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mirror of https://github.com/ocornut/imgui.git synced 2024-11-15 19:43:28 +01:00

Merge branch 'viewport' into docking

# Conflicts:
#	examples/example_allegro5/main.cpp
#	examples/example_win32_directx9/main.cpp
This commit is contained in:
omar 2018-12-20 23:06:29 +01:00
commit 81a2546cea
19 changed files with 164 additions and 100 deletions

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@ -55,6 +55,8 @@ Breaking Changes:
- Renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges and removed its [Beta] mark.
The addition of new configuration options in the Docking branch is pushing for a little reorganization of those names.
- Made it illegal to call Begin("") with an empty string. This somehow accidentally worked before but had various
undesirable side-effect as the window would have ID zero. In particular it is causing problems in viewport/docking branches.
Other Changes:
- Added BETA api for Tab Bar/Tabs widgets: (#261, #351)

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@ -29,14 +29,13 @@ int main(int, char**)
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
// Setup Platform/Renderer bindings
>>>>>>> viewport
ImGui_ImplAllegro5_Init(display);
// Setup Style
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplAllegro5_Init(display);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.

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@ -26,11 +26,9 @@
IMGUI_CHECKVERSION();
ImGui::CreateContext();
(void)ImGui::GetIO();
ImGui_ImplMetal_Init(_device);
ImGui::StyleColorsDark();
ImGui_ImplMetal_Init(_device);
}
return self;

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@ -244,14 +244,14 @@
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplOSX_Init();
ImGui_ImplOpenGL2_Init();
// Setup Style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.

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@ -101,15 +101,15 @@ int main(int argc, char** argv)
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplFreeGLUT_Init();
ImGui_ImplFreeGLUT_InstallFuncs();
ImGui_ImplOpenGL2_Init();
// Setup Style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.

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@ -47,14 +47,22 @@ int main(int, char**)
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL2_Init();
// Setup Style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@ -141,9 +149,9 @@ int main(int, char**)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
glfwMakeContextCurrent(window);
}
glfwMakeContextCurrent(window);
glfwSwapBuffers(window);
}

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@ -93,17 +93,21 @@ int main(int, char**)
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init(glsl_version);
// Setup Style
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
style.WindowRounding = 0.0f; // When viewports are enabled it is preferable to disable WinodwRounding
style.Colors[ImGuiCol_WindowBg].w = 1.0f; // When viewports are enabled it is preferable to disable WindowBg alpha
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
@ -179,7 +183,6 @@ int main(int, char**)
// Rendering
ImGui::Render();
int display_w, display_h;
glfwMakeContextCurrent(window);
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
@ -191,9 +194,9 @@ int main(int, char**)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
glfwMakeContextCurrent(window);
}
glfwMakeContextCurrent(window);
glfwSwapBuffers(window);
}

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@ -361,6 +361,18 @@ int main(int, char**)
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForVulkan(window, true);
ImGui_ImplVulkan_InitInfo init_info = {};
@ -375,10 +387,6 @@ int main(int, char**)
init_info.CheckVkResultFn = check_vk_result;
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
// Setup Style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.

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@ -23,13 +23,13 @@ int main(int, char**)
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
// Setup Platform/Renderer bindings
ImGui_Marmalade_Init(true);
// Setup Style
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_Marmalade_Init(true);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.

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@ -32,6 +32,7 @@ int main(int, char**)
SDL_GetCurrentDisplayMode(0, &current);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_MakeCurrent(window, gl_context);
SDL_GL_SetSwapInterval(1); // Enable vsync
// Setup Dear ImGui context
@ -44,14 +45,22 @@ int main(int, char**)
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer bindings
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL2_Init();
// Setup Style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@ -143,9 +152,9 @@ int main(int, char**)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
SDL_GL_MakeCurrent(window, gl_context);
}
SDL_GL_MakeCurrent(window, gl_context);
SDL_GL_SwapWindow(window);
}

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@ -56,6 +56,7 @@ int main(int, char**)
SDL_GetCurrentDisplayMode(0, &current);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_MakeCurrent(window, gl_context);
SDL_GL_SetSwapInterval(1); // Enable vsync
// Initialize OpenGL loader
@ -84,17 +85,21 @@ int main(int, char**)
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
// Setup Platform/Renderer bindings
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version);
// Setup Style
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
style.WindowRounding = 0.0f; // When viewports are enabled it is preferable to disable WinodwRounding
style.Colors[ImGuiCol_WindowBg].w = 1.0f; // When viewports are enabled it is preferable to disable WindowBg alpha
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer bindings
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
@ -178,7 +183,6 @@ int main(int, char**)
// Rendering
ImGui::Render();
SDL_GL_MakeCurrent(window, gl_context);
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
@ -189,9 +193,9 @@ int main(int, char**)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
SDL_GL_MakeCurrent(window, gl_context);
}
SDL_GL_MakeCurrent(window, gl_context);
SDL_GL_SwapWindow(window);
}

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@ -342,6 +342,18 @@ int main(int, char**)
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer bindings
ImGui_ImplSDL2_InitForVulkan(window);
ImGui_ImplVulkan_InitInfo init_info = {};
@ -356,10 +368,6 @@ int main(int, char**)
init_info.CheckVkResultFn = check_vk_result;
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
// Setup Style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.

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@ -122,14 +122,22 @@ int main(int, char**)
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer bindings
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX10_Init(g_pd3dDevice);
// Setup Style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.

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@ -141,17 +141,21 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports; // FIXME-DPI
io.ConfigDockingWithShift = true;
// Setup Platform/Renderer bindings
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
// Setup Style
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
style.WindowRounding = 0.0f; // When viewports are enabled it is preferable to disable WinodwRounding
style.Colors[ImGuiCol_WindowBg].w = 1.0f; // When viewports are enabled it is preferable to disable WindowBg alpha
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer bindings
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.

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@ -296,6 +296,18 @@ int main(int, char**)
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer bindings
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
@ -303,10 +315,6 @@ int main(int, char**)
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
// Setup Style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.

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@ -80,19 +80,22 @@ int main(int, char**)
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
<<<<<<< HEAD
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
=======
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
>>>>>>> viewport
// Setup Platform/Renderer bindings
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX9_Init(g_pd3dDevice);
// Setup Style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.

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@ -253,39 +253,39 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
#endif
int mx, my;
Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
int mouse_x, mouse_y;
Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x, &mouse_y); // NB: We don't use the x/y results from SDL_GetMouseState()
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
#if SDL_HAS_CAPTURE_MOUSE && !defined(__EMSCRIPTEN__)
SDL_Window* focused_window = SDL_GetKeyboardFocus();
if (focused_window)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
SDL_GetGlobalMouseState(&mx, &my);
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
if (SDL_Window* focused_window = SDL_GetKeyboardFocus())
if (ImGui::FindViewportByPlatformHandle((void*)focused_window) != NULL)
io.MousePos = ImVec2((float)mx, (float)my);
}
else
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
}
else
#endif
{
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
{
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
if (focused_window == g_Window)
io.MousePos = ImVec2((float)mx, (float)my);
int window_x, window_y;
SDL_GetWindowPosition(g_Window, &window_x, &window_y);
io.MousePos = ImVec2((float)(mouse_x - window_x), (float)(mouse_y - window_y));
}
}
// We already retrieve global mouse position, SDL_CaptureMouse() also let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't trigger the OS window resize cursor
// The function is only supported from SDL 2.0.4 (released Jan 2016)
#if SDL_HAS_CAPTURE_MOUSE
bool any_mouse_button_down = ImGui::IsAnyMouseDown();
SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
#else
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
io.MousePos = ImVec2((float)mx, (float)my);
#endif
}

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@ -3895,6 +3895,7 @@ void ImGui::EndFrame()
IM_ASSERT(viewport->Window != NULL);
g.PlatformIO.Viewports.push_back(viewport);
}
g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
// Sort the window list so that all child windows are after their parent
// We cannot do that on FocusWindow() because childs may not exist yet
@ -4959,7 +4960,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
IM_ASSERT(name != NULL); // Window name required
IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required
IM_ASSERT(g.FrameScopeActive); // Forgot to call ImGui::NewFrame()
IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
@ -8005,7 +8006,7 @@ void ImGui::UpdatePlatformWindows()
}
// Clear request flags
viewport->PlatformRequestClose = viewport->PlatformRequestMove = viewport->PlatformRequestResize = false;
viewport->ClearRequestFlags();
}
// Update our implicit z-order knowledge of platform windows, which is used when the back-end cannot provide io.MouseHoveredViewport.
@ -8110,7 +8111,7 @@ void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
viewport->PlatformHandle = NULL;
viewport->RendererUserData = viewport->PlatformHandle = NULL;
viewport->PlatformWindowCreated = false;
viewport->PlatformRequestClose = viewport->PlatformRequestMove = viewport->PlatformRequestResize = false;
viewport->ClearRequestFlags();
}
void ImGui::DestroyPlatformWindows()

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@ -690,10 +690,11 @@ struct ImGuiViewportP : public ImGuiViewport
ImVec2 LastPlatformSize;
ImVec2 LastRendererSize;
ImGuiViewportP() { Idx = -1; LastFrameActive = LastFrameOverlayDrawList = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; PlatformWindowCreated = PlatformWindowMinimized = false; Window = NULL; OverlayDrawList = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
~ImGuiViewportP() { if (OverlayDrawList) IM_DELETE(OverlayDrawList); }
ImRect GetRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
ImVec2 GetCenter() const{ return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
ImGuiViewportP() { Idx = -1; LastFrameActive = LastFrameOverlayDrawList = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; PlatformWindowCreated = PlatformWindowMinimized = false; Window = NULL; OverlayDrawList = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
~ImGuiViewportP() { if (OverlayDrawList) IM_DELETE(OverlayDrawList); }
ImRect GetRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
};
struct ImGuiNavMoveResult