Backends: Win32: Fixed a crash when multiple processes are running with multi-viewports, caused by misusage of GetProp(). (#8162, #8069)
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Amend fedf45c77
This commit is contained in:
ocornut 2024-11-21 15:01:21 +01:00
parent cdf21f6773
commit dad1047b04
4 changed files with 32 additions and 14 deletions

View File

@ -23,6 +23,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-11-21: [Docking] Fixed a crash when multiple processes are running with multi-viewports, caused by misusage of GetProp(). (#8162, #8069)
// 2024-10-28: [Docking] Rely on property stored inside HWND to retrieve context/viewport, should facilitate attempt to use this for parallel contexts. (#8069)
// 2024-09-16: [Docking] Inputs: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971)
// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768)
@ -192,8 +193,10 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
// Be aware that GetPropA()/SetPropA() may be accessed from other processes.
// So as we store a pointer in IMGUI_CONTEXT we need to make sure we only call GetPropA() on windows owned by our process.
::SetPropA(bd->hWnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext());
::SetPropA(bd->hWnd, "IMGUI_VIEWPORT", main_viewport);
ImGui_ImplWin32_InitMultiViewportSupport(platform_has_own_dc);
// Dynamically load XInput library
@ -238,7 +241,6 @@ void ImGui_ImplWin32_Shutdown()
ImGuiIO& io = ImGui::GetIO();
::SetPropA(bd->hWnd, "IMGUI_CONTEXT", nullptr);
::SetPropA(bd->hWnd, "IMGUI_VIEWPORT", nullptr);
ImGui_ImplWin32_ShutdownMultiViewportSupport();
// Unload XInput library
@ -319,17 +321,20 @@ static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io)
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN));
}
static ImGuiViewport* ImGui_ImplWin32_FindViewportByPlatformHandle(HWND hwnd)
static ImGuiViewport* ImGui_ImplWin32_FindViewportByPlatformHandle(ImGuiPlatformIO& platform_io, HWND hwnd)
{
// We could use ImGui::FindViewportByPlatformHandle() but GetPropA() gets us closer to parallel multi-contexts,
// until we can pass an explicit context to FindViewportByPlatformHandle().
// We cannot use ImGui::FindViewportByPlatformHandle() because it doesn't take a context.
// When called from ImGui_ImplWin32_WndProcHandler_PlatformWindow() we don't assume that context is bound.
//return ImGui::FindViewportByPlatformHandle((void*)hwnd);
return (ImGuiViewport*)::GetPropA(hwnd, "IMGUI_VIEWPORT");
for (ImGuiViewport* viewport : platform_io.Viewports)
if (viewport->PlatformHandle == hwnd)
return viewport;
return nullptr;
}
// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
// Because of that, it is a little more complicated than your typical single-viewport binding code!
static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io)
static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io, ImGuiPlatformIO& platform_io)
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
IM_ASSERT(bd->hWnd != 0);
@ -338,7 +343,7 @@ static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io)
bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
HWND focused_window = ::GetForegroundWindow();
const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui_ImplWin32_FindViewportByPlatformHandle(focused_window)));
const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, focused_window)));
if (is_app_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
@ -376,7 +381,7 @@ static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io)
ImGuiID mouse_viewport_id = 0;
if (has_mouse_screen_pos)
if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(hovered_hwnd))
if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, hovered_hwnd))
mouse_viewport_id = viewport->ID;
io.AddMouseViewportEvent(mouse_viewport_id);
}
@ -475,6 +480,7 @@ void ImGui_ImplWin32_NewFrame()
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
// Setup display size (every frame to accommodate for window resizing)
RECT rect = { 0, 0, 0, 0 };
@ -490,7 +496,7 @@ void ImGui_ImplWin32_NewFrame()
bd->Time = current_time;
// Update OS mouse position
ImGui_ImplWin32_UpdateMouseData(io);
ImGui_ImplWin32_UpdateMouseData(io, platform_io);
// Process workarounds for known Windows key handling issues
ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io);
@ -1091,7 +1097,6 @@ static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
// Secondary viewports store their imgui context
::SetPropA(vd->Hwnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext());
::SetPropA(vd->Hwnd, "IMGUI_VIEWPORT", viewport);
}
static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
@ -1303,7 +1308,7 @@ static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
#endif
}
namespace ImGui { extern ImGuiIO& GetIOEx(ImGuiContext*); }
namespace ImGui { extern ImGuiIO& GetIOEx(ImGuiContext*); extern ImGuiPlatformIO& GetPlatformIOEx(ImGuiContext*); }
static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
@ -1313,10 +1318,11 @@ static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd,
return DefWindowProc(hWnd, msg, wParam, lParam); // unlike ImGui_ImplWin32_WndProcHandler() we are called directly by Windows, we can't just return 0.
ImGuiIO& io = ImGui::GetIOEx(ctx);
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIOEx(ctx);
LRESULT result = 0;
if (ImGui_ImplWin32_WndProcHandlerEx(hWnd, msg, wParam, lParam, io))
result = true;
else if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(hWnd))
else if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, hWnd))
{
switch (msg)
{

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@ -64,6 +64,10 @@ Other changes:
Docking+Viewports Branch:
- Backends: Win32: Fixed a crash/regression in 1.91.5 when running two processes
with multi-viewports (was using GetProp() to query property which could have
belonged to another process). (#8162, #8069) [@sammyfreg, @ocornut]
-----------------------------------------------------------------------
VERSION 1.91.5 (Released 2024-11-07)

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@ -4856,6 +4856,13 @@ ImGuiPlatformIO& ImGui::GetPlatformIO()
return GImGui->PlatformIO;
}
// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856)
ImGuiPlatformIO& ImGui::GetPlatformIOEx(ImGuiContext* ctx)
{
IM_ASSERT(ctx != NULL);
return ctx->PlatformIO;
}
// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
ImDrawData* ImGui::GetDrawData()
{

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@ -3184,7 +3184,8 @@ namespace ImGui
// If this ever crashes because g.CurrentWindow is NULL, it means that either:
// - ImGui::NewFrame() has never been called, which is illegal.
// - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
IMGUI_API ImGuiIO& GetIOEx(ImGuiContext* ctx);
IMGUI_API ImGuiIO& GetIOEx(ImGuiContext* ctx);
IMGUI_API ImGuiPlatformIO& GetPlatformIOEx(ImGuiContext* ctx);
inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; }
inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; }
IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id);