diff --git a/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp b/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp index 0a7b8d7e..769ebb9f 100644 --- a/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp +++ b/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp @@ -19,6 +19,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL2_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. @@ -43,7 +44,7 @@ static Uint64 g_Time = 0; static bool g_MousePressed[3] = { false, false, false }; static GLuint g_FontTexture = 0; -static SDL_Cursor *g_SdlCursorMap[ImGuiMouseCursor_Count_]; +static SDL_Cursor* g_SdlCursors[ImGuiMouseCursor_Count_] = { 0 }; // OpenGL2 Render function. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) @@ -251,13 +252,13 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window) io.GetClipboardTextFn = ImGui_ImplSdlGL2_GetClipboardText; io.ClipboardUserData = NULL; - g_SdlCursorMap[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); - g_SdlCursorMap[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); - g_SdlCursorMap[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); - g_SdlCursorMap[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); - g_SdlCursorMap[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); - g_SdlCursorMap[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); - g_SdlCursorMap[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); + g_SdlCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); + g_SdlCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); + g_SdlCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); + g_SdlCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); + g_SdlCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); + g_SdlCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); + g_SdlCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); #ifdef _WIN32 SDL_SysWMinfo wmInfo; @@ -276,7 +277,7 @@ void ImGui_ImplSdlGL2_Shutdown() ImGui_ImplSdlGL2_InvalidateDeviceObjects(); for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++) - SDL_FreeCursor(g_SdlCursorMap[cursor_n]); + SDL_FreeCursor(g_SdlCursors[cursor_n]); } void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window) @@ -326,12 +327,14 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window) #endif // Hide OS mouse cursor if ImGui is drawing it - if (io.MouseDrawCursor) + ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) + { SDL_ShowCursor(0); + } else { - SDL_Cursor *cursor = g_SdlCursorMap[ImGui::GetMouseCursor()]; - SDL_SetCursor(cursor); + SDL_SetCursor(g_SdlCursors[cursor]); SDL_ShowCursor(1); } diff --git a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp index 186e6d2c..5a1ec15d 100644 --- a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp +++ b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp @@ -12,6 +12,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. @@ -45,7 +46,7 @@ static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; -static SDL_Cursor *g_SdlCursorMap[ImGuiMouseCursor_Count_]; +static SDL_Cursor* g_SdlCursors[ImGuiMouseCursor_Count_] = { 0 }; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. @@ -365,13 +366,13 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window) io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText; io.ClipboardUserData = NULL; - g_SdlCursorMap[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); - g_SdlCursorMap[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); - g_SdlCursorMap[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); - g_SdlCursorMap[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); - g_SdlCursorMap[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); - g_SdlCursorMap[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); - g_SdlCursorMap[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); + g_SdlCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); + g_SdlCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); + g_SdlCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); + g_SdlCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); + g_SdlCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); + g_SdlCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); + g_SdlCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); #ifdef _WIN32 SDL_SysWMinfo wmInfo; @@ -390,7 +391,7 @@ void ImGui_ImplSdlGL3_Shutdown() ImGui_ImplSdlGL3_InvalidateDeviceObjects(); for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++) - SDL_FreeCursor(g_SdlCursorMap[cursor_n]); + SDL_FreeCursor(g_SdlCursors[cursor_n]); } void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window) @@ -440,12 +441,14 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window) #endif // Hide OS mouse cursor if ImGui is drawing it - if (io.MouseDrawCursor) + ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) + { SDL_ShowCursor(0); + } else { - SDL_Cursor *cursor = g_SdlCursorMap[ImGui::GetMouseCursor()]; - SDL_SetCursor(cursor); + SDL_SetCursor(g_SdlCursors[cursor]); SDL_ShowCursor(1); }