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@@ -9,6 +9,7 @@
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// [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 GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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+// [X] Multiple Dear ImGui contexts support.
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// Missing features or Issues:
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// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
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// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
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@@ -28,6 +29,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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+// 2025-06-18: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069)
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// 2025-06-11: Added ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) and ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) helper to facilitate making DPI-aware apps.
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// 2025-03-10: Map GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 into ImGuiKey_Oem102.
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// 2025-03-03: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled.
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@@ -141,6 +143,16 @@
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#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
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#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
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+// Map GLFWWindow* to ImGuiContext*.
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+// - Would be simpler if we could use glfwSetWindowUserPointer()/glfwGetWindowUserPointer(), but this is a single and shared resource.
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+// - Would be simpler if we could use e.g. std::map<> as well. But we don't.
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+// - This is not particularly optimized as we expect size to be small and queries to be rare.
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+struct ImGui_ImplGlfw_WindowToContext { GLFWwindow* Window; ImGuiContext* Context; };
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+static ImVector<ImGui_ImplGlfw_WindowToContext> g_ContextMap;
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+static void ImGui_ImplGlfw_ContextMap_Add(GLFWwindow* window, ImGuiContext* ctx) { g_ContextMap.push_back(ImGui_ImplGlfw_WindowToContext{ window, ctx }); }
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+static void ImGui_ImplGlfw_ContextMap_Remove(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) { g_ContextMap.erase_unsorted(&entry); return; } }
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+static ImGuiContext* ImGui_ImplGlfw_ContextMap_Get(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) return entry.Context; return nullptr; }
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+
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// GLFW data
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enum GlfwClientApi
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{
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@@ -151,6 +163,7 @@ enum GlfwClientApi
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struct ImGui_ImplGlfw_Data
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{
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+ ImGuiContext* Context;
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GLFWwindow* Window;
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GlfwClientApi ClientApi;
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double Time;
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@@ -187,13 +200,17 @@ struct ImGui_ImplGlfw_Data
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// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
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// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
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// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
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+namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); }
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static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
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{
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+ // Get data for current context
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return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
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}
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-static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData(ImGuiIO& io)
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+static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData(GLFWwindow* window)
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{
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- return (ImGui_ImplGlfw_Data*)io.BackendPlatformUserData;
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+ // Get data for a given GLFW window, regardless of current context (since GLFW events are sent together)
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+ ImGuiContext* ctx = ImGui_ImplGlfw_ContextMap_Get(window);
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+ return (ImGui_ImplGlfw_Data*)ImGui::GetIO(ctx).BackendPlatformUserData;
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}
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// Functions
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@@ -330,38 +347,36 @@ ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
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// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
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// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
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-static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window)
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+static void ImGui_ImplGlfw_UpdateKeyModifiers(ImGuiIO& io, GLFWwindow* window)
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{
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- ImGuiIO& io = ImGui::GetIO();
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io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
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io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS));
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io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS));
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io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));
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}
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-static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window)
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+static bool ImGui_ImplGlfw_ShouldChainCallback(ImGui_ImplGlfw_Data* bd, GLFWwindow* window)
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{
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- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
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}
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void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
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{
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- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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- if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
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- bd->PrevUserCallbackMousebutton(window, button, action, mods);
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+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
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- ImGui_ImplGlfw_UpdateKeyModifiers(window);
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+ if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
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+ bd->PrevUserCallbackMousebutton(window, button, action, mods);
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- ImGuiIO& io = ImGui::GetIO();
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+ ImGuiIO& io = ImGui::GetIO(bd->Context);
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+ ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
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if (button >= 0 && button < ImGuiMouseButton_COUNT)
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io.AddMouseButtonEvent(button, action == GLFW_PRESS);
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}
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void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
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{
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- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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- if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
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+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
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+ if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
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bd->PrevUserCallbackScroll(window, xoffset, yoffset);
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#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
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@@ -369,7 +384,7 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
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return;
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#endif
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- ImGuiIO& io = ImGui::GetIO();
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+ ImGuiIO& io = ImGui::GetIO(bd->Context);
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io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
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}
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@@ -409,18 +424,18 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
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void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
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{
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- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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- if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
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+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
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+ if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
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bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
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if (action != GLFW_PRESS && action != GLFW_RELEASE)
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return;
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- ImGui_ImplGlfw_UpdateKeyModifiers(window);
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+ ImGuiIO& io = ImGui::GetIO(bd->Context);
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+ ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
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keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
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- ImGuiIO& io = ImGui::GetIO();
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ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode);
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io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
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io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
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@@ -428,21 +443,21 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
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void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
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{
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- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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- if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
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+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
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+ if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
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bd->PrevUserCallbackWindowFocus(window, focused);
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- ImGuiIO& io = ImGui::GetIO();
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+ ImGuiIO& io = ImGui::GetIO(bd->Context);
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io.AddFocusEvent(focused != 0);
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}
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void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
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{
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- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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- if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
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+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
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+ if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
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bd->PrevUserCallbackCursorPos(window, x, y);
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- ImGuiIO& io = ImGui::GetIO();
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+ ImGuiIO& io = ImGui::GetIO(bd->Context);
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io.AddMousePosEvent((float)x, (float)y);
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bd->LastValidMousePos = ImVec2((float)x, (float)y);
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}
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@@ -451,11 +466,11 @@ void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
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// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
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void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
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{
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- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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- if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
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+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
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+ if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
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bd->PrevUserCallbackCursorEnter(window, entered);
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- ImGuiIO& io = ImGui::GetIO();
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+ ImGuiIO& io = ImGui::GetIO(bd->Context);
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if (entered)
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{
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bd->MouseWindow = window;
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@@ -471,11 +486,11 @@ void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
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void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
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{
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- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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- if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
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+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
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+ if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
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bd->PrevUserCallbackChar(window, c);
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- ImGuiIO& io = ImGui::GetIO();
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+ ImGuiIO& io = ImGui::GetIO(bd->Context);
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io.AddInputCharacter(c);
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}
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@@ -485,17 +500,18 @@ void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
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}
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#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
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-static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
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+static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void* user_data)
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{
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// Mimic Emscripten_HandleWheel() in SDL.
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// Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
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+ ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
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float multiplier = 0.0f;
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if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.
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else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step.
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else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps.
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float wheel_x = ev->deltaX * -multiplier;
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float wheel_y = ev->deltaY * -multiplier;
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- ImGuiIO& io = ImGui::GetIO();
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+ ImGuiIO& io = ImGui::GetIO(bd->Context);
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io.AddMouseWheelEvent(wheel_x, wheel_y);
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//IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y);
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return EM_TRUE;
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@@ -505,7 +521,6 @@ static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEven
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#ifdef _WIN32
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// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
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// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
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-namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); }
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static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
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{
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LPARAM extra_info = ::GetMessageExtraInfo();
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@@ -517,10 +532,9 @@ static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
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}
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static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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- ImGuiContext* ctx = (ImGuiContext*)::GetPropA(hWnd, "IMGUI_CONTEXT");
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- ImGuiIO& io = ImGui::GetIO(ctx);
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+ ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)::GetPropA(hWnd, "IMGUI_BACKEND_DATA");
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+ ImGuiIO& io = ImGui::GetIO(bd->Context);
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- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(io);
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switch (msg)
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{
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case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
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@@ -537,7 +551,7 @@ static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wPara
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void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
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{
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- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
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IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
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IM_ASSERT(bd->Window == window);
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@@ -554,7 +568,7 @@ void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
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void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
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{
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- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
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IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
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IM_ASSERT(bd->Window == window);
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@@ -610,8 +624,10 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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+ bd->Context = ImGui::GetCurrentContext();
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bd->Window = window;
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bd->Time = 0.0;
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+ ImGui_ImplGlfw_ContextMap_Add(window, bd->Context);
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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#if GLFW_VERSION_COMBINED < 3300
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@@ -669,8 +685,9 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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// Windows: register a WndProc hook so we can intercept some messages.
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#ifdef _WIN32
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- ::SetPropA((HWND)main_viewport->PlatformHandleRaw, "IMGUI_CONTEXT", ImGui::GetCurrentContext());
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- bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
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+ HWND hwnd = (HWND)main_viewport->PlatformHandleRaw;
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+ ::SetPropA(hwnd, "IMGUI_BACKEND_DATA", bd);
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+ bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
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IM_ASSERT(bd->PrevWndProc != nullptr);
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::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
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#endif
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@@ -730,7 +747,7 @@ void ImGui_ImplGlfw_Shutdown()
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// Windows: restore our WndProc hook
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#ifdef _WIN32
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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- ::SetPropA((HWND)main_viewport->PlatformHandleRaw, "IMGUI_CONTEXT", nullptr);
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+ ::SetPropA((HWND)main_viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", nullptr);
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::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
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bd->PrevWndProc = nullptr;
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#endif
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@@ -738,6 +755,7 @@ void ImGui_ImplGlfw_Shutdown()
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io.BackendPlatformName = nullptr;
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io.BackendPlatformUserData = nullptr;
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io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
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+ ImGui_ImplGlfw_ContextMap_Remove(bd->Window);
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IM_DELETE(bd);
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}
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@@ -961,7 +979,7 @@ void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_s
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// Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
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// We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
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// FIXME: May break chaining in case user registered their own Emscripten callback?
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- emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
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+ emscripten_set_wheel_callback(bd->CanvasSelector, bd, false, ImGui_ImplEmscripten_WheelCallback);
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}
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#elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)
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// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call
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