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Viewports: Relaxed specs for backend supporting ImGuiBackendFlags_HasMouseHoveredViewport. Backends: SDL: Added support for simplified HasMouseHoveredViewport. (#1542, #4665)
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@ -578,12 +578,14 @@ static void ImGui_ImplGlfw_UpdateMouseData()
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}
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// (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
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// Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because
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// - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
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// - This is _regardless_ of whether another viewport is focused or being dragged from.
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// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, imgui will ignore this field and infer the information by relying on the
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// rectangles and last focused time of every viewports it knows about. It will be unaware of other windows that may be sitting between or over your windows.
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// [GLFW] FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
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// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
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// - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag.
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// - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.
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// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
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// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
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// by the backend, and use its flawed heuristic to guess the viewport behind.
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// - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
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// FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
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// See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
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#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
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const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
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@ -592,6 +594,8 @@ static void ImGui_ImplGlfw_UpdateMouseData()
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#endif
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if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input)
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io.MouseHoveredViewport = viewport->ID;
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#else
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// We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse.
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#endif
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}
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}
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