorPool DescriptorPool;
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@ -77,7 +77,6 @@
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// Specify settings to create pipeline and swapchain
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struct ImGui_ImplVulkan_PipelineInfo
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{
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// For Main and Secondary viewports
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VkRenderPass RenderPass; // Ignored if using dynamic rendering
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uint32_t Subpass; //
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VkSampleCountFlagBits MSAASamples = {}; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
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@ -181,7 +181,7 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
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bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
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ImGui_ImplWin32_UpdateKeyboardCodePage(io);
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// Set platform dependent data in viewport
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
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IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
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@ -650,8 +650,8 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
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bd->MouseTrackedArea = area;
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}
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POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
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if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
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return 0;
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if (msg == WM_NCMOUSEMOVE) // WM_NCMOUSEMOVE are absolute coordinates.
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::ScreenToClient(hwnd, &mouse_pos);
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io.AddMouseSourceEvent(mouse_source);
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io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
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return 0;
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@ -21,6 +21,7 @@ SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui
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SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
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OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
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UNAME_S := $(shell uname -s)
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LINUX_GL_LIBS = -lGL
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CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
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CXXFLAGS += -g -Wall -Wformat
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@ -32,7 +33,7 @@ LIBS =
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ifeq ($(UNAME_S), Linux) #LINUX
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ECHO_MESSAGE = "Linux"
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LIBS += -lGL `pkg-config --static --libs glfw3`
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LIBS += $(LINUX_GL_LIBS) `pkg-config --static --libs glfw3`
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CXXFLAGS += `pkg-config --cflags glfw3`
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CFLAGS = $(CXXFLAGS)
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@ -1720,7 +1720,7 @@ void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end
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const float separator_thickness = style.SeparatorTextBorderSize;
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const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness));
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const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y));
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const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImFloor((style.SeparatorTextSize - label_size.y) * 0.5f));
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const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImTrunc((style.SeparatorTextSize - label_size.y) * 0.5f));
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ItemSize(min_size, text_baseline_y);
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if (!ItemAdd(bb, id))
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return;
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