mirror of
https://github.com/ocornut/imgui.git
synced 2025-01-19 01:34:08 +01:00
Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_win32.cpp
This commit is contained in:
commit
9d6ec825cb
@ -905,13 +905,15 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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// Create shaders
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const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
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GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
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GLuint vert_handle;
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GL_CALL(vert_handle = glCreateShader(GL_VERTEX_SHADER));
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glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
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glCompileShader(vert_handle);
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CheckShader(vert_handle, "vertex shader");
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const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
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GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
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GLuint frag_handle;
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GL_CALL(frag_handle = glCreateShader(GL_FRAGMENT_SHADER));
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glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
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glCompileShader(frag_handle);
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CheckShader(frag_handle, "fragment shader");
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@ -143,12 +143,16 @@ static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
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}
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static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData(ImGuiIO& io)
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{
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return (ImGui_ImplWin32_Data*)io.BackendPlatformUserData;
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}
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// Functions
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static void ImGui_ImplWin32_UpdateKeyboardCodePage()
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static void ImGui_ImplWin32_UpdateKeyboardCodePage(ImGuiIO& io)
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{
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// Retrieve keyboard code page, required for handling of non-Unicode Windows.
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
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HKL keyboard_layout = ::GetKeyboardLayout(0);
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LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
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if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
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@ -180,7 +184,7 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
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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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ImGui_ImplWin32_UpdateKeyboardCodePage(io);
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// Update monitor a first time during init
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ImGui_ImplWin32_UpdateMonitors();
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@ -249,13 +253,11 @@ void ImGui_ImplWin32_Shutdown()
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IM_DELETE(bd);
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}
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static bool ImGui_ImplWin32_UpdateMouseCursor()
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static bool ImGui_ImplWin32_UpdateMouseCursor(ImGuiIO& io, ImGuiMouseCursor imgui_cursor)
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{
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ImGuiIO& io = ImGui::GetIO();
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if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
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return false;
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ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
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if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
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{
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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@ -287,32 +289,30 @@ static bool IsVkDown(int vk)
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return (::GetKeyState(vk) & 0x8000) != 0;
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}
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static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
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static void ImGui_ImplWin32_AddKeyEvent(ImGuiIO& io, ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.AddKeyEvent(key, down);
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io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
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IM_UNUSED(native_scancode);
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}
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static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
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static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds(ImGuiIO& io)
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{
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// Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
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if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
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ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
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ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, false, VK_LSHIFT);
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if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
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ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
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ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, false, VK_RSHIFT);
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// Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
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if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
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ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
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ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftSuper, false, VK_LWIN);
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if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
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ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
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ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightSuper, false, VK_RWIN);
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}
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static void ImGui_ImplWin32_UpdateKeyModifiers()
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static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io)
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{
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ImGuiIO& io = ImGui::GetIO();
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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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@ -329,10 +329,9 @@ static ImGuiViewport* ImGui_ImplWin32_FindViewportByPlatformHandle(HWND hwnd)
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// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
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// Because of that, it is a little more complicated than your typical single-viewport binding code!
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static void ImGui_ImplWin32_UpdateMouseData()
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static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io)
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{
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
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IM_ASSERT(bd->hWnd != 0);
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POINT mouse_screen_pos;
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@ -383,11 +382,10 @@ static void ImGui_ImplWin32_UpdateMouseData()
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}
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// Gamepad navigation mapping
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static void ImGui_ImplWin32_UpdateGamepads()
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static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io)
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{
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
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//if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
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// return;
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@ -436,7 +434,9 @@ static void ImGui_ImplWin32_UpdateGamepads()
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MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
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#undef MAP_BUTTON
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#undef MAP_ANALOG
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#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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#else // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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IM_UNUSED(io);
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#endif
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}
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static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
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@ -490,21 +490,21 @@ void ImGui_ImplWin32_NewFrame()
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bd->Time = current_time;
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// Update OS mouse position
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ImGui_ImplWin32_UpdateMouseData();
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ImGui_ImplWin32_UpdateMouseData(io);
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// Process workarounds for known Windows key handling issues
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ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
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ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io);
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// Update OS mouse cursor with the cursor requested by imgui
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ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
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if (bd->LastMouseCursor != mouse_cursor)
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{
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bd->LastMouseCursor = mouse_cursor;
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ImGui_ImplWin32_UpdateMouseCursor();
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ImGui_ImplWin32_UpdateMouseCursor(io, mouse_cursor);
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}
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// Update game controllers (if enabled and available)
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ImGui_ImplWin32_UpdateGamepads();
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ImGui_ImplWin32_UpdateGamepads(io);
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}
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// Map VK_xxx to ImGuiKey_xxx.
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@ -647,22 +647,10 @@ ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
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#define DBT_DEVNODES_CHANGED 0x0007
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#endif
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// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
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// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
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// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
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// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
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// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
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#if 0
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// Copy this line into your .cpp file to forward declare the function.
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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#endif
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// Helper to obtain the source of mouse messages.
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// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
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// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
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static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
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static ImGuiMouseSource ImGui_ImplWin32_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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@ -672,22 +660,40 @@ static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
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return ImGuiMouseSource_Mouse;
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}
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// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
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// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
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// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
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// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
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// Copy either line into your .cpp file to forward declare the function:
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext()
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext()
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IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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// Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
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// We silently allow both context or just only backend data to be nullptr.
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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if (bd == nullptr)
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if (ImGui::GetCurrentContext() == NULL)
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return 0;
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ImGuiIO& io = ImGui::GetIO();
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return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO());
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}
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// This version is in theory thread-safe in the sense that no path should access ImGui::GetCurrentContext().
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IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io)
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{
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
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if (bd == NULL)
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return 0;
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switch (msg)
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{
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case WM_MOUSEMOVE:
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case WM_NCMOUSEMOVE:
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{
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// We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
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ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
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ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
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const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
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bd->MouseHwnd = hwnd;
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if (bd->MouseTrackedArea != area)
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@ -737,14 +743,14 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
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case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
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{
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ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
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ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
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int button = 0;
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if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
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if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
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if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
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if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
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if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
|
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::SetCapture(hwnd);
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::SetCapture(hwnd); // Allow us to read mouse coordinates when dragging mouse outside of our window bounds.
|
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bd->MouseButtonsDown |= 1 << button;
|
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io.AddMouseSourceEvent(mouse_source);
|
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io.AddMouseButtonEvent(button, true);
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@ -755,7 +761,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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case WM_MBUTTONUP:
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case WM_XBUTTONUP:
|
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{
|
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ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
|
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ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
|
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int button = 0;
|
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if (msg == WM_LBUTTONUP) { button = 0; }
|
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if (msg == WM_RBUTTONUP) { button = 1; }
|
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@ -783,7 +789,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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if (wParam < 256)
|
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{
|
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// Submit modifiers
|
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ImGui_ImplWin32_UpdateKeyModifiers();
|
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ImGui_ImplWin32_UpdateKeyModifiers(io);
|
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|
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// Obtain virtual key code and convert to ImGuiKey
|
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const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam);
|
||||
@ -792,28 +798,28 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
|
||||
// Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
|
||||
if (key == ImGuiKey_PrintScreen && !is_key_down)
|
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ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode);
|
||||
ImGui_ImplWin32_AddKeyEvent(io, key, true, vk, scancode);
|
||||
|
||||
// Submit key event
|
||||
if (key != ImGuiKey_None)
|
||||
ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
|
||||
ImGui_ImplWin32_AddKeyEvent(io, key, is_key_down, vk, scancode);
|
||||
|
||||
// Submit individual left/right modifier events
|
||||
if (vk == VK_SHIFT)
|
||||
{
|
||||
// Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
|
||||
if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
|
||||
if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
|
||||
if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
|
||||
if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
|
||||
}
|
||||
else if (vk == VK_CONTROL)
|
||||
{
|
||||
if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
|
||||
if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
|
||||
if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
|
||||
if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
|
||||
}
|
||||
else if (vk == VK_MENU)
|
||||
{
|
||||
if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
|
||||
if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
|
||||
if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
|
||||
if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
@ -823,7 +829,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
io.AddFocusEvent(msg == WM_SETFOCUS);
|
||||
return 0;
|
||||
case WM_INPUTLANGCHANGE:
|
||||
ImGui_ImplWin32_UpdateKeyboardCodePage();
|
||||
ImGui_ImplWin32_UpdateKeyboardCodePage(io);
|
||||
return 0;
|
||||
case WM_CHAR:
|
||||
if (::IsWindowUnicode(hwnd))
|
||||
@ -841,7 +847,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
return 0;
|
||||
case WM_SETCURSOR:
|
||||
// This is required to restore cursor when transitioning from e.g resize borders to client area.
|
||||
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
|
||||
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor))
|
||||
return 1;
|
||||
return 0;
|
||||
case WM_DEVICECHANGE:
|
||||
|
@ -43,6 +43,8 @@ Breaking changes:
|
||||
|
||||
Other changes:
|
||||
|
||||
- Selectable: selected Selectables use ImGuiCol_Header instead of an arbitrary lerp
|
||||
between _Header and _HeaderHovered which was introduced v1.91 (#8106, #1861)
|
||||
- Backends: DX12: Unmap() call specify written range. The range is informational and
|
||||
may be used by debug tools.
|
||||
- Backends: SDL2: Replace SDL_Vulkan_GetDrawableSize() forward declaration with the
|
||||
|
@ -4855,6 +4855,13 @@ ImGuiIO& ImGui::GetIO()
|
||||
return GImGui->IO;
|
||||
}
|
||||
|
||||
// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856)
|
||||
ImGuiIO& ImGui::GetIOEx(ImGuiContext* ctx)
|
||||
{
|
||||
IM_ASSERT(ctx != NULL);
|
||||
return ctx->IO;
|
||||
}
|
||||
|
||||
ImGuiPlatformIO& ImGui::GetPlatformIO()
|
||||
{
|
||||
IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext()?");
|
||||
|
2
imgui.h
2
imgui.h
@ -2326,7 +2326,7 @@ struct ImGuiIO
|
||||
|
||||
// Keyboard/Gamepad Navigation options
|
||||
bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
|
||||
bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true.
|
||||
bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true.
|
||||
bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set.
|
||||
bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on.
|
||||
bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem).
|
||||
|
@ -10518,7 +10518,7 @@ struct ExampleAssetsBrowser
|
||||
|
||||
// Rendering parameters
|
||||
const ImU32 icon_type_overlay_colors[3] = { 0, IM_COL32(200, 70, 70, 255), IM_COL32(70, 170, 70, 255) };
|
||||
const ImU32 icon_bg_color = ImGui::GetColorU32(ImGuiCol_MenuBarBg);
|
||||
const ImU32 icon_bg_color = ImGui::GetColorU32(IM_COL32(35, 35, 35, 220));
|
||||
const ImVec2 icon_type_overlay_size = ImVec2(4.0f, 4.0f);
|
||||
const bool display_label = (LayoutItemSize.x >= ImGui::CalcTextSize("999").x);
|
||||
|
||||
|
@ -3171,6 +3171,7 @@ namespace ImGui
|
||||
// If this ever crashes because g.CurrentWindow is NULL, it means that either:
|
||||
// - ImGui::NewFrame() has never been called, which is illegal.
|
||||
// - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
|
||||
IMGUI_API ImGuiIO& GetIOEx(ImGuiContext* ctx);
|
||||
inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; }
|
||||
inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; }
|
||||
IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id);
|
||||
|
@ -7024,12 +7024,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
|
||||
const bool highlighted = hovered || (flags & ImGuiSelectableFlags_Highlight);
|
||||
if (highlighted || selected)
|
||||
{
|
||||
// FIXME-MULTISELECT: Styling: Color for 'selected' elements? ImGuiCol_HeaderSelected
|
||||
ImU32 col;
|
||||
if (selected && !highlighted)
|
||||
col = GetColorU32(ImLerp(GetStyleColorVec4(ImGuiCol_Header), GetStyleColorVec4(ImGuiCol_HeaderHovered), 0.5f));
|
||||
else
|
||||
col = GetColorU32((held && highlighted) ? ImGuiCol_HeaderActive : highlighted ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
|
||||
// Between 1.91.0 and 1.91.4 we made selected Selectable use an arbitrary lerp between _Header and _HeaderHovered. Removed that now. (#8106)
|
||||
ImU32 col = GetColorU32((held && highlighted) ? ImGuiCol_HeaderActive : highlighted ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
|
||||
RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
|
||||
}
|
||||
if (g.NavId == id)
|
||||
|
Loading…
x
Reference in New Issue
Block a user