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https://github.com/ocornut/imgui.git
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Merge branch 'master' into docking, including specific merge for imgui_impl_glfw.cpp for f070497
# Conflicts: # backends/imgui_impl_glfw.cpp # backends/imgui_impl_sdl2.cpp # backends/imgui_impl_sdl3.cpp # backends/imgui_impl_win32.cpp # docs/CHANGELOG.txt # imgui.cpp # imgui.h # imgui_internal.h
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@@ -5,6 +5,7 @@
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
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@@ -21,6 +22,7 @@
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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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// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
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// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
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// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
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// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
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@@ -139,9 +141,6 @@ 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 _WIN32
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WNDPROC GlfwWndProc;
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#endif
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// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
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GLFWwindowfocusfun PrevUserCallbackWindowFocus;
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@@ -152,6 +151,9 @@ struct ImGui_ImplGlfw_Data
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GLFWkeyfun PrevUserCallbackKey;
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GLFWcharfun PrevUserCallbackChar;
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GLFWmonitorfun PrevUserCallbackMonitor;
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#ifdef _WIN32
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WNDPROC GlfwWndProc;
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#endif
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ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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@@ -485,6 +487,51 @@ static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEven
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}
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#endif
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#ifdef _WIN32
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// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
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// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
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static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
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{
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LPARAM extra_info = ::GetMessageExtraInfo();
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if ((extra_info & 0xFFFFFF80) == 0xFF515700)
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return ImGuiMouseSource_Pen;
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if ((extra_info & 0xFFFFFF80) == 0xFF515780)
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return ImGuiMouseSource_TouchScreen;
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return ImGuiMouseSource_Mouse;
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}
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static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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switch (msg)
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{
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case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
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case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
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case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
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case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
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case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
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ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
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break;
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// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
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// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
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#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED
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case WM_NCHITTEST:
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{
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// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL).
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// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
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// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
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// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
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ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
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if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs))
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return HTTRANSPARENT;
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break;
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}
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#endif
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}
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return ::CallWindowProc(bd->GlfwWndProc, hWnd, msg, wParam, lParam);
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}
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#endif
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void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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@@ -617,6 +664,13 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplGlfw_InitPlatformInterface();
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// Windows: register a WndProc hook so we can intercept some messages.
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#ifdef _WIN32
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bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
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IM_ASSERT(bd->GlfwWndProc != NULL);
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::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
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#endif
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bd->ClientApi = client_api;
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return true;
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}
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@@ -650,6 +704,13 @@ void ImGui_ImplGlfw_Shutdown()
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
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glfwDestroyCursor(bd->MouseCursors[cursor_n]);
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// Windows: register a WndProc hook so we can intercept some messages.
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#ifdef _WIN32
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc);
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bd->GlfwWndProc = NULL;
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#endif
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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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@@ -1009,26 +1070,6 @@ static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
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viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
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}
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// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
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// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
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#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
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static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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if (msg == WM_NCHITTEST)
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{
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// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL).
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// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
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// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
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// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
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ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
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if (viewport->Flags & ImGuiViewportFlags_NoInputs)
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return HTTRANSPARENT;
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}
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return ::CallWindowProc(bd->GlfwWndProc, hWnd, msg, wParam, lParam);
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}
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#endif
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static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
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{
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ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
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@@ -1048,9 +1089,8 @@ static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
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#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
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if (bd->GlfwWndProc == nullptr)
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bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC);
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::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs);
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IM_ASSERT(bd->GlfwWndProc == (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC));
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::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
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#endif
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#if !GLFW_HAS_FOCUS_ON_SHOW
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