From fac19e18834fd993194ffeefbbb8a961a1bb18f9 Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 7 Feb 2023 18:55:10 +0100 Subject: [PATCH] Backends: SDL2:+SDL3 Implement SetPlatformImeDataFn (amends). (#6071, #1953) + fix SDL3 setting PlatformHandleRaw. (#6146) --- backends/imgui_impl_sdl2.cpp | 55 +++++++++++----------- backends/imgui_impl_sdl2.h | 3 +- backends/imgui_impl_sdl3.cpp | 27 +++++++++-- backends/imgui_impl_sdl3.h | 2 + docs/CHANGELOG.txt | 3 ++ examples/example_sdl2_directx11/main.cpp | 5 ++ examples/example_sdl2_metal/main.mm | 3 ++ examples/example_sdl2_opengl2/main.cpp | 5 ++ examples/example_sdl2_opengl3/main.cpp | 5 ++ examples/example_sdl2_sdlrenderer/main.cpp | 5 ++ examples/example_sdl2_vulkan/main.cpp | 5 ++ examples/example_sdl3_opengl3/main.cpp | 3 ++ examples/imgui_examples.sln | 10 ---- imgui.cpp | 8 +++- 14 files changed, 95 insertions(+), 44 deletions(-) diff --git a/backends/imgui_impl_sdl2.cpp b/backends/imgui_impl_sdl2.cpp index fe285ed67901..35eaabeb528f 100644 --- a/backends/imgui_impl_sdl2.cpp +++ b/backends/imgui_impl_sdl2.cpp @@ -8,8 +8,7 @@ // [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 SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// 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. +// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. // 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. @@ -18,6 +17,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()). // 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3. // 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version). // 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096) @@ -84,7 +84,6 @@ #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 #endif #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) -#define SDL_HAS_SET_TEXT_INPUT_RECT SDL_VERSION_ATLEAST(2,0,0) // SDL Data struct ImGui_ImplSDL2_Data @@ -127,6 +126,25 @@ static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) SDL_SetClipboardText(text); } +// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow(). +static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data) +{ + if (data->WantVisible) + { + SDL_Rect r; + r.x = (int)data->InputPos.x; + r.y = (int)data->InputPos.y; + r.w = 1; + r.h = (int)data->InputLineHeight; + SDL_SetTextInputRect(&r); + SDL_StartTextInput(); + } + else + { + SDL_StopTextInput(); + } +} + static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode) { switch (keycode) @@ -337,27 +355,6 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) return false; } -#if SDL_HAS_SET_TEXT_INPUT_RECT -static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport* viewport, ImGuiPlatformImeData* data) -{ - (void)viewport; - if (data->WantVisible) - { - SDL_Rect r; - r.x = (int)data->InputPos.x; - r.y = (int)data->InputPos.y; - r.w = 1; - r.h = (int)data->InputLineHeight; - SDL_SetTextInputRect(&r); - SDL_StartTextInput(); - } - else - { - SDL_StopTextInput(); - } -} -#endif - static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer) { ImGuiIO& io = ImGui::GetIO(); @@ -388,10 +385,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer) io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; io.ClipboardUserData = nullptr; - -#if SDL_HAS_SET_TEXT_INPUT_RECT io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData; -#endif // Load mouse cursors bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); @@ -428,6 +422,13 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer) SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); #endif + // From 2.0.18: Enable native IME. + // IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any. + // For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow(). +#ifdef SDL_HINT_IME_SHOW_UI + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); +#endif + // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710) #ifdef SDL_HINT_MOUSE_AUTO_CAPTURE SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); diff --git a/backends/imgui_impl_sdl2.h b/backends/imgui_impl_sdl2.h index dc18c2cc9c83..68da36a8d9b9 100644 --- a/backends/imgui_impl_sdl2.h +++ b/backends/imgui_impl_sdl2.h @@ -7,8 +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 SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// 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. +// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. // 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. diff --git a/backends/imgui_impl_sdl3.cpp b/backends/imgui_impl_sdl3.cpp index 6e8abee8c313..42f67de3fac2 100644 --- a/backends/imgui_impl_sdl3.cpp +++ b/backends/imgui_impl_sdl3.cpp @@ -8,6 +8,8 @@ // [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 SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// Missing features: +// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. // 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. @@ -75,6 +77,24 @@ static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text) SDL_SetClipboardText(text); } +static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data) +{ + if (data->WantVisible) + { + SDL_Rect r; + r.x = (int)data->InputPos.x; + r.y = (int)data->InputPos.y; + r.w = 1; + r.h = (int)data->InputLineHeight; + SDL_SetTextInputRect(&r); + SDL_StartTextInput(); + } + else + { + SDL_StopTextInput(); + } +} + static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode) { switch (keycode) @@ -310,6 +330,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer) io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText; io.ClipboardUserData = nullptr; + io.SetPlatformImeDataFn = ImGui_ImplSDL3_SetPlatformImeData; // Load mouse cursors bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); @@ -327,11 +348,11 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer) ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->PlatformHandleRaw = nullptr; SDL_SysWMinfo info; - if (SDL_GetWindowWMInfo(window, &info, SDL_SYSWM_CURRENT_VERSION)) + if (SDL_GetWindowWMInfo(window, &info, SDL_SYSWM_CURRENT_VERSION) == 0) { -#if defined(SDL_VIDEO_DRIVER_WINDOWS) +#if defined(SDL_ENABLE_SYSWM_WINDOWS) main_viewport->PlatformHandleRaw = (void*)info.info.win.window; -#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) +#elif defined(__APPLE__) && defined(SDL_ENABLE_SYSWM_COCOA) main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; #endif } diff --git a/backends/imgui_impl_sdl3.h b/backends/imgui_impl_sdl3.h index f76ca948cd53..fd7e49c2b299 100644 --- a/backends/imgui_impl_sdl3.h +++ b/backends/imgui_impl_sdl3.h @@ -8,6 +8,8 @@ // [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 SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// Missing features: +// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. // 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. diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 663246471439..45286e54449c 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -98,6 +98,9 @@ All changes: for smooth scrolling as reported by SDL. (#4019, #6096) - Backends: SDL2: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version). (#6113) +- Backends: SDL2: Implement IME handler to call SDL_SetTextInputRect()/SDL_StartTextInput(). + It will only works with SDL 2.0.18+ if your code calls 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1")' + prior to calling SDL_CreateWindow(). Updated all examples accordingly. (#6071, #1953) - Backends: SDL3: Added experimental imgui_impl_sdl3.cpp backend. (#6146) [@dovker, @ocornut] SDL 3.0.0 has not yet been released, so it is possible that its specs/api will change before release. This backend is provided as a convenience for early adopters etc. We don't recommend diff --git a/examples/example_sdl2_directx11/main.cpp b/examples/example_sdl2_directx11/main.cpp index 58711e3e3a25..1aedea96287d 100644 --- a/examples/example_sdl2_directx11/main.cpp +++ b/examples/example_sdl2_directx11/main.cpp @@ -35,6 +35,11 @@ int main(int, char**) return -1; } + // From 2.0.18: Enable native IME. +#ifdef SDL_HINT_IME_SHOW_UI + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); +#endif + // Setup window SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); diff --git a/examples/example_sdl2_metal/main.mm b/examples/example_sdl2_metal/main.mm index 01cf5fb73035..5b59d77976a6 100644 --- a/examples/example_sdl2_metal/main.mm +++ b/examples/example_sdl2_metal/main.mm @@ -53,6 +53,9 @@ int main(int, char**) // Inform SDL that we will be using metal for rendering. Without this hint initialization of metal renderer may fail. SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal"); + // Enable native IME. + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Metal example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); if (window == NULL) { diff --git a/examples/example_sdl2_opengl2/main.cpp b/examples/example_sdl2_opengl2/main.cpp index 2c3ad748b39a..505b05fc6b74 100644 --- a/examples/example_sdl2_opengl2/main.cpp +++ b/examples/example_sdl2_opengl2/main.cpp @@ -24,6 +24,11 @@ int main(int, char**) return -1; } + // From 2.0.18: Enable native IME. +#ifdef SDL_HINT_IME_SHOW_UI + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); +#endif + // Setup window SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); diff --git a/examples/example_sdl2_opengl3/main.cpp b/examples/example_sdl2_opengl3/main.cpp index 3e63f7a27e46..95b720e14d7c 100644 --- a/examples/example_sdl2_opengl3/main.cpp +++ b/examples/example_sdl2_opengl3/main.cpp @@ -53,6 +53,11 @@ int main(int, char**) SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); #endif + // From 2.0.18: Enable native IME. +#ifdef SDL_HINT_IME_SHOW_UI + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); +#endif + // Create window with graphics context SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); diff --git a/examples/example_sdl2_sdlrenderer/main.cpp b/examples/example_sdl2_sdlrenderer/main.cpp index 0812b76d3391..2468b829ee04 100644 --- a/examples/example_sdl2_sdlrenderer/main.cpp +++ b/examples/example_sdl2_sdlrenderer/main.cpp @@ -27,6 +27,11 @@ int main(int, char**) return -1; } + // From 2.0.18: Enable native IME. +#ifdef SDL_HINT_IME_SHOW_UI + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); +#endif + // Create window with SDL_Renderer graphics context SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); diff --git a/examples/example_sdl2_vulkan/main.cpp b/examples/example_sdl2_vulkan/main.cpp index c4130c1520c1..31bf3f21fc79 100644 --- a/examples/example_sdl2_vulkan/main.cpp +++ b/examples/example_sdl2_vulkan/main.cpp @@ -350,6 +350,11 @@ int main(int, char**) return -1; } + // From 2.0.18: Enable native IME. +#ifdef SDL_HINT_IME_SHOW_UI + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); +#endif + // Create window with Vulkan graphics context SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); diff --git a/examples/example_sdl3_opengl3/main.cpp b/examples/example_sdl3_opengl3/main.cpp index 613228b00043..b43f6b41437f 100644 --- a/examples/example_sdl3_opengl3/main.cpp +++ b/examples/example_sdl3_opengl3/main.cpp @@ -53,6 +53,9 @@ int main(int, char**) SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); #endif + // Enable native IME. + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); + // Create window with graphics context SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); diff --git a/examples/imgui_examples.sln b/examples/imgui_examples.sln index fdaf0692f551..9b442b276f99 100644 --- a/examples/imgui_examples.sln +++ b/examples/imgui_examples.sln @@ -27,8 +27,6 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_sdlrenderer", EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_vulkan", "example_sdl2_vulkan\example_sdl2_vulkan.vcxproj", "{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_opengl3", "example_sdl3_opengl3\example_sdl3_opengl3.vcxproj", "{84AAA301-84FE-428B-9E3E-817BC8123C0C}" -EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Win32 = Debug|Win32 @@ -133,14 +131,6 @@ Global {BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|Win32.Build.0 = Release|Win32 {BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|x64.ActiveCfg = Release|x64 {BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|x64.Build.0 = Release|x64 - {84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|Win32.ActiveCfg = Debug|Win32 - {84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|Win32.Build.0 = Debug|Win32 - {84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|x64.ActiveCfg = Debug|x64 - {84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|x64.Build.0 = Debug|x64 - {84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|Win32.ActiveCfg = Release|Win32 - {84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|Win32.Build.0 = Release|Win32 - {84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|x64.ActiveCfg = Release|x64 - {84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|x64.Build.0 = Release|x64 EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE diff --git a/imgui.cpp b/imgui.cpp index a4fe84a13359..d635cf5095f2 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4819,8 +4819,12 @@ void ImGui::EndFrame() ErrorCheckEndFrameSanityChecks(); // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) - if (g.IO.SetPlatformImeDataFn && memcmp(&g.PlatformImeData, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) - g.IO.SetPlatformImeDataFn(GetMainViewport(), &g.PlatformImeData); + ImGuiPlatformImeData* ime_data = &g.PlatformImeData; + if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) + { + IMGUI_DEBUG_LOG_IO("Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y); + g.IO.SetPlatformImeDataFn(GetMainViewport(), ime_data); + } // Hide implicit/fallback "Debug" window if it hasn't been used g.WithinFrameScopeWithImplicitWindow = false;