IO: Added ImGuiConfigFlags_NoSetMouseCursors. Added ImGuiBackendFlags_HasMouseCursors, ImGuiBackendFlags_HasSetMousePos. (#787, #1495, #1202)

This commit is contained in:
omar
2018-03-20 21:19:23 +01:00
parent dcf7c3d188
commit 75c3793db5
13 changed files with 146 additions and 72 deletions

View File

@ -19,6 +19,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoSetMouseCursor flag.
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
// 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL2 in their name.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
@ -233,8 +234,13 @@ bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks)
{
g_Window = window;
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
@ -339,15 +345,18 @@ void ImGui_ImplGlfwGL2_NewFrame()
}
// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
if ((io.ConfigFlags & ImGuiConfigFlags_NoSetMouseCursor) == 0)
{
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
}
else
{
glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
{
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
}
else
{
glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
}
// 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.