Viewport, Platforms: SDL: Fixed initial focus click being ignored as a mouse button. GLFW: Fixed mouse cursor support for multi-viewport with GLFW 3.3 (current master) - somehow doesn't appear to work with GLFW 3.2 but I'm not too fussed about it. (#1542)

This commit is contained in:
omar
2018-04-23 15:54:38 +02:00
parent f1c31ebc67
commit 423577e14e
5 changed files with 32 additions and 23 deletions

View File

@ -30,15 +30,16 @@
#include "imgui_impl_sdl2.h"
// SDL
// (the multi-viewports feature requires SDL features suppoted from SDL 2.0.5+)
// (the multi-viewports feature requires SDL features supported from SDL 2.0.5+)
#include <SDL.h>
#include <SDL_syswm.h>
#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
#if !SDL_HAS_VULKAN
static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
#endif
@ -231,7 +232,7 @@ static void ImGui_ImplSDL2_UpdateMouse()
io.MousePosViewport = viewport->ID;
}
// We already retrieve global mouse position, SDL_CaptureMouse() also let the OS know our drag outside boundaries shouldn't trigger, e.g.: OS window resize cursor
// We already retrieve global mouse position, SDL_CaptureMouse() also let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't trigger the OS window resize cursor
// The function is only supported from SDL 2.0.4 (released Jan 2016)
bool any_mouse_button_down = ImGui::IsAnyMouseDown();
SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
@ -301,11 +302,10 @@ static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
viewport->PlatformUserData = data;
// Share GL resources with main context
// FIXME-PLATFORM
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGuiViewportDataSDL2* main_viewport_data = (ImGuiViewportDataSDL2*)main_viewport->PlatformUserData;
// Share GL resources with main context
bool use_opengl = (main_viewport_data->GLContext != NULL);
SDL_GLContext backup_context = NULL;
if (use_opengl)
@ -444,7 +444,7 @@ static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
}
#endif // SDL_HAS_VULKAN
// FIXME-PLATFORM: Update when changed?
// FIXME-PLATFORM: Update monitor list when changed?
static void ImGui_ImplSDL2_UpdateMonitors()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
@ -490,6 +490,11 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
#endif
// SDL2 by default doesn't pass mouse clicks to the application when the click focused a window. This is getting in the way of our interactions and we disable that behavior.
#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
#endif
ImGui_ImplSDL2_UpdateMonitors();
// Register main window handle (which is owned by the main application, not by us)