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Backends: ensure that ImGuiPlatformMonitor list is available after backend Init call. (#7995)
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@ -649,7 +649,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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if (install_callbacks)
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ImGui_ImplGlfw_InstallCallbacks(window);
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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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// Update monitor a first time during init
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// (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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glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
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@ -520,7 +520,6 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
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#else
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bd->MouseCanReportHoveredViewport = false;
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#endif
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bd->WantUpdateMonitors = true;
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
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@ -531,6 +530,9 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
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platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
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#endif
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// Update monitor a first time during init
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ImGui_ImplSDL2_UpdateMonitors();
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// Gamepad handling
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bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
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bd->WantUpdateGamepadsList = true;
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@ -509,13 +509,15 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
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#else
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bd->MouseCanReportHoveredViewport = false;
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#endif
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bd->WantUpdateMonitors = true;
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
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platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
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platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
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// Update monitor a first time during init
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ImGui_ImplSDL3_UpdateMonitors();
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// Gamepad handling
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bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
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bd->WantUpdateGamepadsList = true;
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@ -176,12 +176,14 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
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bd->hWnd = (HWND)hwnd;
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bd->WantUpdateMonitors = true;
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bd->TicksPerSecond = perf_frequency;
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bd->Time = perf_counter;
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bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
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ImGui_ImplWin32_UpdateKeyboardCodePage();
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// Update monitor a first time during init
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ImGui_ImplWin32_UpdateMonitors();
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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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@ -91,6 +91,7 @@ Docking+Viewports Branch:
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- Viewports: fixed an issue where a window manually constrained to the main viewport while crossing
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over main viewport bounds isn't translated properly. (#7985)
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- Backends: SDL2, SDL3, Win32: ensure that ImGuiPlatformMonitor list is available after backend Init call. (#7995)
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- Backends: Win32: fixed direct calls to platform_io.Platform_SetWindowPos()/Platform_SetWindowSize()
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on windows created by application (typically main viewport).
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- Backends: Win32: fixed an issue where a viewport destroyed while clicking would hog
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