diff --git a/backends/imgui_impl_sdl3.cpp b/backends/imgui_impl_sdl3.cpp index c2dd81085..e4e64721a 100644 --- a/backends/imgui_impl_sdl3.cpp +++ b/backends/imgui_impl_sdl3.cpp @@ -20,6 +20,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-04-22: IME: honor ImGuiPlatformImeData->WantTextInput as an alternative way to call SDL_StartTextInput(), without IME being necessarily visible. // 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561) // 2025-03-30: Update for SDL3 api changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801) // 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set. @@ -150,7 +151,7 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle; SDL_Window* window = SDL_GetWindowFromID(window_id); - if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != nullptr) + if ((!(data->WantVisible || data->WantTextInput) || bd->ImeWindow != window) && bd->ImeWindow != nullptr) { SDL_StopTextInput(bd->ImeWindow); bd->ImeWindow = nullptr; @@ -163,9 +164,10 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view r.w = 1; r.h = (int)data->InputLineHeight; SDL_SetTextInputArea(window, &r, 0); - SDL_StartTextInput(window); bd->ImeWindow = window; } + if (data->WantVisible || data->WantTextInput) + SDL_StartTextInput(window); } // Not static to allow third-party code to use that if they want to (but undocumented) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 197fe9bb0..d78e8104f 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -91,6 +91,10 @@ Other changes: would use a +1 offset instead of advancing to the next UTF-8 codepoint. (#8540) - Style, InputText: added ImGuiCol_InputTextCursor to configure color of the InputText cursor/caret. (#7031) +- Platform IME: added ImGuiPlatformImeData::ViewportId info (backported from Docking branch). +- Platform IME: added ImGuiPlatformImeData::WantTextInput which might set independently + of WantVisible. This is set in the same structure because activating text input generally + requires providing a window to the backend. (#8584, #6341) - Misc: added extra operators to ImVec4 in IMGUI_DEFINE_MATH_OPERATORS block. (#8510) [@gan74] - Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508) @@ -99,6 +103,8 @@ Other changes: the same white-list as SDL_GetGlobalMouseState(). (#8561) [@vs49688] - Backends: SDL3: Update for SDL3 api changes: revert SDL_GetClipboardText() memory ownership change. (#8530, #7801) [@Green-Sky] +- Backends: SDL3: honor ImGuiPlatformImeData->WantTextInput as an alternative + way to call SDL_StartTextInput(), without IME being necessarily visible. (#8584) - Backends: SDLGPU3: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now. (#8534) [@ocornut, @TheMode] - Backends: Vulkan: Deep-copy ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo's diff --git a/imgui.cpp b/imgui.cpp index 90d4bbfa9..ad9132f23 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5362,7 +5362,7 @@ void ImGui::NewFrame() // Platform IME data: reset for the frame g.PlatformImeDataPrev = g.PlatformImeData; - g.PlatformImeData.WantVisible = false; + g.PlatformImeData.WantVisible = g.PlatformImeData.WantTextInput = false; // Mouse wheel scrolling, scale UpdateMouseWheel(); @@ -5654,9 +5654,11 @@ void ImGui::EndFrame() if (g.PlatformIO.Platform_SetImeDataFn != NULL && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) { IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y); + IM_ASSERT(ime_data->ViewportId == IMGUI_VIEWPORT_DEFAULT_ID); // master branch ImGuiViewport* viewport = GetMainViewport(); g.PlatformIO.Platform_SetImeDataFn(&g, viewport, ime_data); } + g.WantTextInputNextFrame = ime_data->WantTextInput ? 1 : 0; // Hide implicit/fallback "Debug" window if it hasn't been used g.WithinFrameScopeWithImplicitWindow = false; diff --git a/imgui.h b/imgui.h index 989ae5ebc..af72083e3 100644 --- a/imgui.h +++ b/imgui.h @@ -3626,14 +3626,16 @@ struct ImGuiPlatformIO void* Renderer_RenderState; }; -// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. +// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame(). struct ImGuiPlatformImeData { - bool WantVisible; // A widget wants the IME to be visible - ImVec2 InputPos; // Position of the input cursor - float InputLineHeight; // Line height + bool WantVisible; // A widget wants the IME to be visible. + bool WantTextInput; // A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput. + ImVec2 InputPos; // Position of input cursor (for IME). + float InputLineHeight; // Line height (for IME). + ImGuiID ViewportId; // ID of platform window/viewport. - ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } + ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- diff --git a/imgui_internal.h b/imgui_internal.h index 1d217553b..2c147e397 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -2360,7 +2360,7 @@ struct ImGuiContext ImGuiTypingSelectState TypingSelectState; // State for GetTypingSelectRequest() // Platform support - ImGuiPlatformImeData PlatformImeData; // Data updated by current frame + ImGuiPlatformImeData PlatformImeData; // Data updated by current frame. Will be applied at end of the frame. For some backends, this is required to have WantVisible=true in order to receive text message. ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data. When changed we call the platform_io.Platform_SetImeDataFn() handler. // Settings @@ -2428,7 +2428,7 @@ struct ImGuiContext float FramerateSecPerFrameAccum; int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1. int WantCaptureKeyboardNextFrame; // " - int WantTextInputNextFrame; + int WantTextInputNextFrame; // Copied in EndFrame() from g.PlatformImeData.WanttextInput. Needs to be set for some backends (SDL3) to emit character inputs. ImVector TempBuffer; // Temporary text buffer char TempKeychordName[64]; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 984bf5f06..c0a34db34 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5161,8 +5161,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Otherwise request text input ahead for next frame. if (g.ActiveId == id && clear_active_id) ClearActiveID(); - else if (g.ActiveId == id) - g.WantTextInputNextFrame = 1; // Render frame if (!is_multiline) @@ -5343,11 +5341,15 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_InputTextCursor), 1.0f); // FIXME-DPI: Cursor thickness (#7031) // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) - if (!is_readonly) + // This is required for some backends (SDL3) to start emitting character/text inputs. + // As per #6341, make sure we don't set that on the deactivating frame. + if (!is_readonly && g.ActiveId == id) { g.PlatformImeData.WantVisible = true; + g.PlatformImeData.WantTextInput = true; g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); g.PlatformImeData.InputLineHeight = g.FontSize; + g.PlatformImeData.ViewportId = window->Viewport->ID; } } }