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https://github.com/ocornut/imgui.git
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Merge branch 'master' into docking + amends change to nullptr (#5760)
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx9.cpp # backends/imgui_impl_glfw.cpp # backends/imgui_impl_opengl2.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_osx.mm # backends/imgui_impl_sdl.cpp # backends/imgui_impl_vulkan.cpp # backends/imgui_impl_win32.cpp # imgui_internal.h
This commit is contained in:
@@ -21,6 +21,7 @@
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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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// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710)
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// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
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// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
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@@ -113,7 +114,7 @@ struct ImGui_ImplSDL2_Data
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// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
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static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
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}
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// Forward Declarations
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@@ -358,7 +359,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
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IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
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// Check and store if we are on a SDL backend that supports global mouse position
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// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
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@@ -392,7 +393,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
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io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
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io.ClipboardUserData = NULL;
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io.ClipboardUserData = nullptr;
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// Load mouse cursors
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bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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@@ -409,7 +410,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
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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 = (void*)window;
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main_viewport->PlatformHandleRaw = NULL;
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main_viewport->PlatformHandleRaw = nullptr;
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SDL_SysWMinfo info;
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SDL_VERSION(&info.version);
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if (SDL_GetWindowWMInfo(window, &info))
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@@ -448,7 +449,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
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bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
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{
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return ImGui_ImplSDL2_Init(window, NULL, sdl_gl_context);
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return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context);
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}
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bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
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@@ -456,7 +457,7 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
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#if !SDL_HAS_VULKAN
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IM_ASSERT(0 && "Unsupported");
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#endif
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if (!ImGui_ImplSDL2_Init(window, NULL, NULL))
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if (!ImGui_ImplSDL2_Init(window, nullptr, nullptr))
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return false;
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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bd->UseVulkan = true;
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@@ -468,23 +469,23 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
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#if !defined(_WIN32)
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IM_ASSERT(0 && "Unsupported");
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#endif
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return ImGui_ImplSDL2_Init(window, NULL, NULL);
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return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
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}
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bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
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{
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return ImGui_ImplSDL2_Init(window, NULL, NULL);
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return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
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}
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bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
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{
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return ImGui_ImplSDL2_Init(window, renderer, NULL);
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return ImGui_ImplSDL2_Init(window, renderer, nullptr);
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}
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void ImGui_ImplSDL2_Shutdown()
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
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IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDL2_ShutdownPlatformInterface();
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@@ -494,8 +495,8 @@ void ImGui_ImplSDL2_Shutdown()
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
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SDL_FreeCursor(bd->MouseCursors[cursor_n]);
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io.BackendPlatformName = NULL;
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io.BackendPlatformUserData = NULL;
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io.BackendPlatformName = nullptr;
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io.BackendPlatformUserData = nullptr;
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IM_DELETE(bd);
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}
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@@ -508,7 +509,7 @@ static void ImGui_ImplSDL2_UpdateMouseData()
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// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
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SDL_CaptureMouse((bd->MouseButtonsDown != 0 && ImGui::GetDragDropPayload() == NULL) ? SDL_TRUE : SDL_FALSE);
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SDL_CaptureMouse((bd->MouseButtonsDown != 0 && ImGui::GetDragDropPayload() == nullptr) ? SDL_TRUE : SDL_FALSE);
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SDL_Window* focused_window = SDL_GetKeyboardFocus();
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const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
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#else
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@@ -653,7 +654,7 @@ static void ImGui_ImplSDL2_UpdateMonitors()
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// FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set
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// DpiScale to cocoa_window.backingScaleFactor here.
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float dpi = 0.0f;
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if (!SDL_GetDisplayDPI(n, &dpi, NULL, NULL))
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if (!SDL_GetDisplayDPI(n, &dpi, nullptr, nullptr))
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monitor.DpiScale = dpi / 96.0f;
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#endif
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platform_io.Monitors.push_back(monitor);
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@@ -663,7 +664,7 @@ static void ImGui_ImplSDL2_UpdateMonitors()
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void ImGui_ImplSDL2_NewFrame()
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?");
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?");
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ImGuiIO& io = ImGui::GetIO();
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// Setup display size (every frame to accommodate for window resizing)
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@@ -672,7 +673,7 @@ void ImGui_ImplSDL2_NewFrame()
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SDL_GetWindowSize(bd->Window, &w, &h);
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if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
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w = h = 0;
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if (bd->Renderer != NULL)
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if (bd->Renderer != nullptr)
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SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
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else
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SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
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@@ -714,8 +715,8 @@ struct ImGui_ImplSDL2_ViewportData
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bool WindowOwned;
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SDL_GLContext GLContext;
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ImGui_ImplSDL2_ViewportData() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; }
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~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == NULL && GLContext == NULL); }
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ImGui_ImplSDL2_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
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~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
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};
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static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
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@@ -728,8 +729,8 @@ static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
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ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData;
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// Share GL resources with main context
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bool use_opengl = (main_viewport_data->GLContext != NULL);
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SDL_GLContext backup_context = NULL;
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bool use_opengl = (main_viewport_data->GLContext != nullptr);
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SDL_GLContext backup_context = nullptr;
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if (use_opengl)
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{
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backup_context = SDL_GL_GetCurrentContext();
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@@ -761,7 +762,7 @@ static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
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SDL_GL_MakeCurrent(vd->Window, backup_context);
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viewport->PlatformHandle = (void*)vd->Window;
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viewport->PlatformHandleRaw = NULL;
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viewport->PlatformHandleRaw = nullptr;
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SDL_SysWMinfo info;
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SDL_VERSION(&info.version);
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if (SDL_GetWindowWMInfo(vd->Window, &info))
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@@ -782,11 +783,11 @@ static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
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SDL_GL_DeleteContext(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 = NULL;
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vd->Window = NULL;
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vd->GLContext = nullptr;
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vd->Window = nullptr;
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IM_DELETE(vd);
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}
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viewport->PlatformUserData = viewport->PlatformHandle = NULL;
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viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
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}
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static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
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