diff --git a/src/moon/libs/imgui/imgui_impl_sdl.cpp b/src/moon/libs/imgui/imgui_impl_sdl.cpp index e940aa96..42250d67 100644 --- a/src/moon/libs/imgui/imgui_impl_sdl.cpp +++ b/src/moon/libs/imgui/imgui_impl_sdl.cpp @@ -1,22 +1,30 @@ // dear imgui: Platform Backend for SDL2 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) -// (Requires: SDL 2.0. Prefer SDL 2.0.4+ for full feature support.) +// (Prefer SDL 2.0.5+ for full feature support.) // Implemented features: // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Clipboard support. // [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE). // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // Missing features: // [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. +// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows). -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // 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. +// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST. +// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+) +// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary. +// 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). // 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950) // 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends. // 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2). @@ -54,29 +62,64 @@ using namespace std; // SDL -#include -#include +// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended) +#include +#include #if defined(__APPLE__) #include "TargetConditionals.h" #endif -#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4) +#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 +#else +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 +#endif +#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4) #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) +#if !SDL_HAS_VULKAN +static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; +#endif -// Data -static SDL_Window* g_Window = NULL; -static Uint64 g_Time = 0; -static bool g_MousePressed[3] = { false, false, false }; -static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {}; -static char* g_ClipboardTextData = NULL; -static bool g_MouseCanUseGlobalState = true; +// SDL Data +struct ImGui_ImplSDL2_Data +{ + SDL_Window* Window; + Uint64 Time; + bool MousePressed[3]; + SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; + char* ClipboardTextData; + bool MouseCanUseGlobalState; + bool UseVulkan; + ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; +} + +// Forward Declarations +static void ImGui_ImplSDL2_UpdateMonitors(); +static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context); +static void ImGui_ImplSDL2_ShutdownPlatformInterface(); + +// Functions static const char* ImGui_ImplSDL2_GetClipboardText(void*) { - if (g_ClipboardTextData) - SDL_free(g_ClipboardTextData); - g_ClipboardTextData = SDL_GetClipboardText(); - return g_ClipboardTextData; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + bd->ClipboardTextData = SDL_GetClipboardText(); + return bd->ClipboardTextData; } static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) @@ -92,6 +135,8 @@ static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) { ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + switch (event->type) { case SDL_MOUSEWHEEL: @@ -104,9 +149,9 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) } case SDL_MOUSEBUTTONDOWN: { - if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; - if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; - if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; + if (event->button.button == SDL_BUTTON_LEFT) { bd->MousePressed[0] = true; } + if (event->button.button == SDL_BUTTON_RIGHT) { bd->MousePressed[1] = true; } + if (event->button.button == SDL_BUTTON_MIDDLE) { bd->MousePressed[2] = true; } return true; } case SDL_TEXTINPUT: @@ -130,19 +175,56 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) #endif return true; } + // Multi-viewport support + case SDL_WINDOWEVENT: + Uint8 window_event = event->window.event; + if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED || window_event == SDL_WINDOWEVENT_FOCUS_GAINED || window_event == SDL_WINDOWEVENT_FOCUS_LOST) + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID))) + { + if (window_event == SDL_WINDOWEVENT_CLOSE) + viewport->PlatformRequestClose = true; + if (window_event == SDL_WINDOWEVENT_MOVED) + viewport->PlatformRequestMove = true; + if (window_event == SDL_WINDOWEVENT_RESIZED) + viewport->PlatformRequestResize = true; + if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) + io.AddFocusEvent(true); + else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST) + io.AddFocusEvent(false); + return true; + } + break; } return false; } -static bool ImGui_ImplSDL2_Init(SDL_Window* window) +static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context) { - g_Window = window; + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); + + // Check and store if we are on a SDL backend that supports global mouse position + // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) + bool mouse_can_use_global_state = false; +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + const char* sdl_backend = SDL_GetCurrentVideoDriver(); + const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; + for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) + if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) + mouse_can_use_global_state = true; +#endif // Setup backend capabilities flags - ImGuiIO& io = ImGui::GetIO(); - io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) - io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); + io.BackendPlatformUserData = (void*)bd; io.BackendPlatformName = "imgui_impl_sdl"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + if (mouse_can_use_global_state) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + + bd->Window = window; + bd->MouseCanUseGlobalState = mouse_can_use_global_state; // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array. io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB; @@ -173,41 +255,49 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window) io.ClipboardUserData = NULL; // Load mouse cursors - g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); - g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); - g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); - g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); - g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); - g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); - g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); - g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); - g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); - - // Check and store if we are on a SDL backend that supports global mouse position - // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) - const char* sdl_backend = SDL_GetCurrentVideoDriver(); - const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; - g_MouseCanUseGlobalState = false; - for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) - if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) - g_MouseCanUseGlobalState = true; + bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); + bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); + // Our mouse update function expect PlatformHandle to be filled for the main viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = (void*)window; #ifdef _WIN32 - SDL_SysWMinfo wmInfo; - SDL_VERSION(&wmInfo.version); - SDL_GetWindowWMInfo(window, &wmInfo); - io.ImeWindowHandle = wmInfo.info.win.window; -#else - (void)window; + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if (SDL_GetWindowWMInfo(window, &info)) + main_viewport->PlatformHandleRaw = info.info.win.window; #endif + // Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. + // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. + // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. + // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: + // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) +#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH + SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); +#endif + + // Update monitors + ImGui_ImplSDL2_UpdateMonitors(); + + // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. + // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings. + if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)) + ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context); + return true; } bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) { - (void)sdl_gl_context; // Viewport branch will need this. - return ImGui_ImplSDL2_Init(window); + return ImGui_ImplSDL2_Init(window, sdl_gl_context); } bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) @@ -215,7 +305,11 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) #if !SDL_HAS_VULKAN IM_ASSERT(0 && "Unsupported"); #endif - return ImGui_ImplSDL2_Init(window); + if (!ImGui_ImplSDL2_Init(window, NULL)) + return false; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + bd->UseVulkan = true; + return true; } bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) @@ -223,72 +317,103 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) #if !defined(_WIN32) IM_ASSERT(0 && "Unsupported"); #endif - return ImGui_ImplSDL2_Init(window); + return ImGui_ImplSDL2_Init(window, NULL); } bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) { - return ImGui_ImplSDL2_Init(window); + return ImGui_ImplSDL2_Init(window, NULL); } void ImGui_ImplSDL2_Shutdown() { - g_Window = NULL; + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); - // Destroy last known clipboard data - if (g_ClipboardTextData) - SDL_free(g_ClipboardTextData); - g_ClipboardTextData = NULL; + ImGui_ImplSDL2_ShutdownPlatformInterface(); - // Destroy SDL mouse cursors + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) - SDL_FreeCursor(g_MouseCursors[cursor_n]); - memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); + SDL_FreeCursor(bd->MouseCursors[cursor_n]); + + io.BackendPlatformName = NULL; + io.BackendPlatformUserData = NULL; + IM_DELETE(bd); } +// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4. static void ImGui_ImplSDL2_UpdateMousePosAndButtons() { + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); - // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) - if (io.WantSetMousePos) - SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y); - else - io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + ImVec2 mouse_pos_prev = io.MousePos; + io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + io.MouseHoveredViewport = 0; - int mx, my; - Uint32 mouse_buttons = MoonInternal::Moon_GetMouseState(&mx, &my); - 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; + // Update mouse buttons + int mouse_x_local, mouse_y_local; + Uint32 mouse_buttons = MoonInternal::Moon_GetMouseState(&mouse_x_local, &mouse_y_local); + io.MouseDown[0] = bd->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] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; + io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; + bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false; -#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(TARGET_SWITCH) + // Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing) +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(TARGET_SWITCH) SDL_Window* focused_window = SDL_GetKeyboardFocus(); - if (g_Window == focused_window) + SDL_Window* hovered_window = SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH ? SDL_GetMouseFocus() : NULL; // This is better but is only reliably useful with SDL 2.0.5+ and SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH. + SDL_Window* mouse_window = NULL; + if (hovered_window && (bd->Window == hovered_window || ImGui::FindViewportByPlatformHandle((void*)hovered_window))) + mouse_window = hovered_window; + else if (focused_window && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*)focused_window))) + mouse_window = focused_window; + + // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside + SDL_CaptureMouse(ImGui::IsAnyMouseDown() ? SDL_TRUE : SDL_FALSE); +#else + // SDL 2.0.3 and non-windowed systems: single-viewport only + SDL_Window* mouse_window = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) ? bd->Window : NULL; +#endif + + if (mouse_window == NULL) + return; + + // Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) { - if (g_MouseCanUseGlobalState) - { - // SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?) - // The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally. - // Won't use this workaround on SDL backends that have no global mouse position, like Wayland or RPI - int wx, wy; - SDL_GetWindowPosition(focused_window, &wx, &wy); - SDL_GetGlobalMouseState(&mx, &my); - mx -= wx; - my -= wy; - } - io.MousePos = ImVec2((float)mx, (float)my); +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + SDL_WarpMouseGlobal((int)mouse_pos_prev.x, (int)mouse_pos_prev.y); + else +#endif + SDL_WarpMouseInWindow(bd->Window, (int)mouse_pos_prev.x, (int)mouse_pos_prev.y); } - // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor. - // The function is only supported from SDL 2.0.4 (released Jan 2016) - bool any_mouse_button_down = ImGui::IsAnyMouseDown(); - SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE); -#else - io.MousePos = ImVec2((float)mx, (float)my); - // cout << "ImGUI MX: " << io.MousePos.x << " MY: " << io.MousePos.y << " MS: " << mouse_buttons << endl; -#endif + // Set Dear ImGui mouse position from OS position + get buttons. (this is the common behavior) + if (bd->MouseCanUseGlobalState) + { + int mouse_x_global, mouse_y_global; + SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); + 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) + io.MousePos = ImVec2((float)mouse_x_global, (float)mouse_y_global); + } + else + { + // 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) + // Unlike local position obtained earlier this will be valid when straying out of bounds. + int window_x, window_y; + SDL_GetWindowPosition(mouse_window, &window_x, &window_y); + io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y)); + } + } + else + { + io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local); + } } static void ImGui_ImplSDL2_UpdateMouseCursor() @@ -296,6 +421,7 @@ static void ImGui_ImplSDL2_UpdateMouseCursor() ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) return; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) @@ -306,7 +432,7 @@ static void ImGui_ImplSDL2_UpdateMouseCursor() else { // Show OS mouse cursor - SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); + SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); SDL_ShowCursor(SDL_TRUE); } } @@ -352,18 +478,47 @@ static void ImGui_ImplSDL2_UpdateGamepads() #undef MAP_ANALOG } -void ImGui_ImplSDL2_NewFrame(SDL_Window* window) +// FIXME-PLATFORM: SDL doesn't have an event to notify the application of display/monitor changes +static void ImGui_ImplSDL2_UpdateMonitors() { + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Monitors.resize(0); + int display_count = SDL_GetNumVideoDisplays(); + for (int n = 0; n < display_count; n++) + { + // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. + ImGuiPlatformMonitor monitor; + SDL_Rect r; + SDL_GetDisplayBounds(n, &r); + monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h); +#if SDL_HAS_USABLE_DISPLAY_BOUNDS + SDL_GetDisplayUsableBounds(n, &r); + monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.WorkSize = ImVec2((float)r.w, (float)r.h); +#endif +#if SDL_HAS_PER_MONITOR_DPI + float dpi = 0.0f; + if (!SDL_GetDisplayDPI(n, &dpi, NULL, NULL)) + monitor.DpiScale = dpi / 96.0f; +#endif + platform_io.Monitors.push_back(monitor); + } +} + +void ImGui_ImplSDL2_NewFrame() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?"); ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); // Setup display size (every frame to accommodate for window resizing) int w, h; int display_w, display_h; - SDL_GetWindowSize(window, &w, &h); - if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + SDL_GetWindowSize(bd->Window, &w, &h); + if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) w = h = 0; - SDL_GL_GetDrawableSize(window, &display_w, &display_h); + SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h); io.DisplaySize = ImVec2((float)w, (float)h); if (w > 0 && h > 0) io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); @@ -371,8 +526,8 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window) // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) static Uint64 frequency = SDL_GetPerformanceFrequency(); Uint64 current_time = SDL_GetPerformanceCounter(); - io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f); - g_Time = current_time; + io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); + bd->Time = current_time; ImGui_ImplSDL2_UpdateMousePosAndButtons(); ImGui_ImplSDL2_UpdateMouseCursor(); @@ -380,3 +535,244 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window) // Update game controllers (if enabled and available) ImGui_ImplSDL2_UpdateGamepads(); } + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplSDL2_ViewportData +{ + SDL_Window* Window; + Uint32 WindowID; + bool WindowOwned; + SDL_GLContext GLContext; + + ImGui_ImplSDL2_ViewportData() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; } + ~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == NULL && GLContext == NULL); } +}; + +static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); + viewport->PlatformUserData = vd; + + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData; + + // Share GL resources with main context + bool use_opengl = (main_viewport_data->GLContext != NULL); + SDL_GLContext backup_context = NULL; + if (use_opengl) + { + backup_context = SDL_GL_GetCurrentContext(); + SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); + SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext); + } + + Uint32 sdl_flags = 0; + sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0); + sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI; + sdl_flags |= SDL_WINDOW_HIDDEN; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE; +#if !defined(_WIN32) + // See SDL hack in ImGui_ImplSDL2_ShowWindow(). + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0; +#endif +#if SDL_HAS_ALWAYS_ON_TOP + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0; +#endif + vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); + vd->WindowOwned = true; + if (use_opengl) + { + vd->GLContext = SDL_GL_CreateContext(vd->Window); + SDL_GL_SetSwapInterval(0); + } + if (use_opengl && backup_context) + SDL_GL_MakeCurrent(vd->Window, backup_context); + + viewport->PlatformHandle = (void*)vd->Window; +#if defined(_WIN32) + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if (SDL_GetWindowWMInfo(vd->Window, &info)) + viewport->PlatformHandleRaw = info.info.win.window; +#endif +} + +static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport) +{ + if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData) + { + if (vd->GLContext && vd->WindowOwned) + SDL_GL_DeleteContext(vd->GLContext); + if (vd->Window && vd->WindowOwned) + SDL_DestroyWindow(vd->Window); + vd->GLContext = NULL; + vd->Window = NULL; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = NULL; +} + +static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; +#if defined(_WIN32) + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + + // SDL hack: Hide icon from task bar + // Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition. + if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) + { + LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); + ex_style &= ~WS_EX_APPWINDOW; + ex_style |= WS_EX_TOOLWINDOW; + ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); + } + + // SDL hack: SDL always activate/focus windows :/ + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + { + ::ShowWindow(hwnd, SW_SHOWNA); + return; + } +#endif + + SDL_ShowWindow(vd->Window); +} + +static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + int x = 0, y = 0; + SDL_GetWindowPosition(vd->Window, &x, &y); + return ImVec2((float)x, (float)y); +} + +static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y); +} + +static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + int w = 0, h = 0; + SDL_GetWindowSize(vd->Window, &w, &h); + return ImVec2((float)w, (float)h); +} + +static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y); +} + +static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowTitle(vd->Window, title); +} + +#if SDL_HAS_WINDOW_ALPHA +static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowOpacity(vd->Window, alpha); +} +#endif + +static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_RaiseWindow(vd->Window); +} + +static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; +} + +static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0; +} + +static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); +} + +static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + { + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); + SDL_GL_SwapWindow(vd->Window); + } +} + +// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) +// SDL is graceful enough to _not_ need so we can safely include this. +#if SDL_HAS_VULKAN +#include +static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + (void)vk_allocator; + SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface); + return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY +} +#endif // SDL_HAS_VULKAN + +static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context) +{ + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle; + platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow; + platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers; +#if SDL_HAS_WINDOW_ALPHA + platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha; +#endif +#if SDL_HAS_VULKAN + platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface; +#endif + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); + vd->Window = window; + vd->WindowID = SDL_GetWindowID(window); + vd->WindowOwned = false; + vd->GLContext = sdl_gl_context; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = vd->Window; +} + +static void ImGui_ImplSDL2_ShutdownPlatformInterface() +{ +} \ No newline at end of file diff --git a/src/moon/libs/imgui/imgui_impl_sdl.h b/src/moon/libs/imgui/imgui_impl_sdl.h index 03e518b3..b6e476f9 100644 --- a/src/moon/libs/imgui/imgui_impl_sdl.h +++ b/src/moon/libs/imgui/imgui_impl_sdl.h @@ -7,10 +7,13 @@ // [X] Platform: Clipboard support. // [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE). // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // Missing features: // [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. +// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows). -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs @@ -25,5 +28,9 @@ IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window); IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window); +IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(); IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter +#endif \ No newline at end of file