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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)
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@ -521,7 +521,6 @@ static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
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ImGuiViewportDataDx10* data = IM_NEW(ImGuiViewportDataDx10)();
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viewport->RendererUserData = data;
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// FIXME-PLATFORM
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HWND hwnd = (HWND)viewport->PlatformHandle;
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IM_ASSERT(hwnd != 0);
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@ -605,7 +605,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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}
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// Setup back-end capabilities flags
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// FIXME-VIEWPORT: Actually unfinshed..
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// FIXME-VIEWPORT: Actually unfinished..
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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@ -242,17 +242,22 @@ static void ImGui_ImplGlfw_UpdateMouse()
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}
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// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
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// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
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if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0 && glfwGetInputMode(g_Window, GLFW_CURSOR) != GLFW_CURSOR_DISABLED)
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{
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ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
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for (int n = 0; n < platform_io.Viewports.Size; n++)
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{
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GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
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if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
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{
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glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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}
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else
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{
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glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
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glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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glfwSetCursor(window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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}
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}
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}
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}
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@ -520,8 +525,8 @@ static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
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}
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#endif // GLFW_HAS_VULKAN
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// FIXME-PLATFORM: Update when changed (using glfwSetMonitorCallback?)
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// FIXME-PLATFORM: GLFW doesn't export work area (see https://github.com/glfw/glfw/pull/989)
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// FIXME-PLATFORM: Update monitor list when changed (using glfwSetMonitorCallback?)
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// FIXME-PLATFORM: GLFW doesn't export monitor work area (see https://github.com/glfw/glfw/pull/989)
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static void ImGui_ImplGlfw_UpdateMonitors()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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@ -30,7 +30,7 @@
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#include "imgui_impl_sdl2.h"
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// SDL
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// (the multi-viewports feature requires SDL features suppoted from SDL 2.0.5+)
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// (the multi-viewports feature requires SDL features supported from SDL 2.0.5+)
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#include <SDL.h>
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#include <SDL_syswm.h>
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#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
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@ -39,6 +39,7 @@
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#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5)
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#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
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#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
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#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
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#if !SDL_HAS_VULKAN
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static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
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#endif
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@ -231,7 +232,7 @@ static void ImGui_ImplSDL2_UpdateMouse()
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io.MousePosViewport = viewport->ID;
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}
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// 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
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// 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
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// The function is only supported from SDL 2.0.4 (released Jan 2016)
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bool any_mouse_button_down = ImGui::IsAnyMouseDown();
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SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
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@ -301,11 +302,10 @@ static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
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ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
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viewport->PlatformUserData = data;
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// Share GL resources with main context
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// FIXME-PLATFORM
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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ImGuiViewportDataSDL2* main_viewport_data = (ImGuiViewportDataSDL2*)main_viewport->PlatformUserData;
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// Share GL resources with main context
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bool use_opengl = (main_viewport_data->GLContext != NULL);
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SDL_GLContext backup_context = NULL;
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if (use_opengl)
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@ -444,7 +444,7 @@ static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
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}
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#endif // SDL_HAS_VULKAN
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// FIXME-PLATFORM: Update when changed?
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// FIXME-PLATFORM: Update monitor list when changed?
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static void ImGui_ImplSDL2_UpdateMonitors()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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@ -490,6 +490,11 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
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platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
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#endif
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// 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.
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#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH
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SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
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#endif
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ImGui_ImplSDL2_UpdateMonitors();
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// Register main window handle (which is owned by the main application, not by us)
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@ -566,7 +566,7 @@ static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, H
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return TRUE;
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}
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// FIXME-PLATFORM: Update list when changed (WM_DISPLAYCHANGE?)
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// FIXME-PLATFORM: Update monitor list when changed (WM_DISPLAYCHANGE?)
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static void ImGui_ImplWin32_UpdateMonitors()
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{
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ImGui::GetPlatformIO().Monitors.resize(0);
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