Viewport, Platform: Cleaned up xxx_UpdateMouseCursor() functions to make them more consistent. (#1542)

This commit is contained in:
omar 2018-05-11 16:41:32 +02:00
parent d574604a5d
commit 090eb437ed
3 changed files with 47 additions and 34 deletions

View File

@ -196,7 +196,7 @@ void ImGui_ImplGlfw_Shutdown()
g_ClientApi = GlfwClientApi_Unknown;
}
static void ImGui_ImplGlfw_UpdateMouse()
static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
{
ImGuiIO& io = ImGui::GetIO();
const ImVec2 mouse_pos_backup = io.MousePos;
@ -241,26 +241,32 @@ static void ImGui_ImplGlfw_UpdateMouse()
io.MouseHoveredViewport = viewport->ID;
#endif
}
}
// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0 && glfwGetInputMode(g_Window, GLFW_CURSOR) != GLFW_CURSOR_DISABLED)
{
ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
static void ImGui_ImplGlfw_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
return;
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int n = 0; n < platform_io.Viewports.Size; n++)
{
GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
}
else
{
glfwSetCursor(window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
// Show OS mouse cursor
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
glfwSetCursor(window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
}
}
}
void ImGui_ImplGlfw_NewFrame()
@ -283,7 +289,8 @@ void ImGui_ImplGlfw_NewFrame()
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
g_Time = current_time;
ImGui_ImplGlfw_UpdateMouse();
ImGui_ImplGlfw_UpdateMousePosAndButtons();
ImGui_ImplGlfw_UpdateMouseCursor();
// Gamepad navigation mapping [BETA]
memset(io.NavInputs, 0, sizeof(io.NavInputs));

View File

@ -197,7 +197,7 @@ void ImGui_ImplSDL2_Shutdown()
memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
}
static void ImGui_ImplSDL2_UpdateMouse()
static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
{
ImGuiIO& io = ImGui::GetIO();
const ImVec2 mouse_pos_backup = io.MousePos;
@ -250,21 +250,26 @@ static void ImGui_ImplSDL2_UpdateMouse()
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
io.MousePos = ImVec2((float)mx, (float)my);
#endif
}
// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0)
{
ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
static void ImGui_ImplSDL2_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return;
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
SDL_ShowCursor(SDL_FALSE);
}
else
{
SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
// Show OS mouse cursor
SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
SDL_ShowCursor(SDL_TRUE);
}
}
}
void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
@ -286,7 +291,8 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
g_Time = current_time;
ImGui_ImplSDL2_UpdateMouse();
ImGui_ImplSDL2_UpdateMousePosAndButtons();
ImGui_ImplSDL2_UpdateMouseCursor();
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
ImGui::NewFrame();

View File

@ -94,15 +94,15 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return false;
ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
if (imgui_cursor == ImGuiMouseCursor_None)
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
::SetCursor(NULL);
}
else
{
// Hardware cursor type
// Show OS mouse cursor
LPTSTR win32_cursor = IDC_ARROW;
switch (imgui_cursor)
{