mirror of
https://github.com/ocornut/imgui.git
synced 2026-04-02 05:27:40 -05:00
Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_glfw.cpp # backends/imgui_impl_win32.cpp
This commit is contained in:
@@ -24,6 +24,8 @@
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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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// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.
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// 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw)
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// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
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// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.
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// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
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@@ -106,6 +108,11 @@
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#include <emscripten/html5.h>
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#ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
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#include <GLFW/emscripten_glfw3.h>
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#else
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#define EMSCRIPTEN_USE_EMBEDDED_GLFW3
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#endif
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#endif
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// We gather version tests as define in order to easily see which features are version-dependent.
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@@ -157,7 +164,7 @@ struct ImGui_ImplGlfw_Data
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bool InstalledCallbacks;
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bool CallbacksChainForAllWindows;
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bool WantUpdateMonitors;
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#ifdef __EMSCRIPTEN__
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#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
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const char* CanvasSelector;
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#endif
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@@ -366,7 +373,7 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
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if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
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bd->PrevUserCallbackScroll(window, xoffset, yoffset);
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#ifdef __EMSCRIPTEN__
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#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
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// Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
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return;
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#endif
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@@ -377,7 +384,7 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
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static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
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{
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#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__)
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#if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
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// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
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// (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
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// See https://github.com/glfw/glfw/issues/1502 for details.
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@@ -388,7 +395,7 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
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GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
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const char* key_name = glfwGetKeyName(key, scancode);
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glfwSetErrorCallback(prev_error_callback);
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#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
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#if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908)
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(void)glfwGetError(nullptr);
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#endif
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if (key_name && key_name[0] != 0 && key_name[1] == 0)
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@@ -496,7 +503,7 @@ void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
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bd->WantUpdateMonitors = true;
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}
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#ifdef __EMSCRIPTEN__
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#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
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static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
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{
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// Mimic Emscripten_HandleWheel() in SDL.
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@@ -634,12 +641,6 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
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if (install_callbacks)
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ImGui_ImplGlfw_InstallCallbacks(window);
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// Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
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// We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
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// FIXME: May break chaining in case user registered their own Emscripten callback?
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#ifdef __EMSCRIPTEN__
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emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
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#endif
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// Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
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ImGui_ImplGlfw_UpdateMonitors();
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@@ -694,8 +695,9 @@ void ImGui_ImplGlfw_Shutdown()
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if (bd->InstalledCallbacks)
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ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
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#ifdef __EMSCRIPTEN__
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emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, nullptr);
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#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
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if (bd->CanvasSelector)
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emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr);
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#endif
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
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@@ -727,7 +729,7 @@ static void ImGui_ImplGlfw_UpdateMouseData()
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ImGuiViewport* viewport = platform_io.Viewports[n];
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GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
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#ifdef __EMSCRIPTEN__
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#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
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const bool is_window_focused = true;
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#else
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const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
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@@ -821,7 +823,7 @@ static void ImGui_ImplGlfw_UpdateGamepads()
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return;
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__)
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#if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
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GLFWgamepadstate gamepad;
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if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
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return;
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@@ -939,7 +941,7 @@ void ImGui_ImplGlfw_NewFrame()
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ImGui_ImplGlfw_UpdateGamepads();
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}
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#ifdef __EMSCRIPTEN__
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#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
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static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
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{
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ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
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@@ -960,7 +962,7 @@ static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, con
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// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query.
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// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID.
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void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector)
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void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector)
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{
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IM_ASSERT(canvas_selector != nullptr);
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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@@ -972,8 +974,24 @@ void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_sel
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// Change the size of the GLFW window according to the size of the canvas
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ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd);
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// Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
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// We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
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// FIXME: May break chaining in case user registered their own Emscripten callback?
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emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
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}
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#endif
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#elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)
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// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call
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// by invoking emscripten_glfw_make_canvas_resizable afterward.
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// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation
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void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector)
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{
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GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector));
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IM_ASSERT(window == w); // Sanity check
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IM_UNUSED(w);
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emscripten_glfw_make_canvas_resizable(window, "window", nullptr);
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}
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#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
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//--------------------------------------------------------------------------------------------------------
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@@ -34,9 +34,10 @@ IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool ins
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IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
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// Emscripten related initialization phase methods
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// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL)
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#ifdef __EMSCRIPTEN__
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IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector);
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IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector);
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//static inline void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0
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#endif
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// GLFW callbacks install
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@@ -429,10 +429,10 @@ static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Win
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{
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viewport->PlatformHandle = window;
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viewport->PlatformHandleRaw = nullptr;
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#if defined(__WIN32__) && !defined(__WINRT__)
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viewport->PlatformHandleRaw = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.win32.hwnd", nullptr);
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#if defined(_WIN32) && !defined(__WINRT__)
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viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
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#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
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viewport->PlatformHandleRaw = (void*)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.cocoa.window", nullptr);
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viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr);
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#endif
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}
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@@ -924,7 +924,7 @@ static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport)
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if (ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData)
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{
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if (vd->GLContext && vd->WindowOwned)
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SDL_GL_DeleteContext(vd->GLContext);
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SDL_GL_DestroyContext(vd->GLContext);
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if (vd->Window && vd->WindowOwned)
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SDL_DestroyWindow(vd->Window);
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vd->GLContext = nullptr;
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@@ -23,6 +23,7 @@
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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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// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768)
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// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
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// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
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// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
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@@ -308,7 +309,7 @@ static void ImGui_ImplWin32_UpdateKeyModifiers()
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io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
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io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
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io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
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io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
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io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN));
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}
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// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
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