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https://github.com/ocornut/imgui.git
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Viewport, Platform: Fixed IME positioning for multi-viewport. Moved API from ImGuiIO to ImGuiPlatformIO. Because it is extremely unlikely to people redefined this API manually the moving-forward-breakage is ok. (#1542)
SDL2 ime support under Win32 never worked properly because of SDL interferences.
This commit is contained in:
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376f2aec54
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1
TODO.txt
1
TODO.txt
@ -261,7 +261,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- viewport: popup/tooltip glitches when appearing near the monitor limits (e.g. opening a menu).
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- viewport: platform: introduce getfocus/setfocus api, so e.g. focus flags can be honored, imgui-side ctrl-tab can focus os window, OS alt-tab can focus imgui window etc.
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- viewport: store per-viewport/monitor DPI in .ini file so an application reload or main window changing DPI on reload can be properly patched for.
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- viewport: IME positioning are wrong.
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- viewport: vulkan renderer implementation.
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- viewport: need to clarify how to use GetMousePos() from a user point of view.
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@ -199,10 +199,6 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
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io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y;
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io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z;
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#ifdef _WIN32
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io.ImeWindowHandle = al_get_win_window_handle(g_Display);
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#endif
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return true;
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}
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@ -150,9 +150,6 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
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io.ClipboardUserData = g_Window;
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#ifdef _WIN32
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io.ImeWindowHandle = glfwGetWin32Window(g_Window);
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#endif
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g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
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@ -500,7 +497,33 @@ static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
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glfwSwapBuffers(data->Window);
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}
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//--------------------------------------------------------------------------------------------------------
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// IME (Input Method Editor) basic support for e.g. Asian language users
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//--------------------------------------------------------------------------------------------------------
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// We provide a Win32 implementation because this is such a common issue for IME users
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#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__)
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#define HAS_WIN32_IME 1
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#include <imm.h>
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#ifdef _MSC_VER
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#pragma comment(lib, "imm32")
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#endif
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static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
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{
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COMPOSITIONFORM cf = { CFS_FORCE_POSITION, { (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) }, { 0, 0, 0, 0 } };
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if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
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if (HWND hwnd = glfwGetWin32Window(data->Window))
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if (HIMC himc = ImmGetContext(hwnd))
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ImmSetCompositionWindow(himc, &cf);
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}
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#else
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#define HAS_WIN32_IME 0
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#endif
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//--------------------------------------------------------------------------------------------------------
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// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
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//--------------------------------------------------------------------------------------------------------
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// Avoid including <vulkan.h> so we can build without it
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#if GLFW_HAS_VULKAN
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#ifndef VULKAN_H_
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@ -571,6 +594,9 @@ static void ImGui_ImplGlfw_InitPlatformInterface()
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#if GLFW_HAS_VULKAN
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platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
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#endif
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#if HAS_WIN32_IME
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platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
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#endif
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ImGui_ImplGlfw_UpdateMonitors();
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@ -170,13 +170,6 @@ bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
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g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
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#ifdef _WIN32
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SDL_SysWMinfo wmInfo;
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SDL_VERSION(&wmInfo.version);
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SDL_GetWindowWMInfo(window, &wmInfo);
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io.ImeWindowHandle = wmInfo.info.win.window;
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#endif
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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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@ -76,8 +76,6 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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io.KeyMap[ImGuiKey_Y] = 'Y';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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io.ImeWindowHandle = g_hWnd;
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return true;
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}
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@ -279,7 +277,7 @@ IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wPa
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return 0;
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}
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// --------------------------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------------------------
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// DPI handling
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// Those in theory should be simple calls but Windows has multiple ways to handle DPI, and most of them
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// require recent Windows versions at runtime or recent Windows SDK at compile-time. Neither we want to depend on.
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@ -370,9 +368,30 @@ float ImGui_ImplWin32_GetDpiScaleForRect(int x1, int y1, int x2, int y2)
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return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
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}
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// --------------------------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------------------------
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// IME (Input Method Editor) basic support for e.g. Asian language users
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//--------------------------------------------------------------------------------------------------------
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#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__)
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#define HAS_WIN32_IME 1
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#include <imm.h>
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#ifdef _MSC_VER
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#pragma comment(lib, "imm32")
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#endif
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static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
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{
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COMPOSITIONFORM cf = { CFS_FORCE_POSITION,{ (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) },{ 0, 0, 0, 0 } };
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if (HWND hwnd = (HWND)viewport->PlatformHandle)
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if (HIMC himc = ImmGetContext(hwnd))
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ImmSetCompositionWindow(himc, &cf);
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}
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#else
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#define HAS_WIN32_IME 0
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#endif
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//--------------------------------------------------------------------------------------------------------
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// Platform Windows
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// --------------------------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------------------------
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struct ImGuiViewportDataWin32
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{
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@ -625,6 +644,9 @@ static void ImGui_ImplWin32_InitPlatformInterface()
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platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
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platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale;
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platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
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#if HAS_WIN32_IME
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platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
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#endif
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// Register main window handle (which is owned by the main application, not by us)
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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53
imgui.cpp
53
imgui.cpp
@ -262,6 +262,8 @@
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Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
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Also read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2018/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
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- 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
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- 2018/03/20 (1.60) - Renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some binding ahead of merging the Nav branch).
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- 2018/03/12 (1.60) - Removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
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@ -617,10 +619,7 @@
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Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
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Text input: it is up to your application to pass the right character code by calling
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io.AddInputCharacter(). The applications in examples/ are doing that. For languages relying
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on an Input Method Editor (IME), on Windows you can copy the Hwnd of your application in the
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io.ImeWindowHandle field. The default implementation of io.ImeSetInputScreenPosFn() will set
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your Microsoft IME position correctly.
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io.AddInputCharacter(). The applications in examples/ are doing that.
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Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
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A: - You can create a dummy window. Call SetNextWindowBgAlpha(0.0f), call Begin() with NoTitleBar|NoResize|NoMove|NoScrollbar|NoSavedSettings|NoInputs flags.
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@ -771,7 +770,6 @@ static void SetCurrentViewport(ImGuiViewportP* viewport);
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static const char* GetClipboardTextFn_DefaultImpl(void* user_data);
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static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text);
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static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y);
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//-----------------------------------------------------------------------------
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// Context
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@ -907,8 +905,6 @@ ImGuiIO::ImGuiIO()
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GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations
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SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
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ClipboardUserData = NULL;
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ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;
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ImeWindowHandle = NULL;
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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RenderDrawListsFn = NULL;
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@ -3924,7 +3920,8 @@ void ImGui::NewFrame()
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g.MouseCursor = ImGuiMouseCursor_Arrow;
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g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
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g.OsImePosRequest = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default
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g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default
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g.PlatformImePosViewport = NULL;
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// Mouse wheel scrolling, scale
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if (g.HoveredWindow && !g.HoveredWindow->Collapsed && (g.IO.MouseWheel != 0.0f || g.IO.MouseWheelH != 0.0f))
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@ -4464,10 +4461,11 @@ void ImGui::EndFrame()
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return;
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// Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
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if (g.IO.ImeSetInputScreenPosFn && ImLengthSqr(g.OsImePosRequest - g.OsImePosSet) > 0.0001f)
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if (g.PlatformIO.Platform_SetImeInputPos && g.PlatformImePosViewport != NULL && ImLengthSqr(g.PlatformImePos - g.PlatformImeLastPos) > 0.0001f)
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{
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g.IO.ImeSetInputScreenPosFn((int)g.OsImePosRequest.x, (int)g.OsImePosRequest.y);
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g.OsImePosSet = g.OsImePosRequest;
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g.PlatformIO.Platform_SetImeInputPos(g.PlatformImePosViewport, g.PlatformImePos);
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g.PlatformImeLastPos = g.PlatformImePos;
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g.PlatformImePosViewport = NULL;
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}
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// Hide implicit "Debug" window if it hasn't been used
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@ -11316,7 +11314,10 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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// Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
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if (is_editable)
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g.OsImePosRequest = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize);
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{
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g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize);
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g.PlatformImePosViewport = window->Viewport;
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}
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}
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else
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{
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@ -14027,34 +14028,6 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
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#endif
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// Win32 API IME support (for Asian languages, etc.)
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#if defined(_WIN32) && !defined(__GNUC__) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
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#include <imm.h>
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#ifdef _MSC_VER
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#pragma comment(lib, "imm32")
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#endif
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static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y)
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{
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// Notify OS Input Method Editor of text input position
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if (HWND hwnd = (HWND)GImGui->IO.ImeWindowHandle)
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if (HIMC himc = ImmGetContext(hwnd))
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{
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COMPOSITIONFORM cf;
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cf.ptCurrentPos.x = x;
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cf.ptCurrentPos.y = y;
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cf.dwStyle = CFS_FORCE_POSITION;
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ImmSetCompositionWindow(himc, &cf);
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}
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}
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#else
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static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {}
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#endif
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//-----------------------------------------------------------------------------
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// HELP
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//-----------------------------------------------------------------------------
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12
imgui.h
12
imgui.h
@ -1059,11 +1059,6 @@ struct ImGuiIO
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void (*SetClipboardTextFn)(void* user_data, const char* text);
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void* ClipboardUserData;
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// Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows)
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// (default to use native imm32 api on Windows)
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void (*ImeSetInputScreenPosFn)(int x, int y);
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void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning.
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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// [OBSOLETE] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now! You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render().
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// See example applications if you are unsure of how to implement this.
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@ -1896,7 +1891,7 @@ struct ImGuiPlatformIO
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// Input - Back-end interface/functions + Monitor List
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//------------------------------------------------------------------
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// Platform functions (e.g. Win32, GLFW, SDL2)
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// (Optional) Platform functions (e.g. Win32, GLFW, SDL2)
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void (*Platform_CreateWindow)(ImGuiViewport* vp); // Create a new platform window for the given viewport
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void (*Platform_DestroyWindow)(ImGuiViewport* vp);
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void (*Platform_ShowWindow)(ImGuiViewport* vp); // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them first
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@ -1910,16 +1905,17 @@ struct ImGuiPlatformIO
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void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // (Optional) Call Present/SwapBuffers (platform side)
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float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // (Optional) DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. (FIXME-DPI)
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void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // (Optional) DPI handling: Called during Begin() every time the viewport we are outputting into changes, so back-end has a chance to swap fonts to adjust style.
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void (*Platform_SetImeInputPos)(ImGuiViewport* vp, ImVec2 pos); // (Optional) Set IME (Input Method Editor, e.g. for Asian languages) input position, so text preview appears over the imgui input box.
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int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For Renderer to call into Platform code
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// Renderer functions (e.g. DirectX, OpenGL3, Vulkan)
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// (Optional) Renderer functions (e.g. DirectX, OpenGL3, Vulkan)
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void (*Renderer_CreateWindow)(ImGuiViewport* vp); // Create swap chains, frame buffers etc.
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void (*Renderer_DestroyWindow)(ImGuiViewport* vp);
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void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // Resize swap chain, frame buffers etc.
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void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // (Optional) Clear targets, Render viewport->DrawData
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void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // (Optional) Call Present/SwapBuffers (renderer side)
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// List of monitors (updated by: app/back-end, used by: imgui to clamp popups/tooltips within same monitor and not have them straddle monitors)
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// (Optional) List of monitors (updated by: app/back-end, used by: imgui to clamp popups/tooltips within same monitor and not have them straddle monitors)
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ImVector<ImGuiPlatformMonitor> Monitors;
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//------------------------------------------------------------------
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@ -715,7 +715,10 @@ struct ImGuiContext
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ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
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int TooltipOverrideCount;
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ImVector<char> PrivateClipboard; // If no custom clipboard handler is defined
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ImVec2 OsImePosRequest, OsImePosSet; // Cursor position request & last passed to the OS Input Method Editor
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// Platform support
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ImVec2 PlatformImePos, PlatformImeLastPos; // Cursor position request & last passed to the OS Input Method Editor
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ImGuiViewport* PlatformImePosViewport;
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// Settings
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bool SettingsLoaded;
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@ -822,7 +825,8 @@ struct ImGuiContext
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DragSpeedScaleFast = 10.0f;
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ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
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TooltipOverrideCount = 0;
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OsImePosRequest = OsImePosSet = ImVec2(-1.0f, -1.0f);
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PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX);
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PlatformImePosViewport = 0;
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SettingsLoaded = false;
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SettingsDirtyTimer = 0.0f;
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