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# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_osx.h
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
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ocornut committed Jan 13, 2022
2 parents acfc779 + 200a8f1 commit 0647ba3
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Showing 20 changed files with 315 additions and 200 deletions.
2 changes: 0 additions & 2 deletions backends/imgui_impl_allegro5.cpp
Expand Up @@ -414,8 +414,6 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
};
bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));

io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);

#if ALLEGRO_HAS_CLIPBOARD
io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
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2 changes: 1 addition & 1 deletion backends/imgui_impl_dx10.cpp
Expand Up @@ -13,7 +13,7 @@

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
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2 changes: 1 addition & 1 deletion backends/imgui_impl_dx11.cpp
Expand Up @@ -13,7 +13,7 @@

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
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2 changes: 1 addition & 1 deletion backends/imgui_impl_dx12.cpp
Expand Up @@ -22,7 +22,7 @@

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
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2 changes: 1 addition & 1 deletion backends/imgui_impl_dx9.cpp
Expand Up @@ -13,7 +13,7 @@

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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103 changes: 63 additions & 40 deletions backends/imgui_impl_glfw.cpp
Expand Up @@ -20,7 +20,8 @@

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
Expand Down Expand Up @@ -111,6 +112,7 @@ struct ImGui_ImplGlfw_Data

// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
GLFWwindowfocusfun PrevUserCallbackWindowFocus;
GLFWcursorposfun PrevUserCallbackCursorPos;
GLFWcursorenterfun PrevUserCallbackCursorEnter;
GLFWmousebuttonfun PrevUserCallbackMousebutton;
GLFWscrollfun PrevUserCallbackScroll;
Expand Down Expand Up @@ -336,16 +338,37 @@ void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
io.AddFocusEvent(focused != 0);
}

void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackCursorPos != NULL && window == bd->Window)
bd->PrevUserCallbackCursorPos(window, x, y);

ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
int window_x, window_y;
glfwGetWindowPos(window, &window_x, &window_y);
x += window_x;
y += window_y;
}
io.MousePos = ImVec2((float)x, (float)y);
}

void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)
bd->PrevUserCallbackCursorEnter(window, entered);

ImGuiIO& io = ImGui::GetIO();
if (entered)
bd->MouseWindow = window;
if (!entered && bd->MouseWindow == window)
{
bd->MouseWindow = NULL;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
}
}

void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
Expand Down Expand Up @@ -424,6 +447,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
bd->InstalledCallbacks = true;
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
Expand Down Expand Up @@ -475,6 +499,7 @@ void ImGui_ImplGlfw_Shutdown()
{
glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus);
glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter);
glfwSetCursorPosCallback(bd->Window, bd->PrevUserCallbackCursorPos);
glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton);
glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll);
glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey);
Expand All @@ -490,61 +515,52 @@ void ImGui_ImplGlfw_Shutdown()
IM_DELETE(bd);
}

static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
static void ImGui_ImplGlfw_UpdateMouseData()
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();

const ImVec2 mouse_pos_prev = io.MousePos;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
io.MouseHoveredViewport = 0;

// Update mouse buttons
// (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)
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
{
io.MouseDown[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Window, i) != 0;
bd->MouseJustPressed[i] = false;
}

const ImVec2 mouse_pos_prev = io.MousePos;
int mouse_buttons_mask = 0x00;
for (int n = 0; n < platform_io.Viewports.Size; n++)
{
ImGuiViewport* viewport = platform_io.Viewports[n];
GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;

#ifdef __EMSCRIPTEN__
const bool focused = true;
const bool is_window_focused = true;
#else
const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
#endif
GLFWwindow* mouse_window = (bd->MouseWindow == window || focused) ? window : NULL;

// Update mouse buttons
if (focused)
if (is_window_focused)
{
// Update mouse button mask (applied below)
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
if (glfwGetMouseButton(window, i) != 0)
mouse_buttons_mask |= (1 << i);

// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
// (When multi-viewports are enabled, all Dear ImGui positions are same as OS positions)
if (io.WantSetMousePos && focused)
glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
// When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
if (io.WantSetMousePos)
glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));

// Set Dear ImGui mouse position from OS position
if (mouse_window != NULL)
{
double mouse_x, mouse_y;
glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y);
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)
int window_x, window_y;
glfwGetWindowPos(window, &window_x, &window_y);
io.MousePos = ImVec2((float)mouse_x + window_x, (float)mouse_y + window_y);
}
else
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
if (bd->MouseWindow == NULL)
{
// 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)
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
// 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)
// 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)
int window_x, window_y;
glfwGetWindowPos(window, &window_x, &window_y);
mouse_x += window_x;
mouse_y += window_y;
}
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
}
}
Expand All @@ -566,6 +582,14 @@ static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
io.MouseHoveredViewport = viewport->ID;
#endif
}

// Update mouse buttons
// (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)
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
{
io.MouseDown[i] = bd->MouseJustPressed[i] || (mouse_buttons_mask & (1 << i)) != 0;
bd->MouseJustPressed[i] = false;
}
}

static void ImGui_ImplGlfw_UpdateMouseCursor()
Expand Down Expand Up @@ -701,10 +725,8 @@ void ImGui_ImplGlfw_NewFrame()
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
bd->Time = current_time;

// Update key modifiers
ImGui_ImplGlfw_UpdateKeyModifiers();

ImGui_ImplGlfw_UpdateMousePosAndButtons();
ImGui_ImplGlfw_UpdateMouseData();
ImGui_ImplGlfw_UpdateMouseCursor();

// Update game controllers (if enabled and available)
Expand Down Expand Up @@ -800,6 +822,7 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
// Install GLFW callbacks for secondary viewports
glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback);
glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback);
glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback);
glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback);
glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback);
glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback);
Expand Down
5 changes: 3 additions & 2 deletions backends/imgui_impl_glfw.h
Expand Up @@ -37,8 +37,9 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
// GLFW callbacks
// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused);
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered);
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
Expand Down
2 changes: 1 addition & 1 deletion backends/imgui_impl_opengl2.cpp
Expand Up @@ -20,7 +20,7 @@

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
Expand Down
2 changes: 1 addition & 1 deletion backends/imgui_impl_opengl3.cpp
Expand Up @@ -15,7 +15,7 @@

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
Expand Down
1 change: 1 addition & 0 deletions backends/imgui_impl_osx.h
Expand Up @@ -7,6 +7,7 @@
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: IME support.
// Issues:
// [ ] Platform: Multi-viewport / platform windows.

Expand Down

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